T13 has a unique way to think about narratives and their impact on the universe. Human beings are unique, as far as we know, for being the only species that tells stories, in fact we even tell stories to our selves, creating narratives from all the events that happen to us. It is how we understand things best. So into what could be a strict simulation of reality, full of numbers and facts, we add Plots to guide and shepherd Characters into creating something that feels like a story. We consider the Plot to be a sort of Character, a Plot Daemon (in the computing sense) if you will, trying to direct (although it may more closely resemble herding cats) the Characters, most commonly to explore aspects of specific Conflicts between Facets.
The Conflict is like the Personality of the Plot, it decides how powerful the Plot is and often what the Plot wishes to achieve. The Conflict also governs the sorts of Stories that the Plot can tell (or is a part of). Like a lot of things in T13 we can consider the Conflict to be a type of Annex, in this case the Central Conflict is the Master Annex of the Plot.
As well as the Conflict, the Plot is also where we store all the plot specific Characters, Locations and Descendants that the Plot may throw around.
Plot Rank
The Rank of a Plot is one way that we can determine how powerful it is. Larger Ranked Plots can affect more Characters, even entire universes can be rearranged by even the middle-ranking ones. Plots range in Rank from Scene to Cycle.
Rank | Description | Example | Conflicts | Suggested Number Of Embodiments Per Facet | Scope | Maximum Plot Hand Size | Minimum Plot Hand Size |
---|---|---|---|---|---|---|---|
Scene | Scenes are the rank and file of the Plot army. They examine a single aspect of a Conflict. Scenes can be called Tracts when they are a part of a larger Story. | Our Hero meets our Villain for the first time. | 1 (Simple-Complete) | 1 | Focused — May focus on a single, or select few, Characters or Locations. Several Locations / Stages may be passed through during a Scene. | 26 | 5 |
Act | Acts are the NCOs of the plot Army. They marshal Scenes into the Frame, Loom, Zenith structure. | Everything up to the first ad break is usually the Frame Act of a TV show. | 1 (Simple-Complex) | 1 | Limited — Usually focuses on at least a third of the available Locations and Characters of a Tale, without visiting or referencing all available Locations or Characters | 26 | 6 |
Story | Stories examine a single Conflict usually no more complicated than Complex, and most often Simple to Complete. Stories are usually self contained, and do not relate to other larger Plots. This gives a Story a little more lee-way to create larger Locations than a Chapter usually can. Use Chapter instead if the Story is part of a larger Narrative. | Short Stories, Pilot Episodes of TV shows, Short plays or films, or One-Off adventures are all Stories. | 1 (Simple-Complete) | 1 | Closed — A Story’s Scope is usually limited to a Specific Location (although usually large such as a Town, City, or even a Galaxy) and certain set of Characters. Characters and Locations from beyond the Story may be referenced, but are generally not required by the Story/ | 26 | 7 |
Chapter | Chapters usually examine a single Simple to Complete Conflict between multiple Sides, although multiple Simple Conflicts may occur during the Chapter instead. Chapters may also act as Tracts of a Volume, or Acts of an Arc. | Chapters of books, Episodes of TV shows, and individual comic-books are all Chapters. | 1-2 (Simple-Complete) | 2 | Open — A Chapter has a much larger Scope than a Story generally, although it is usually more focused (examining aspects of the larger Volume Conflict), they draw Characters and Locations from across the whole Volume (and may reference the Epic or Cycle). | 26 | 8 |
Arc | Arcs examine two or more Simple Conflicts, or one Complex Conflict, usually at least one Sub-Plot extends a Story. Arcs can be Scenes (Tracts) of an Epic Demon's, or Acts of a Volume. | Arcs are a Novella, Two-part Special, Play or Movie in complexity. | 1-2 (Simple-Complex) | 4 | Limited — An Arc utilises a limited selection of Characters and Locations from a Volume or larger, but generally has more than a Story due to the greater complexity. | 37 | 9 |
