Archives: T13 Rule
-
Strains and Straining Dice
Stress is a powerful force, it can build up in a Character and effect their decision making and abilities, as they push Stressed Dice to do more they begin Straining those Dice, and sometimes that Strain has a negative effect upon the Dice, at least until you can heal those Strained muscles and brain-cells. Strains…
-
Stress
Each Character and Descendant also has Stress. Stress can be thought of as being related to Sway (particularly Chi) and perhaps Twists. Stress has a number of related forms, Stress itself is the most common, then we have Strains, Shocks (which are quite common) and finally Traumas. This is a complex relationship as you will…
-
Drama
Drama in T13 is a result of the Suspense in the Plot, and Stress in the Characters, bubbling over. When Drama occurs the Yarn-Teller should assess the current state of the Game and Story and decide how to move forwards. Sometimes, the Drama created by the system will be appropriate, sometimes it won’t, but Yarn-Tellers…
-
Character Arcs
In T13, Character Arcs can be handled in two different ways. The first way is simply that a Yarn-Teller is assigned to run the Character Arc as an Arc level Plot. With the standard Conflict and so on. This is considered Plot-driven play, and is fairly standard. The other way is Character-driven Character Arcs and…
-
Subplots
Plots in T13 are rarely solitary things. Even a single Story is broken into 3 structural Acts and numerous Scenes, that are each technically a Plot in their own right and can burst into side Stories. When we build a new game-world we could start with a single Story, but it usually makes more sense…
-
Tapestries
In T13, the Tapestry is the Alpha and Omega of the World-Building process, it is where we begin, and where we end. Tapestries are the plans, scaffolding, and building blocks that we build our Games and Narratives with. Typically, a Tapestry will define the setting and everything else that you need to know about the…
-
Psychosocial Action Spaces
In T13 there are numerous ways that we can model everything about a character, from their geometry, personality, persona, core, and I-Ching, their hang-ups and problems in the terms of Hitches, their abilities in the form of Annexes, knowledge in the form of Proficiencies and Descendants which can also model the character’s possessions, vehicles, weapons,…
-
Action Spaces
When playing a game or writing a story we have to model the world of the Narrative. Events that take place in the universe of the story take place in this Narrative Space, every conversation, every exchange of Sway or Score. Now when Characters are talking to each other and ambling around, we don’t need…
-
Alternate Ordeals
Ordeals (with their Stages, Rounds and Phases, and card play) are a quite complex part of the game, and a strong combination of the crunchiness of simulation play and the flexibility of free-form narrative play, but they don’t suit every Player, or every situation. For these reasons we offer up some alternative ways of handling…
-
Social Ordeals
Social Ordeals are how we track things like levels of friendship, enmity, first impressions, persuasion, lying through your teeth and getting away with it, and even emotional attacks and Psychological aspects of the interactions between Characters in the world. Often Characters that could be friends will be pitted against each other by circumstances of a…