Tension, Pressure and Suspense in T13 is a complex system that we use to model Dramatic and Character Tension, Pressure and Suspense within the Ludo-Narrative experience.
Tension, Pressure and Suspense are created by Plots and Characters, and drive the narrative and game forwards.
- Tension pulls Embodiment Characters, perhaps into a relationship or situation.
- Pressure pushes Embodiment Characters into things, usually into competition, fights or arguments with other Embodiments.
- Suspense Level is a measure of how strong the Elemental Change is, how strongly the Pressures and Tensions effect the Embodiment Characters.
- Functionally Tension and Pressure are the same thing, a Narrative force that moves Characters around the Narrative. They both rely on Suspense and Suspense Levels to measure their effectiveness.
- While a Plot may think of its Character Embodiments as Pulled or Pushed, there is no difference functionally. A Plot could refer to a Character as Pulled, but actually only use Pressure to influence them.
There are 5 Types of Tension and 5 Types of Pressure, but it is usually simpler to consider these types together as the 5 Chinese Elements or Changes.
Type | Description | Season | Weather | Generates | Destroys | Weakens | Insults | Tension | Tension Text | Pressure | Pressure Text | Colour |
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Wood (木) 🌳 | The period of the first impulse, early development, expansion and rising growth; life stirs around you as the Wood begins to bud and grow. The time of planning and communication. Wood is seen as warm, generous and social, but it is also collectivist and idealistic, just as a wood is many trees. Wood is sometimes identified as Wind or Air, but this attributon has few correspondences, beyond forward planning, decision making, and unconscious actions like breathing. Numbers ending in 4 or 5 are considered Wood. | Spring | Wind | Wood burns to generate Fire | Wood’s roots hold and break the Earth | Wood drinks Water | Wood blunts Metal | Rooting | Rooting Tension is the Tension that draws Characters towards theories, ideas, objects and other people through sheer curiosity. Characters pulled by a Rooting Tension Gain Chi when they explore, investigate or look around. They Gain Stress when there is no other Embodiment in the same Location as them. | Growth | Growth Pressures include cultural, heritage, and environmental traditions, laws, rules, influences, and rituals that apply pressure to the Characters. Growth Pressures push Characters to grow up in certain ways. They Gain Chi when they state or question a thesis (belief, idea, thought) that is aligned with their culture, background or upbringing. They Gain Stress when someone rejects their thesis (and by extension, culture, background and upbringing) or refuses to answer them. | Azure or two parrallel straight lines |
Fire (火) 🔥 | The period of embodiment, the dynamic creative phase, the time of passionate action; where a plant flowers and fruits in summer heat. The time of motivation, action, and stimulation. Fire is seen as passionate, enthusiastic, joyful and (perhaps surprisingly) creative, but is also impatient and impulsive and aggresive, the heat of passion can burn as love, lust or hate. Numbers ending in 6 or 7 are considered Fire. | Summer | Heat | Fires form lava and new Earth | Fire melts Metal | Fire burns Wood | Fire evaporates Water | Ardour | Ardour Tension is what happens when two Characters interact and one or both experience warm interest in the other (this includes sexual or romantic Tension in some cases). Characters pulled by Ardour Tension Gain Chi when they learn more about another Embodiment Character, or create a positive emotional effect in another Embodiment. They Gain Stress when they create a negative emotional effect on another Character. | Heat | Heat Pressure a simple mechanical fact, human relationships, conflicts, and emotions can also carry heat pressure; affairs are often described as torrid, steamy or fiery, and situations can be said to ignite, explode and smolder. Heat Pressure makes things move faster and more violently including the Characters experiencing it. They Gain Chi when they enter a Location that has another Embodiment present. They Gain Stress when their action is anything other than targeting another Embodiment for an attack (which may be a positive Emotional effect). | Red or two parrallel zig-zagging lines |
Earth (土) ⛰ | The period of change between each season, a time of transformation, changeable, settling and yet stable. Winter sprouts to spring, spring warms to summer, summer dries to autumn, and autumn moistens to winter. This is a time of responsibility, and mediation, now is the time to help others. Earth is seen as patient, practical, hard-working and stable, but it is also greedy, reserved and ambitious, as it draws all things to the centre of itself. Numbers ending in 8 or 9 are considered Earth. | Season Changes | Damp | Earth bears ores of Metal | Earth dams Water | Earth smothers Fire | Earth rots Wood | Rifting | Rifting Tension occurs when Character’s who are in a relationship, are held apart for some reason. The Tension builds and draws them back together, as they experience missing each other, homesickness, etc. Characters who are pulled by Rifting Tension will Gain Chi when they take steps to get back to their family, people or partner. They Gain Stress equal to the total Yarn Extend Duration