Volume | A Narrative of many interwoven Stories and Arcs that can be told to a satisfying conclusion. Volumes may be an Act of an Epic, but are just a Scene (or Tract) within a Cycle. | Volumes represents a complete Novel, or a Season/Series of a TV show, or a whole roleplaying game campaign. | 3-6 (Simple-Exceptional) | 8 | Partial — A Volume can access almost all Characters and Locations of an Epic or Cycle, but generally favours a part or only some Characters. | 50 | 10 |
Epic | Epics represent a full and complete work. Epics can also be thought of as Acts of a Cycle. | A complete Franchise Canon. Several Volumes are gathered together into a Trilogy (or series of books or movies). In TV terms Epics are all the Seasons of a TV show, but not necessarily the reboot or movies. Large sprawling RPG campaigns can be Epics too, but more normally this would be all the collected Modules of a game series that you own, like D&D’s Dark Sun, Greyhawk, Forgotten Realms, Dragonlance or your home-brew world. | 1-18 (Simple-Exceptional) | 16 | Complete — The Epic references all Characters and Locations (but not necessarily all Eras or Alternates). | 50 | 17 |
Cycle | The summation of everything smaller than themselves, they hold together whole imaginary multiverses, containing potentially billions of Characters, Locations and individual Stories. | Cycles bind whole book series, plus all the unpublished background material, encyclopaedia entries and the fan-fiction together. Cycles form the entirety of the DC and Marvel franchises, comic-books, TV shows, Movies and the games played by costumed kids. All the Stories, Novels, Movies, and TV shows that touch on the Cthulhu Mythos, or Greek Mythology, or Vampire lore could all be within a Cycle. In RPG terms the Cycle is represented by Source Books, all the Campaigns, modules, adventures, movies and novellas that a game may have spawned across all editions, plus every game ever played there by any gaming group, including the home-brewed spin-off versions. | 8-48 (Simple-Exceptional) | 32 | Exhaustive — Over the course of a Cycle every Character, Alternate, Era, Location and well everything is referenced. | 52 | 21 |
Rank | Description | Example | Conflicts | Suggested Number Of Embodiments Per Facet | Scope | Maximum Plot Hand Size | Minimum Plot Hand Size |
Conflicts
Conflicts are the meat of almost every narrative. There are a few exceptions, but in general conflict drives the T13 Narrative Engine. Stories are shaped by Character’s experiences, their successes, and failures, and the Conflict pushes at Characters, creating situations that test them, causing them to fail and succeed (and a whole lot of in between the two as well).
Now, you may be saying, “No, I don’t like Conflict as a narrative force, I prefer Event-driven, or (more likely) Character-driven Narratives.” Well, that’s fair enough, but what we mean in T13 by a Conflict isn’t necessarily two Opposed sides fighting (although it can mean that). In fact, both of those narrative forms, Event-Driven and Character-Driven narratives, actually utilise Conflicts, but they embody the Conflict completely within the Character(s) or Events themselves. One Character or Event can embody both sides of a Conflict, and create drama and tension within the normal scope of any Event or Character driven narrative, without a shot fired or even an angry word spoken. The T13, Conflict can even play out as a romance, which is about as far removed from most peoples idea of Conflict as you can get.
In games of T13, the Plot and therefore the Conflict, must always take a back seat to Player decisions. The Plot cannot force the Players to take certain actions, but it can usually limit their choices, just as the positions of doors and windows may limit what you can see, and which room you enter next. There is a careful balance to be found when gaming between the Players, their Characters, and the Plots. Good Referees and Yarn-Tellers should expect that not every Plot will work out, and never exactly as planned, and that you should talk to your Players about what they would find as acceptable future Plots, as well as using fore-shadowing and other devices. Good Players will also work as a Yarn-Teller, as a Hero, or even a Grunt, with the other Players, including the Referee, towards making the story better and more dramatic, and therefore more fun, rather than just trying to “win”. There is little drama in winning, but much more in failure, or even near-failure.
A Simple Opposed Conflict
In T13, the Conflict is defined by using the Facets. We can start by considering a simple Opposed Conflict.
This Conflict appears again and again, throughout literature, dramas, and other forms of fiction, as “Good” vs “Evil”. This is the Conflict at its most simple, primal, and understandable. Good is a Proficiency of the Virtue Facet and Evil is a Proficiency of the Sin Facet, it doesn’t really get more simple than that.
Sin is the stronger of the Two in this Conflict usually, so we call this the “Dominant” side. The Evil oppresses the Good, who must be helped and are called the “Pressed” side. For this reason, we consider the T13 Conflict as Sin vs Virtue. So that we know which side is Dominant and which is Pressed from the position. Tensions between the Embodiments of Sin and Embodiments of Virtue create the Story, which we will look at later.
Actually though, the iconic Good against Evil Conflict rarely occurs in isolation, Orthodox and Heresy (Truth and Lies), Liberty and Wyrd (Freedom and Justice / Fate) and other Facets or Proficiencies also tend to get mixed in to the Conflict more often than not. In fact, a truly powerful Plot could have all the Facets involved perhaps forming two opposed sides (often Yang Facets vs Yin Facets), or even all the Facets on both sides, just with the Dominant Side having higher Boons. In fact, a two Facet Conflict is probably too simplistic. Instead, we recommend at least four Facets are present in even simplest Story Conflicts, this allows for a number of sides to have a more than one Character Embodiment, which allows for more complex interactions and narratives.
Conflict Total
When we use T13 to measure something as nebulous as the sides of the Conflict, we ground this by thinking in terms of Boons. Typically, a Plot will have Boons that usually have a value between 13 and 26 (adjusting for Scale this could be much higher or a little lower) for each Facet that is involved in the Conflict. For the Central Conflict (and the most important Conflict Total) you add the Boons of every Facet involved in the Conflict directly. So two Boon 13 Facets create a Boon 26 Conflict Total.
Conflict Totals can vary a lot, based on the Characters that are involved in those Plots, which can make them very difficult to create on the fly. It can be hard to know which side of a Conflict should be more powerful and what that means in terms of Boons.
Type | Boon | Description |
---|---|---|
Below | -1 | The Below Side of any Conflict will always have at least one Boon lower than even the Pressed side. |
Average | 13 | A perfectly average character would have Boon 13 in every Facet. |
Hamlet | 14 | The highest Facet Boon in a tiny hamlet of 3-5 houses would generally fall around Boon 14 plus Scale) |
Village | 15 | The highest Facet Boon in a village of a few hundred people would usually be around Boon 15 plus Scale |
Town | 16 | In a town of a few thousand people the highest Facet Boon available would be around Boon 16 plus Scale |
City | 17 | In an average city people the highest Facet Boon available would be around Boon 17 plus Scale |
County | 18 | Across a whole county the highest Facet Boon available would be around Boon 18 plus Scale |
Country | 19 | Across a whole country the highest Facet Boon would be around Boon 19 plus Scale |
Continent | 20 | Across a whole continent the highest Facet Boon available would be around Boon 20 plus Scale |
World | 21 | Across a whole world the current highest Facet Boon available would be around Boon 21 plus Scale |
History | 22 | Through out the local history the highest Facet Boon available would be around Boon 22 plus Scale |
System | 23 | Across an entire populated star system in some highly populated future the highest Facet Boon available would be around Boon 23 plus Scale |
All | 24 | Out of all humans who have ever lived the highest Facet Boon available would be around Boon 24 plus Scale |
Galaxy | 25 | Across a whole galaxy (including Aliens and so on) the highest Facet Boon available would be around Boon 25 plus Scale |
Multiverses | 26 | Once you start looking in different universes to find special cases, the highest Facet Boon available would be around Boon 26 plus Scale. In general this is the most it can ever rise to. |
Dominant | +1 | The Dominant Side of any Conflict will always have at least one additional Boon on the Pressed side, even if they are both characters from the same family. |
Above | +2 | The Above Side of any Conflict will always have at least two additional Boons on the Pressed side. |
Type | Boon | Description |
Each side in a Conflict has a number of Facets available to it (and a Boon for each Facet, usually based on the Hooked Characters Facet Boons). This allows a Conflict Total for each side to be calculated (by directly adding the Boons), effectively creating a Super-Annex for each Conflict side.