that they have so far been separated (e.g. 2 Stress after a short Scene, 3 after 8 hours apart, 4 after a whole day, etc). | Peer | Peer Pressure is an immediate geo-social pressure that can encourage certain behaviours throughout a social group. Character’s feel pressured to perform certain behaviours (both positive or negative) because others in their social group are performing those behaviours. Peer pressure can be direct, indirect, spoken, or unspoken, with these behaviours normalised throughout the social group in the area. Characters pushed by Peer Pressure Gain Chi when their actions conform to those of their peers, pact members or other members of their Side of the Conflict. They Gain Stress when their actions or beliefs do not conform to those of their peers, pact members, or other members of their Side of the Conflict. | Yellow or single straight line |
Metal (金) 🛠 | The period of harvesting, collecting and dryness. This is a period of unyielding, rigid hardship, discipline, and clean sharp morals. Metal is seen as firm, self-reliant, strong, and wise, but it is also rigid, a little anti-social, competitive, forceful, and hedonistic. Numbers ending in 0 and 1 are considered Metal. | Autumn | Dry | Metal condenses Water | Metal chops Wood | Metal poisons Earth | Metal conducts heat from Fire | Medal | Medal Tension is the competitive Tension that exists between Rivals, it draws them together to compete at some task or challenge over and over again, determined to prove which one of them is better. Competitive Tension can also occurs in other situations, whenever something is turned into a contest or competition. A Character pulled by Medal Tension Gain Chi when they best another Embodiment at any competition, contest, race, test, exam or game. They Gain Stress when they meet another Embodiment and they do not compete with them in some (at least Low Stakes) way. | Coin | Coin (or monetary, financial or economic) Pressure is what stops most people from quitting their jobs to pursue their dreams. Coin Pressure can push Characters to work with people they don’t appreciate, like, or respect, but it can also push someone to crime, force business to close. Characters pushed by Coin Pressure Gain Chi when they take steps to secure their economic position in some way, such as out-competing rival workers, making themselves indispensible at their company, or criminal endeavours. They Gain Stress when they feel poor, do not have enough money for a purchase, or have to miss some event (such as a party, concert, excursion) in order to work. | White or single dashed/dotted line |
Water (水) 🌊 | The period of introverted retreat, sensitive stillness, self-reflection, contracting and coolness. It is the period when inspiration strikes, emotions stir, and things are very internalised. Water is seen as wise, intelligent, flexible, and pliant, but it is also mercurial, secretive, changeable and unpredictable, just as waters may be calm as a millpond, or as furious as a torrent. Numbers ending in 2 and 3 are seen as Water. | Winter | Cold | Water grows Wood | Water extinguishes Fire | Water rusts Metal | Water destabilises Earth | Surface | Surface Tension occurs when two fluids interface, creating a surface where the two fluids “touch”, surface tension causes flowing water to form droplets in the air, and behaves as an elastic barrier between the water and the air, that insects and even razor blades can float upon. Surface Tesnion has similar effects where two social groups meet, creating internalised tension and forces that can act to separate those caught on the interface. Characters pulled by Surface Tension Gain Chi when they move away from other members of their social group. They Gain Stress when they enter the same Location as another Embodiment. | Fathomless | Fathomless Pressure is the internal, cryptic pressure that Characters feel, often from their deep unconscious, or even supernatural sources, that something is wrong. Fathomless Pressures often express in the Character’s dreams and unconsious mind as Psychosocial Characters. Such pressures can be negative, causing a Character to become introspective, wallowing in the abyssal maw of despair, and causing projection of these negative traits onto others, or they can be positive, giving insights, intuitions and inspirations seemingly from nowhere. Characters pushed by Fathomless Pressure Gain Chi when they spend time alone, or project their own negative traits and behaviour onto another Embodiment. They Gain Stress when they admit to having a problem, or a negative trait or behaviour shared with another Embodiment. | Black or single wobbling line |
Type | Description | Season | Weather | Generates | Destroys | Weakens | Insults | Tension | Tension Text | Pressure | Pressure Text | Colour |
This defines 5 types of Tension and 5 types of Pressure which we can use in a number of ways. It can be helpful to think of Tension as a Yin effect, perhaps more associated with the Yin Facets and Pressure as a Yang effect and Yang Facets, but this is far from a rule.
Suspense Levels tell us how powerful these Tensions and Pressures are, what they can do to a Character, how far they will make a Character go. Suspense defines the narrative, as the Suspense Level normally climbs from the beginning of the tale to the climax, and then falls off quickly as the Plot is resolved (although other forms are possible, this is the most satisfying generally).