A Plot therefore can be thought of as having a minimum of 3 annexes.
Conflict Annexes
- The Central Conflict — the whole thing, all the Facets on both sides. This is the Plot’s Conflict Total. It is the largest Annex available to the Plot, and is used to calculate the Hand the Plot can play as a Yarn-Teller
- The Dominant Side — which is the side that has control of the situation at the beginning. This might represent the status-quo, the elite, or the bad guys depending on the actual situation. The plot will usually rely on this Conflict Total to assist the Dominant side of the Conflict during the Plot (adding it to rolls or drawing extra cards as the Plot requires to keep the Dominant side ahead, along the way).
- The Pressed Side — this is the side that the hero or heroine belongs to. Often the Plot doesn’t use this side very much (but it can be used for determining the size of Gains and similar rewards during the Narrative).
Complicating Conflicts
Of course, simple, opposed Conflicts between a Dominant side and a Pressed side aren’t the only way that Conflicts can drive the Plot forward (although they are the easiest to understand). Here are some other options:
- Both Sides are the Same — Generally, both sides of any conflict think they are the good guys. Sometimes it can just be hard to tell which side is worse. When you really want to play with this you can put the same Facets on both sides. Perhaps two evil, authoritarian city-states clash in battle, both may have Sin, Orthodox and Dominion on their side, or two Holy Orders compete for the Grace of God with Virtue, Orthodox and Wyrd on their sides. The point is, a balanced Conflict can be spun out into oodles of narratives. As there is rarely any clear winner, the plot keeps Revolving coming up with new generals, armies and lords from either side to grind upon.
- More than Two sides — Sometimes (actually quite often) Conflicts can be much more complicated than one side versus the other. Conflicts can have multiple sides and they can interact in complex ways. You don’t have to have every side represented, and often sides will join together becoming a new larger version of one of those sides as the Plot progresses
Type Description Rules Dominant The Dominant side of the Conflict. The Dominant Embodiment may be the Setting, literally the Environment, or a Monster, or just a more powerful Character than the Pressed Characters, such as an Evil Border Baron. Sometimes the Embodiment, such as the murderer in a Mystery story, does not seem more powerful than the Pressed Characters (in a Mystery, the Detectives), however the killer in this case is embodying Sin, and while the killer may not be Dominant, the police cannot hope to defeat Sin itself. The Dominant side is always present in a Conflict, although it may be hidden from view before the final Revelation. Pressed The Pressed side of the Conflict may be suppressed, oppressed, depressed or otherwise unempowered. They are often the PCs in Games, but can be the townsfolk, or an oppressed minority in the Barony, or the slightly less militarily based land beyond the Border. The Detectives of a Mystery story, the heroes of a War story. The Pressed side is always present in the Conflict, often Embodied within one of the PCs or their Allies. Above The Above side of a Conflict sits in judgement of the Dominant and Pressed side. The Above may be political (the Duke and King, above the Baron), religious (the medieval Church, and particularly the Bishop), divine (the gods themselves, or perhaps their messengers watch and intercede where they are allowed), legal (the Barony may ignore the King’s law only so much), or it can be Moral. In Mystery Stories the Above Side may be politicians, nobles, or the press judging the Detective’s progress. Most Conflicts have an Above side, although it may be far removed and so have no direct Embodiment. If the Queen is far away, only eventually will some of the Story come to her attention. Internal Sometimes Conflicts get complicated, with insurgent forces appearing within one or the other of the sides. The Internal Side may exist within all the other sides, or can express a Conflict entirely internally within one Character (creating greater depth). Perhaps the Baron has an Internal Conflict, his conflict with the other Kingdom is simply fall-out from a failed romance. In a Mystery Story the Internal side could be a serial killer inside the police, a