Suspense Level | Type | Description | Scene Description | Level Trigger Event | Plot Behaviour | Plot Hooks | Plot Influence | Pulled Embodiments | Pushed Embodiments | Hidden Embodiments | External Embodiments | Drama Pool Limit | Dramatic Stress Limit |
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0 | Exhausted | Typically used when a Plot has concluded or an Embodiment Character has collapsed due to Stress, Strain and Shock, leading to Drama and a Break. | An Exhausted Scene is often narrated as skipped time. For example, if an Embodiment Player Character has collapsed due to Shock, Drama and a Break, they may be told ,”The last thing you see, before your vision fades, is the Dragon slithering away. When you wake up, aching and sore, it is light again.”. Other Characters will not experience the Exhausted Scene, and will have a different Scene based on the normal Act Suspense Level. | This Level is triggered automatically during a Break, or after a Plot has resolved. | An Exhausted Plot can use some External Embodiments, but is limited to a single Character Embodiment in any Scene. | Exhasuted Plots usually cannot Hook new Character Embodiments, but Hooking an existing Character Embodiment with a Hidden Embodiment is possible. | An Exhausted Plot cannot Push or Pull Characters with Tensions or Pressures. An Exhausted Plot cannot cause any Character to Gain Stress, and cannot support any Monster Facets. | Pulled Embodiments are content to sleep and rest and perhaps engage in casual conversation. Typically only 1 Embodiment may be present in the Scene. | Pushed Embodiments are typically physically exhausted, wishing only to sleep, they may speak, but prefer to listen. Typically only 1 Embodiment may be present in the Scene. | Hidden Embodiments are usually physically exhausted and typically sleep. They may speak if awake, but prefer to listen. | External Embodiments such as Descendants, Emotions (1 card), Locations and Tones are possible, but typically limited to only 1 Embodiment per Side, Dominant Side may have an additional External Embodiment. | 21 | 16 |
1 | Cool | This is a very low-level of suspense, very laid-back and care-free, Characters may be drunk, distracted, drugged, or partially asleep. It is usually the result of all the Suspense in a Plot being lost, due to Drama, or may occur very early in a Plot. | A Cool Scene is low in suspense, tension and pressure. Characters are usually blowing off steam, chilling or resting and Relieving Stress, however they do it. | This Level of suspense can be triggered by Characters getting drunk, taking drugs or celebrating some victory. Although this is not guarranteed, as other events are more likely to trigger simultaneously. | The Cool Plot will favour using External Embodiments, over Character Embodiments, due to limts on Character Embodiments. | A Cool Plot is capable of Hooking and sustaining Character Embodiments, but they are unlikely to bother, unless it is a Hook Scene or they have no available Embodiments. | A Cool Plot can cause already Hooked Embodiments to Gain Stress if they do not try to Relieve Stress or rest during the Scene. | Pulled Embodiments are relaxing and relieving stress. Typically only 2 Pulled Embodiments may be present in the Scene at any time. | Pushed Embodiments are usually relieving stress. Typically only 1 Pushed Embodiment may be present in the Scene at any time. | May work their conflict by discussing one side of the Conflict with another Character, or manifesting as a Test. | Descendants, Emotions (1 card), Failures, Locations, Tests and Tones may be used. External Embodiments usually cannot Wound any Character. Monster Embodiments may reveal / have active only 1 Monster Facet. | 19 | 14 |
2 | Awake | This is where most of us spend the day unless we are particularly focused on some complex task. | An Awake Scene shows Characters in their normal situations. This is the realm of Character Moments and world-building, it is typically used to establish the normal world of the Embodiment Characters. As such it usually occurs only early in the narrative, although it may occur narratively when the Character returns home. | This level is triggered automatically when a Character wakes from sleep normally, or is going about their normal routine. | An Awake Plot is active and planning. It will try to work the Conflict by having Character Embodiments engage with genre and setting appropriate External Embodiments. | Awake Plots will try to Hook potential Character Embodiments as they show themselves to the Plot, as well as securing back-ups where possible. | Awake Plots may cause any Hooked Embodiment Character to Gain Stress for every Scene that contains another Side’s Embodiments that the Character ignored. | Pulled Embodiments are drawn towards other Embodiments by the Plot. However, only 3 Pulled Embodiments may be present in the Scene at the same time. | Pushed Embodiments may be pushed towards each other, although they will not be compelled to interact with each other, and are often blocked from interacting directly, but will often spot or assess each other. Up to 3 Sides Pushed Embodiments may be present in a Scene at once. | May work their Conflict by having one side manifest as Emotions, Failure Levels, Hurdles, Obstacles, or Tests. | All sorts of External Embodiments Descendants, Emotions (1 card), Failures, Hurdles, Locations, Monsters, Obstacles, Ordeals, Tests or Tones may be used. Typically dangerous Embodiments (such as Monsters) can only target Vex or Chorus Extras while Awake. Monster Embodiments may reveal upto 2 Monster Facets. | 17 | 12 |