policeman undercover within a criminal cabal, or the Detective’s struggle with their own darkness. Internal sides are common to all Conflicts that have Pact Descendant Embodiments, but are not required. Below Below the Conflict is the opposite of the Above. These are people who are beneath the normal scope of the Conflict. If the Dominant and Pressed side are two kingdoms at war, the Below could consist of the little people of both kingdoms standing up to their rulers, or perhaps it is a guild or criminal gang taking advantage of the Chaos. In a Mystery the Below side are usually the normal people, the victims of the killer, and the relatives of the victims. The Below side should always be represented if both Dominant and Pressed sides are of higher social status. The Below side is difficult to represent if the Pressed side are the lowest rung on the ladder. External Appearing external to the conflict in every way, the External side is of course a part of it all. If the PCs wandered into the Barony then they might be this force. If they are locals, then the External side might be another Border Baron, who plans to out-manoeuvre the Baron, the King and the enemy somehow. If nothing else seems plausible, perhaps Aliens or Increated are involved somehow. In a Mystery Story the External side might be a character from another department, town, country, outer-space, or supernatural, they might be a killer, a cop, the FBI agent who swoops in after a serial killer. External side is never required. The Character Embodiments of External side should only be present rarely, and it embodies most often as External embodiments such as Locations, Tone, etc. Shadows The Shadows side of the conflict is always hidden. Sometimes the side may represent those who are not seen, hidden influencers, who will never be revealed. Other times they hint at other Plots moving in the background. Sparingly and rarely the Shadows may reveal some Yarn-Teller, or Increated hiding and influencing events through Twists. In a Mystery story the Shadows side would be the dark underworld, kingpins, robber barons, dark websites, and the ghosts of failed cases. The Shadows side will often be present, whether as a direct Character embodiment or simply as a metaphorical shadow from larger Plots. DeeperShadows The DeeperShadows side of the conflict should never exist. It is too hidden to ever be revealed. In a Mystery Story the DeeperShadows would be unknown Illuminati types, engineering these killings for political gains. The DeeperShadows side should never truly be present, and usually may only have External or Hidden Embodiments (although they may draw other Embodiments these should never be used as drawn. DeeperShadows also reflect the shadows of greater Plots in any Plot smaller than a Cycle. In a Cycle Plot the DeeperShadows represent those hidden masters, gods, and spirits that guide events, such as Wyrd herself. Type Description Rules - Asymmetric Conflicts — Just as you can have multiple sides, those sides don’t have to be equal in their power. You can give the Dominant side of a Conflict more Facets than the Pressed side(s), or less commonly the Pressed side may have a Facet advantage, but generally should still a smaller Conflict Total.
- Cooperative Conflicts — Sometimes enemies come together and work towards common goals, this is sometimes because of a worse side appearing (often a new Dominant or Above side), but it can be for other reasons. Tensions will still push and pull at the sides, trying to break the cooperation between them.
Yarn-Telling and Plots
Plots are generally how the Referee uses Yarn-Telling and Yarn cards. The Plots are the Referee’s Yarn-Tellers. To represent this we give each Plot at least one Yarn-Card as a Plot Significator. The Plot can Play any Yarn-card as its Plot Significator, at no Cost. You can give each Side of a Plot a separate Significator (although we rarely give the Pressed side their own — see below), so the Central Conflict might be A ♣ (The Court), which means the over all themes are probably a legal case or set in a king’s court, while the Dominant Side Annex may have an 8 ♦ (The Cultist), implying a conspiracy is afoot.
Pressed Side Significator — The Pressed Side of a Conflict does not have a Significator in the usual sense. Instead, the Pressed Side Significator indicates something that the Plot is lacking, or limited by, often in regard to the Pressed Side.