3 | Aware | This is the level of suspense you might feel when you hear the phone ring while you are in the middle of something else. This is the minimal Suspense Level of the first Revelation of the Plot. | An Aware Scene shows the Characters becoming aware of some aspect of the Plot, usually this is a Revelation Scene, that defines at least one Side of the Conflict. | This level of suspense is normally triggered by two Character Embodiments meeting socially, or one Embodiment being told of the existence of another Embodiment. | Aware Plots will try to work their Conflict and find a Resolution as slowly as possible. They do not favour direct confrontation of Character Embodiments, and limit the number in a Scene, but will let them meet and interact socially. | Plots should Hook and reveal their Embodiments, ideally without drawing too much attention, and without revealing too many details. For example, a Character may be an obvious Embodiment, but of what Facet, and how they are Hooked, should remain a mystery. Some Embodiments (such as Monster, Incarna and Persona) should be held back at this Suspense-Level. | Aware plots can cause any Hooked Embodiment Character to Gain Stress for every 90 minutes of normal activity (work, study, travelling, training, hobby activity) that the Character performs that ignores the Plot. | All Pulled Embodiments present are drawn towards either the largest number of other Embodiments, or the closest other Pulled Embodiment. Each side may have a single Pulled Embodiment present in the Scene at any time. | All Push Embodiments are pushed towards an opposed Push Embodiment. Every Side may have 1 Push Embodiment per Side in the Scene at one time. | Hidden Embodiments may work their Conflict by experiencing both the Push Pressure and Pull Tension of the Scene on some aspect of their Character. | Any External Embodiment is possible, but dangerous Embodiments (such as Traps) can only Kill Extras (and typically not Cast Extras). Emotions may reach 2 cards but 1 card is still more common. Monster Embodiments may reveal upto 3 Monster Facets. | 15 | 10 |
4 | Alert | This is the level of suspense you might experience upon hearing an unexpected noise when you are home alone. This usually means that the Characters have become aware of the situation the Plot has created, and may have identified the Protagonist (or at least a fall-guy or minion). | Alert Scenes indicate the Sides of the Conflict become fully alert to each other. Character Embodiments from different Sides will meet, and become aware of each others allegiance. This level of Suspense is common in the early Loom. | This level of Suspense is triggered by a Character Embodiments from at least two Sides being in the same Location and realising they are on different Sides. | An Alert Plot should work the Conflict indirectly, and carefully, this can be by having all the Embodiments meet, but not yet engage in any External Embodiment Tests or Ordeals. For example, when the competitors in a Metal Plot first meet, they may argue, fight or compete in some way, but not what they have come to the competition for (racing, sports, chess, etc). | An Alert Plot is always alert to a potential Embodiment appearing, and will often try to Hook backup Embodiments, and not reveal them, if possible. | An Alert Plot can cause any Character Embodiment to Gain Stress anytime a Character crosses a threshold (enters or leaves a Location, an hour passes), without becoming “alert to the Plot”. If there is a suspicious glow on the horizon, the Plot can add Stress for every hour the Character refuses to aknowledge it or investigate, as well as every time they move rooms in the house and are told about the glow outside the window. | Pulled Embodiments are usually drawn to another Pulled Embodiment, often from an Opposed Side. They often choose to pull a Pushed Embodiment from their Side with them. | Pushed Embodiments often feel pressured to either approach the closest Opposed Push Embodiment, or move away from the closest Pull Embodiment. They will often feel compelled to make a threat, insult or dismissive display. | Push Embodiments should now be aware of their inner Conflict, but will do their best to hide and dismiss the importance of this. They will actively resist attempts to expose or confront this Hidden Embodiment. | Any External Embodiments are possible (although Emotions are limited to 2 Cards). Dangerous Embodiments (such as Monsters) may target any Character, but typically will not kill Embodiments. Monster Embodiments may reveal upto 4 Monster Facets. | 13 | 8 |
5 | Engaged | This is the level of suspense that you might feel when you are completely focused on a complex task. All Embodiments are now engaged with the Plot, and they and the Plot are engaged in actively working the Conflict. This is the level of suspense we should expect through most of the Loom in any comedy or romantic drama. | An Engaged Scene is often an Action scene, the Character Embodiments can compete, interact, fight, etc. | This level of suspense is typically triggered by Character Embodiments arguing, or fighting. | An Engaged Plot should be actively trying to work the Conflict, including by having Embodiments directly compete, argue or “fight” in an Ordeal that is usually an External Embodiment of the Above Side, however such Ordeals are usually limited to Low Stakes Ordeals. | Engaged Plots may attempt to Hook any Character present in the Scene to one Side of the Conflict or the other, if only as a potential backup. | An Engaged Plot may cause any Embodiment Characters to Gain Stress that have not engaged the Plot (by rolling a Die, Playing an Ordeal Card, etc, against an Opposed Side’s Embodiment). | Pulled Embodiments are drawn towards each other. None Pulled Embodiment Characters may also feel drawn to these Characters as though they were also Pulled. | Pushed Embodiments are pushed away from their Side towards the Opposition. None Pushed Embodiments may feel pushed away from Pushed Embodiments. | The Hidden Embodiment should work their Conflict by changing their mind about things. This can create a Turn in the Narrative, but is more often an indecision that reflects the Internal Conflict. | External Embodiments usually favour Emotions (2 cards), Failure Levels, Hurdles, Monsters, Obstacles, Ordeals, or Tests. Any Facet that does not have a Character Embodiment present in the Scene should have an External Embodiment present. Monster Embodiments may reveal upto 5 Monster Facets. | 11 | 6 |