Referees can use cards to randomly build any Plot from components like Scenes and Acts. This is done through a Plot Hand.
Each Plot has a Plot Hand that can hold as many cards as the Maximum for its type (and has a Minimum Size that it must Draw if it falls below). However, generally it Draws according to the Side being affected’s Conflict Annex Draw. When creating Sweeping events, Gains and Revelations for the Pressed side, the Plot can add the Pressed Side’s Conflict Draw. In fact, that holds true for every side. If the DeeperShadows need to Draw and Play cards then they should use their side’s Conflict Draw to do it. Only rarely will the Conflict use its Central Conflict Annex to Draw, if it is trying to gain a big enough hand to create a Conflict Spread or and Act spread for example.
The Referee (and occasionally other Yarn-Tellers) can play from this Plot Hand as they need to (and can play cards as Yarn, Wyrd Tarot and Ordeal cards as they wish for the Dominant side). This Plot Hand is similar to a single Player Character’s Wyrd Tarot Hand and Ordeal Pool combined, just like most Yarn-Teller’s Yarn cards. Yarn-Tellers and Referees can add their own Yarn-Cards into any Plot Spread they are creating along with the Plot Hand.
It is largely up to the Referee when and how the Plot plays these cards, but these are the main types that we consider.
Type | Description | Rules |
---|---|---|
Seat-of-the-Pants | These Referees do not plan their Stories out, they react to the actions of the Characters, using the cards they have to explain how the sides react to the Character’s actions. This sort of play is great under an experienced Referee, but not recommended for beginners. | Pantsers play cards from their Hand, in any Order, at any time, to create the next section of Plot and then refill their Hand |
Authored | An Author doesn’t have to worry about Players, and can plan out the entire Plot before hand. Some Referees will also do this. Planning each session out in detail, so that they know in advance what will happen. This can go wrong when Players break the Referee’s expectations and don’t defeat the Villain how they thought they would, or run away. Worse yet for games, and the Players, Authored Plots often railroad the Player Characters, making their choices and actions unimportant to the Plot. | Authors play cards from their Hand during the creation of the Plot to create single Scenes. The Author does not play Yarn Cards during Play usually. |
Full-Prep | A Fully Prepped Plot is a technique that can be used to have the Plot prepared, as an Authored Plot might be, but also include branches and choices that they can use when the Player Characters go off the rails. The easiest way to do this is for the Referee to consider at least two different ways of playing any Hand for a Yarn-Telling Scene, before play begins (you can alter the order of the cards played from the Hand to create very different results). This can give flexibility in how the Plot responds to the Characters without having the Referee have to Seat-of-the-Pants anything. | To Prepare a Plot fully each Scene uses a separate Hand where at least Two variations of Playing the Hand are recorded ahead of time (ideally all variants would be recorded – giving each Scene as many potential ways of playing out as the Plot has sized Hand). Yarn Cards are not played during play, but are narrated by the Yarn-Teller as though they had been. |
Hybrid | Hybrid play means that the Referee may Author or Fully Prep the Plot, but if things go too “off-piste” they will use Seat-of-Pants play to get them through it. In many ways this is the best way that the Referee can work. It allows them to map out complex Plots, but doesn’t encourage the Rail-roading of the Players into a particular Story. | The Plot is created like an Authored or Fully-prepped plot, but during Play the Plot may play cards out of their Hand at any time and then refill their Hand. |
Type | Description | Rules |
Embodiments
Embodiments are how the Facets of a Conflict interact in the Narrative. Usually the most important Embodiments of the Conflict are the main Characters, often the actual Facet will embody as a Character’s Incarna, Persona, Core or as a Hitch, but Plots also Embody as other aspects of the Story.