6 | Suspenseful | This is the level of suspense that you might experience if you hear a knock on the door in the middle of the night when you live in the countryside. Suspenseful is the level of suspense where all Characters should begin to feel a sense of anticipation or anxiety. Is that ticking noise the clock, or a bomb? This is the minimum amount of Suspense that should be present in the Loom in a Thriller or similar. | This level of suspense is triggered if a Character is anticipating some problem, disaster or injury. | A Suspenseful Scene is intended to be full of Character and Dramatic Tension and Pressures. Character Embodiments should be anxious, insecure, uncertain and nervous about the outcome (although arrogance and overconfidence may appear as well). | A Suspenseful Plot is a busy plot, it has multiple things going on at once, and there is always some Question the Plot is asking, or some doubt about the outcome of the Scene. | A Suspenseful Plot will always make references to other Hooked Character Embodiments that have not yet been revealed directly (and potentially have not been Hooked). Even if this is only as vague as an Embodiment asking “Does the boss know about this?”. | A Suspenseful Plot can cause any Embodiment Character to Gain Stress whenever the conversation, arguments, or debate about the current situation pauses, or moves off-topic. In other words, if the Plot has put Kill-bots outside the cabin, talk about the kill-bots, not whose idea the fishing trip was. A Suspenseful Plot may add 1 Monster Facet to any Character Embodiment at this Level. | Pull Embodiments will usually experience at least a 2 card Psych effect as part of the Recoiling of the Weft, and may reveal a Monster Facet if genre and setting allow. | Push Embodiments usually experience at least a 2 card Psych effect as part of the Recoiling of a Weft Scene, and may reveal a Monster Facet if genre and setting allow. | Hidden Embodiments may engage in self-destructive behaviours, including self-targetting Psych Attacks, binge drinking, drug-taking, and risk-taking, as they try to work the inner Conflict. Other Characters that notice and address this conflict are likely to be selected as a Projected Embodiment, creating essentially a fake Pull or Push Embodiment, from the Hidden Embodiment. | All Sides should have at least one External Embodiment present in the Scene. Monster Embodiments may reveal upto 6 Monster Facets. | 9 | 4 |
7 | Emotional | This is the level of suspense that you might experience during a profound event like a first love, death in the family or blazing row, where suspense becomes over-whelming and Rational-Conflict begins. This is usually the minimum Suspense Level of any Zenith Act Final Battle Scene. | An Emotional Scene is simply any scene that has an emotional focus. This might be a Character finding out they are sick, or some traumatic experience, or it could just be a great night out. | This level of suspense is triggered if a Character experiences any 2 card Psych effects, or a 1 card Psych effect for the very first time. | An Emotional Plot is focused on Emotions, Social interactions, and Psychosocial Ordeals. Emotions are often used as Embodiments by these Plots and that can cause Sides to shift almost randomly as Characters change emotional states. | Emotional Plots can Hook Characters to a specific Side based on nothing more than the Emotions they are feeling, this can create complex shifting Conflicts as Characters change emotional states, and try to recruit others to their side. Note that there will often be a more secured Embodiment Characters and at least one External Monster Embodiment in such Plots. | An Emotional Plot will cause any Character Embodiment who has not caused, or is not suffering from, an Emotional Effect to Gain Stress. So if kill-bots are swarming outside the cabin, dropping Fear effects on the those inside, anyone not Scared is getting Stressed instead. Emotional Plots may add up to 2 Monster Facets to any Character Embodiment, if the genre and setting allow. | Pulled Embodiments will suffer an additional card to all emotional effects (to a maximum of 3). Pull Embodiments may reveal 2 Monster Facets if genre and setting allow. | Pushed Embodiments will add an additional card to all emotional effects that they cause in others. Push Embodiments may reveal 2 Monster Facets, if setting and genre allow. | The Hidden Embodiment will project all the sides of their Conflict upon other Characters creating Projected Pull and Push Embodiments. Hidden Embodiments may reveal a Monster Facet if allowed by genre and setting. | At least one side of the Conflict (usually the Above or Dominant Side) receives an additional External Embodiment, in addition to any other Embodiments. Quests, Emotions and Psychosocial Ordeal Embodiments are favoured. Monster Embodiments may reveal upto 7 Monster Facets. | 7 | 3 |
8 | Intense | This is the level of suspense that you might feel when you are overwhelmed with anxiety, momentarily afraid for your life, or you witness something traumatic occuring. This is where things often peak for suspense. Something must happen now, this is when someone pulls a gun, transforms into a werewolf, or a bomb is tossed into the room. There is a chance things may descalate from here, but it is slim. | Intense Scenes come in two main types, simple and complex. The simple type focuses its intensity on a single aspect of the Conflict, but makes it important to the point of being unignorable. The complex type is about clutter, lots of Characters, doing lots of things, at the same time, in the same space so they all interact. | This level of suspense is triggered if any Pushed Embodiment Characters face off against each other while armed, or if Pulled Embodiment Characters create 3 card Psych effects in any Character Embodiment. | An Intense Plot is focused entirely upon working the Conflict by any means. Characters are expected to interact, fight, perhaps even try to kill each other. | Intense Plots tend to focus their energy on Hooking specific Characters, they rarely bother Hooking backups for those Characters, as Character Death is an acceptable conclusion for these Plots. | The Intense Plot will cause any Embodiment Character to Gain Stress who does not react to the situation. In other words, when the kill-bots break the window, you better start fighting or running. Intense Plots can add 3 Monster Facets to any Character Embodiment (Facets are chosen from their Side or Neutral Facets). Intense Plots add an Automatic Failure Level to the Actions of all Characters on the Pressed or Below Side in the Scene. | Pulled Embodiments are compelled to act somehow. They might be forced to run, fight, scream, or attack (perhaps with a Positive Psych Effect). If genre and setting appropriate a Pulled Embodiment may reveal upto 3 Monster Facets. | Push Embodiments are compelled to react to any other Embodiments, typically by attacking (although this may be a Positive Psych Effect). Pushed Embodiments may kill another Push Embodiment (or Monster). May reveal upto 3 Monster Facets if appropriate to genre and setting. | Hidden Embodiments are at their most intense at this level. They may reveal 3 Monster Facets if appropriate to genre and setting. Even these Monsters will create or Project external fake Embodiments to fight themselves. | Any Side with a Character in the Scene will also have an External Embodiment. These External Embodiments are often used as the Automatic Failure Levels for Characters on the Pressed Side. Monster Embodiments may reveal upto 8 Monster Facets. | 5 | 2 |
9 | Bloody | This is the level of suspense most of us only experience when we are genuinely worried we might die, traffic accidents and heart attacks being the most common forms. Suspense in the scene is about how badly injured everyone is going to get. Direct Rational Conflict between Embodiments is now the only real way the Conflict can be resolveed. This is the highest level of Suspense possible without a Character dying. | Bloody Scenes are usually fights, although they can range from bare knuckle boxing, to duels, to pitched battles. Typically Actions taken by any Character suffer 1 or 2 Failure Levels. | This level of suspense is triggered if any Embodiment Character is wounded with any Wound greater than a Distract, or any Character is Maimed, Crippled, or Mortally Wounded. | A Bloody Plot will try to bring about a situation where one Character Embodiment must Maim, Cripple, Mortal or Carnage Wound another. Bloody Plots raise the Stakes to at least High. | A Bloody Plot typically will not replace lost Character Embodiments, instead use External Embodiments such as Obstacles or Monsters. | Bloody Plots can add additional Monster Facets to any Character Embodiment. A Bloody Plot can cause any Embodiment to Gain Stress if they have not been Wounded so far in the Ordeal Phase, Stage, Round or Scene. So when the kill-bots dive at the group, if random chance means three of the group are not injured, they each Gain Stress instead. Bloody Plots can reveal upto 3 Monster Facets. | Pulled Embodiments are often overwhelmed by their emotions, which can cause them to experience or cause heartbreak. May reveal upto 4 Monster Facets (their Side’s Facets or Neutral to the Conflict) if appropriate to the genre and setting. | Pushed Embodiments may feel compelled to attack and kill, which, depending upon genre and setting may result in them taking 3 card Psych effects and picking up Traumas or Hitches. Violent Pushed Embodiments may even enter a beserk or overkill state, attempting to purge all other Pushed Embodiments from the Conflict.May reveal upto 4 Monster Facets (their Side’s Facets or Neutral to the Conflict) if appropriate to the genre and setting. | Hidden Embodiments now behave as both Pushed and Pulled Embodiments. Hidden Embodiments may reveal upto 4 Monster Facets. | Every Side should have at least 2 External Embodiments present in the Scene. Monster Embodiments may reveal upto 9 Monster Facets. | 4 | 1 |
10 | Tragic | Someone has sacrificed themselves, died or been killed. This level of Suspense is only possible following the death of an Embodiment Character, or a similar extreme situation. In most genres this is the maximum suspense level possible. The minimum possible Stakes are Extreme. | A Tragic Scene is generally pretty miserable for the Pressed side of a conflict, and is often not all roses for the Dominant Side either. Bad things happen to Characters in Tragic Scenes. A Tragic Scene will add upto 5 Failure Levels to Character Actions in the Scene. | This level of suspense if triggered if any Embodiment Character dies, or is effected by multiple Carnage or Carnage+ Wounds. | A Tragic Plot is going to alter the setting, Characters will be killed, Descendants destroyed, Locations burnt to the ground. The ludo-narrative landscape will be changed forever. | Tragic Plots lose Hooked Embodiments, and that is usually how they decide the outcome of their Conflict. Hopefully the Bad Guys die, and not the Good Guys, but sometimes the Bad Guys will win. Tragic Plots once they have Hooked and revealed their Characetr Embodiments stick with them. | A Tragic Plot can add upto 5 Failure Levels to all Actions and it is possible for no Characters to succeed during these Scenes. The Tragic Plot will replace any dead Character Embodiments with additional External Embodiments. Tragic Plots can also add additional Monster Facets (up to Monster X) to any Character Embodiments. The Tragic Plot can cause any Character to Gain Stress who has not witnessed a death or died themselves so far in this Scene, Ordeal Round, Stage or Phase (in exteme cases). | Pulled Embodiments are often compelled to extreme lengths, they might die to make their point, or prove their love, and will certainly betray family, friends and lovers, or kill under the right circumstances. They also may reveal upto 10 Monster Facets if genre and setting appropriate. | Push Embodiments are often compelled to attack and kill any Character Embodiment that they are not allied with, or if no enemies are available the Pushed Character may attack allies, or themselves. Push Characters in any genre or setting will express at least 1 Monster Facet (although they should remain looking entirely human they may exhibit somewhat enhanced strength, speed or toughness, or just a cold, calculating efficiency), and if appropriate to genre up to 10 Monster Facets. | Hidden Embodiments are now Pushed and Pulled. They will have at least 1 Monster Facet regardless of genre or setting, and up to 10 are possible. | Monster Embodiments may reveal upto 10 Monster Facets. | 3 | 1 |