Type | Description |
---|---|
Incarna | The Conflict Embodies one Facet as a Character (or Descendant) Incarna. Often the easiest Embodiment to create Fantastical Characters, but not often suitable to all Genres and Conflicts. Also Incarna Embodiments tend to to make for very obvious, unsubtle, comic-book style Plots where one Ice-based hero must defeat an Heat/Fire-based villain. |
Persona | The Conflict Embodies one Facet as a Character Persona. Often this is the most satisfying embodiment, but it can lead to easy identification of the Embodiment, and unsubtle, stereotyped Plots. Of course, not every Plot needs to be subtle, sometimes you just want a Villain to fight. |
Core | The Conflict Embodies one Facet as a Character Core. This can create very satisfying embodiments that are suitable for most Genres. Core Embodiments can create both obvious and stereotypical plots, and so require some care. |
Hitch | The Conflict Embodies one Facet as a Character (or Descendant) Hitch. This can create quite secretive and subtle embodiments that can be very difficult to spot, especially on Descendants. Other times, Hitch Embodiments can be very obvious, and in the case of Character Woes, glaring. |
Monster | The Conflict Embodies one Facet as a Monster Facet. This Monster might be a Dragon, an Orc Horde, or just a human Villain. Monsters can be great fun, but are rarely subtle. Where possible when using Monster embodiments, the Plot may want to keep the exact nature of the Monster a secret for as long as possible. |
Proficiency | The Conflict Embodies as a single Proficiency from one Facet. Characters or Descendants that have the Proficiency may be Hooked to that side. This is a very subtle Embodiment when handled gently, and can make for incredible, interesting and fresh Plots, but can also create incomprehensible messes. |
Annex | The Conflict Embodies at least one Facet within an Annex, this could be a subtle, solitary Nimbed or Umbral, or be as obvious as being Root, Channel and at least one Umbral. The Annex may be within Descendants, Characters, or may be part of a Creation Plot. This can be a powerful and subtle Plot, and are often a lot of fun. |
Tone | The Conflict Embodies one Facet as the Tone of the Scene, Act or Story. This can be an easy way to embody some Facets, but can be restrictive and may not suit your style. It can also cause problems with conflicts between Tone and Suspense Level, where high Suspense calls for Rational Conflict, but the Embodiment is a conversational Tone. Use with care. |
Ordeal/Test/Hurdle | The Conflict Embodies one Facet as an Ordeal (or Test) or as a Hurdle within the same. This is simple and effective, but can be obvious and boring if used too often. A good External Stand-in embodiment during say a single Warp Fray, not a very good choice across a whole Volume usually. |
Obstacle | The Conflict Embodies one Facet as an Obstacle that the player must overcome. The Obstacle should match Suit with the Facet (Obstacles are defined by Cards normally). Obstacle embodiments can be fairly subtle, as you need not reuse the same Obstacle each time, this can even allow for Red Herring Facets from the same Suit to misdirect. |
Descendant | The Conflict Embodies one Facet as a Descendant Incarna. In some cases this can result in Location, Pact, or Lore Descendants. Conflicts embodied with Descendants can be very subtle. Commonly used by Creation Plots, when they are not nearly as subtle, but then Creation Plots are usually pretty straight forward anyway. |
Location | The Conflict Embodies one Facet as a Location. This can be a very subtle embodiment, while still allowing the Conflict to progress. There can be a danger of overusing the same Location as the Embodiment is such a satisfying one. But any Location where the action returns again and again is probably an Embodiment of something from one of the higher Conflicts anyway. |
Pact-Descendant | The Conflict Embodies one Facet as a Pact Descendant, or group of Characters, such as the Party or a Guild. This Embodiment is the most obvious to use when you are starting out. The Players become one side of the Conflict fighting the other side. It is also great for modelling any number of political and social situations. Pact-Descendants are often the source of an Internal Side and frequently are a good source of Sub-Plots. |
Quest/Hurdle | The Conflict Embodies one Facet as a Quest (or if there is already enough Quests as a Hurdle to a Quest) that the Character must attempt. This can be great for creating Chapters of Epics and is a way of deciding NPC Ends, but be wary of using Quests in a substitute for Character development. They can be great fun, but are best used sparingly. Quests are fairly blatant embodiments, as are Hurdles, although they are slightly harder to spot. |