11 | Catastrophic | This is the ultimate level of not just suspense, but Conflict itself. This is Tragic turned up to 11, or stacked tragedies, the tragic deaths of dozens, hundreds, thousands or millions. This is natural disasters, terrorist attacks, total war, or alien invasion territory. The minimum Stakes are Soul or Paradoxical, and few will get out alive. | A Catastrophic Scene is as bad as things can get for Characters, they are always life changing events, and have a permanent effect on the world of the narrative. Catastrophic Scenes should be few and far between, even Epics rarely have more than one per Volume (although occasionally a Character may experience one as a Hook and a final showdown in a single Arc, but this is rare). | This level of suspense is triggered if countless Extras are wiped out by the Embodiment Characters, or all original Embodiment Characters have died, and the Plot’s Conflict remains unresolved. | A Catastrophic Plot is determined to change the world, destroying Locations, communities, societies, even whole planets in their events. There are no limits placed on Catastrophic Plots, other than their Size (only Arc plots or higher can actually destroy a universe). They can create Monster XIII Character Embodiments or Hook a Patron Dæmon if necessary. | Catastrophic Plots will often create and Hook new Characters to replace lost Embodiments, one death will never be enough to decide a Catastrophic Plot, and a Side may be almost completely destroyed in the climax of this Plot. | Catastrophic Plots will add Snags, Hurdles and at least 6 Failure Levels to any Actions taken, and with heroes and allies becoming Monsters, Rivals and villains during the Chaos. Catastrophic Plots cause any Character attempting any Action to Gain Stress. May reveal upto 13 Monster Facets on a Character Embodiment, and even incompatible settings and genres allow upto 2 Monster Facets to be revealed. | Pulled Embodiments often feel their lives have been destroyed by the Catastrophic Suspense, and many will wish they had died even if they survive. Pulled Embodiments will even turn on those they have been most drawn towards at this time, who they have protected up until now. They may reveal upto 13 Monster Facets. | Pushed Embodiments are typically completely psychotic, transformed into Monsters regardless of the genre, you might find them engaging in cannibalism, rape, senseless murder, bathing in the blood of their (former) enemies, or wearing the skins of the dead. If more than one Pushed Embodiment remains you can bet they are fighting each other, regardless of who is caught in the cross-fire or collateral damage, even their own safety or survival is unlikely to be a concern for them compared with their urge to destroy. Often their own allies will have to put them down. They may reveal at least 2 and upto up to 13 Monster Facets. | Hidden Embodiments are not longer possible, they will behave as Pushed, Pulled and Monster Embodiments simultaneously. They may reveal at least 2 and upto 13 Monster Facets. | All Sides should have at least 4 External Embodiments at all times. Monster Embodiments must reveal all Monster Facets. | 2 | 0: Any Stress may create Drama |
Suspense Level | Type | Description | Scene Description | Level Trigger Event | Plot Behaviour | Plot Hooks | Plot Influence | Pulled Embodiments | Pushed Embodiments | Hidden Embodiments | External Embodiments | Drama Pool Limit | Dramatic Stress Limit |
Note that the Suspense Level can make Pulled and Pushed Embodiment Characters feel compelled to act certain ways, this compulsion should never be applied to Player Characters, but only Hooked NPC Embodiments (typically the bad-guys will be compelled), Yarn-Tellers running Plots do not narrate Actions for Characters who have Players like this, Players may decide to conform to this compulsion however.
It is also worth noting that NPCs that are solely pushed by a Pressure from a Plot (or Pulled by a Tension) can feel “hollow” if they have no motivation for the Action they are being pushed into. Yarn-Tellers should be aware that each Embodiment should have their own goals and motivations, which should add depth to why the Character is doing what they are doing. If a Plot is going to be a Metal plot and use Medal Tension to pull Characters together then, it would help if the Characters Hooked want to compete against others, and have something to gain and something to lose, even if its only a bet with another Character.
Stakes during a Scene can always be higher than the Suspense-Level may suggest. If a Character pulls out a gun (or the equivalent), the Stakes will always climb to High or Extreme (although it may cause the Suspense-Level to jump as well). Conversely, if the Stakes are Extreme, everyone holstering their weapons could lower the Stakes to High, but there is a chance that something about the environment is making the Stakes Extreme, such as artillery shells, kill-bots, meteors, or volcanic ejecta raining down on the area.
Also note that Pulled and Pushed Characters in some genres and settings may reveal Monster Facets at certain Suspense Levels. External Monster Embodiments are similarly restricted, but ignore setting and genre conventions. Monster Facets are typically added by the Plot from the Facets available to that Side of the Conflict, although Facets neutral to the Conflict can also be added. In any given Scene, regardless of genre or setting, a Monster may only reveal they have access to a number of Monster Facets equal to the Suspense Level. This allows Monsters to grow in power, revealing more diabolical quirks and abilities as the Suspense grows.
Tracking Suspense, Pressures and Tensions
- Plots (including the current Act and Scene) should each have a Suspense Level and an Element. Every Plot that is currently in play should have an entry, from Cycle or Epic all the way down to the current Scene. Typically the current Scene will be from the Plot that has the highest Suspense Level (although see Narrative Weaving Rules and the Editor Role).
- Characters have an effective Suspense Level that is equivalent to the highest Pressure or Tension that they are currently experiencing. An Embodiment Character should have all Tensions and Pressures recorded for them.
- Characters may be connected by Tension or Pressure to another Embodiment Character. This should be decided by a combination of the Yarn-Teller responsible for the Plot and the events that have occurred so far (if the Characters have not yet met, then no connection should be present, unless there is some unseen influence one has over the other, conversely if the two flirted outrageously in an earlier Scene then later Ardour Tensions may draw them together).
- The intensity of the Tension or Pressure is recorded when the Character receives it from the Plot. A Character should behave according to the Levels of Tension and Pressure they experience. So an Engaged Rooting Tension should pull a Character into invest
- Embodiment Characters always have a Tension from a Pulled Embodiment, and a Pressure from Pushed Embodiments. Hidden Embodiments usually have both.
- As the Plot or Scene changes Suspense Level it will create new Tensions and Pressures on the Embodiments, that may connect to different Embodiments.