Lore | The Conflict embodies as a special type of Descendant called a Lore. Lores are the rumours the Players hear about the enemy (and themselves occasionally) as the story goes on. Lores might grant extra Descendants (including Pacts and Locations) and even access to Monster Facets to any Character, as it is revealed that they are a powerful wizard, a Necromancer, with a skeleton horde, armed with magickal broadsword, etc. |
Emotions | The Conflict embodies as one of the Facet’s Emotions, this emotion will usually be the Emotion tested against during the Recoiling of a Weft for example. Emotional Embodiments can be handled subtly to create complex Plots, but can also just be glaringly obvious if the Yarn-Teller is not careful. |
Failure | The Conflict embodies as additional Failure Levels that plague the Characters during the Story. Failure Levels are rarely a subtle Embodiment (although they can be with careful handling, especially if you throw in a few from another Facet from time to time). |
Turn | The Conflict embodies as a Turn of the Story itself. Changing the narrative in minor ways usually and occasionally in major ways. Turns are best used as a one-shot External Stand-In Embodiment, as repeatedly having say “Reversal of Fortune” Turns throughout a Volume could quickly become predictable and annoying. |
Success | The Conflict embodies as additional Sucess Levels that bless the Characters during the Story. Success Levels are rarely a subtle Embodiment (although they can be with careful handling, especially if you throw in a few from another Facet from time to time). |
Fumble | The Conflict embodies as a potential Fumble that may affect the Characters during the Story, if the appropriate card is drawn. Embodiment Fumbles are never subtle when they activate, although they can be overlooked if they are not triggered. |
Critical | The Conflict embodies as a potential Critical that affect the Characters during the Story, if the appropriate card is drawn. Embodiment Criticals are never subtle when they activate, although they can be overlooked if they are not triggered. |
Type | Description |
Tension between Embodiments drives the Narratives in T13, by which we mean that if you Embody one side of a simple Conflict in one Character perhaps as a Persona, and the other side of the Conflict is embodied in a Location say, then the Character will feel drawn (or even pushed) towards that Location. Events should coincide to force that Character to that Location (although usually not via a fait-accompli or Deus-Ex-Machina). Revelations, Clues, and hints in the Story should point the Character to the Location, instead. Tension also means that the longer the Character avoids reaching the Location the more Tension will build creating Drama and Prods.
Characters
Plots need Characters, and create Characters during the Narrative, to find out more read the Characters and Plots rules.
Weaving Narratives and Tension
How the Characters, cards, events and Embodiments interact is what creates the Narrative of the Tale. Narratives also rely on something we call Tension to draw Characters together, and encourage interactions between the Facet Embodiments of the different Sides of the Conflict.
You can see the Rules Page on Tension, Pressure and Suspense and Narrative Weaving for more details.
Plot Descendants
Just like Plots need Characters to move their Conflict on, they also need Descendants. At the very least they require a Location where the Conflict can be worked through. See the rules on Plot Descendants for more details.
Plot Motifs
Plots can have recurring motifs, that turn up again and again throughout the Plot. Each time you use a Motif that you’ve given a Plot it adds 1 Yarn to the Plot’s Yarn. The Plot Motif can be very varied, but is usually a single specified Proficiency.
For example, by selecting a Motif of “Scorpion” the Plot can can add Yarn any time a Scorpion turns up in the Story. These could be a scorpion in a boot, a giant scorpion, a Skorpion machine pistol, or a Japanese company called “Sasori Security”, a Scorpion Logo, a Character with a scorpion tattoo, or someone with a birthday in late October or early November (star sign Scorpio). With each use adding a point of Yarn.
Plots and Subplots
Big Plots spawn smaller Plots all the time, perhaps the huge Alien invasion begins with a more subtle infiltration, or a single scout drone landing, getting damaged, and interacting with some kids on bikes. To find out more read the rules page on Subplots.