- When Suspense Level increases for a Plot, the Element of the Plot changes following the Generative path: Wood becomes Fire, Fire becomes Earth, Earth becomes Metal, Metal becomes Water, and Water becomes Wood. This will create new higher Suspense Tensions and Pressures for the Character Embodiments, but will not alter the ones they previously had.
- When Suspense Level decreases for a Plot the Yarn-Teller has a choice, either will result in new lower Tensions and Pressures.
- causing the Element to change according to the Insulting Cycle: Wood becomes Metal, Metal becomes Fire, Fire becomes Water, Water becomes Earth and Earth becomes Wood.
- or using the Destructive Cycle: Wood becomes Earth, Earth becomes Water, Water becomes Fire, Fire becomes Metal and Metal becomes Wood.
- Tensions and Pressures can interact according to the various Cycles.
- When two Tensions or Pressures exist in Generative cycle the Parent reinforces the child. This means the parent is superseded by the child. Fire’s Ardour becomes unimportant while the lovers are separated by Earth’s Rifting, but the Ardour still burns between them, and fuels their Rifting Tension to be returned.
- When two Tensions or Pressures exist in Destructive Cycle and Insulting Cycle with each other the Suspense Level of each becomes important.
- The Grandparent and Grandchild are only balanced if the Grandparent is 2 Suspense Levels lower than the Grandchild.
- The Grandparent will destroy the Grandchild if it has a Suspense Level higher than the 2 below the Grandchild. This destruction removes the Tension or Pressure created by the Grandchild. Even a “Tragic” Coin Pressure, where a Character may be on the verge of bankruptcy or even starvation fades away if the Character experiences even a “Bloody” Heat Pressure, where they might decide an armed robbery or mugging could be the solution to their money woes.
- The Grandchild will insult the Grandparent if it has a more than 2 Suspense Levels more than the Grandparent. The insulted Grandparent will steal whole Suspense Levels from the Grandchild until they are back in balance, or the Grandchild is destroyed. So a Bloody 9 Peer Pressure insults Engaged 5 Growth Pressure, this reduces the Peer Pressure to 8 and increases the Growth Pressure to 6 and they find balance. However, if that had been only Intense 8 Peer Pressure the Growth would have stolen a Level to create a 7-6 difference, and the Peer Pressure would have been destroyed as the Character outgrew that Peer group perhaps.
During a long Plot, such as a Volume of many Chapters, the Suspense may rise and fall a lot, causing the Plot to cycle around the Five Changes repeatedly.
- For example: The beginning of a Volume opens with an Awake Metal Scene, this creates Medal Tensions (competition) and Coin Pressures (financial) on the Pulled and Pushed Embodiments.
- Naturally, the Suspense then climbs to Aware Water, creating new Fathomless Pressures (introspection) and Surface Tensions (between groups or places) that build on the previous influences. The Character thinks about their money worries, or is offered a new position with a different team.
- Alert Wood follows, Rooting Tensions now build on Surface Tensions, an Growth Pressures build on Fathomless, perhaps the Character has been recruited to a new team, and has to feel their way around a new environment, or having realised what they were doing wrong have a new idea.
- Engaged Fire now follows on, creating Ardour Tension, as perhaps the Character finds a new Love Interest or perhaps a new sports agent… and Heat Pressure now builds. The Engaged Fire also destroys the original Medal Tension and Coin Pressure the Character had, these are simply no longer present for this Character. As they are now perhaps devoted to their new love interest or arguing with their old team.
- Suspenseful Earth is next, and adds Rifting Tension and Peer Pressure. The Character and their love interest, or family, or perhaps the new team, are separated somehow. Or perhaps the new team pressures the Character to renounce their old allegiances, which they feel happy to do after the arguments. This also destroys the Water’s Surface Tension and Fathomless Pressure.
- Emotional Metal is next and perhaps indicates a return to the original situation, the Character and his new team are entering a competition again. They may struggle to find money for entry fees, or be pitted against the Character’s old team. This also destroys the Rooting Tension or Growth Pressure that the Character felt when he arrived at the new team.
- …and so on…
Plots can cycle around, sometimes Pulling Embodiments by Tensions, other times Pushing with Pressures. Just because a Character was Pulled by an Ardour doesn’t mean they can’t be Pushed by Peer Pressure later.
Current Suspense Level
Each Plot, whether it be a Cycle, and Epic, or an Act or a Scene has its own Suspense Level. Plots that are early on and smaller will usually have lower Suspense Levels, but later the Stories from that big Epic plot that are already deep into it, are going to often have much higher Suspense Levels.
Even a single Story will have a Story Suspense Level, a current Act Suspense Level and a current Scene Suspense Level. In general, we consider the Scene to be more important than the Act or Story. This is because for the Characters only the Scene can truly be relevant, as the Scene is the closest Plot in scope to the Characters, the Characters are only essential to a specific Scene, an Act or Story could theoretically discard them as Embodiments for something else in another Scene. Suspense Levels are often recorded on Plots with a number between zero and eleven.
The Suspense Level of the Act or the Plot is fairly unimportant to the Characters (although the Yarn-Teller should be aware of what the Act and Plot can do to their Embodiment Characters).
The Current Scene may raise or lower according to the events occurring in the Narrative. If the Scene ends up more than 2 Suspense Levels different to the Act then it will pull the Act. So an “Engaged” Act can support an “Aware” to “Emotional” Current Scene. If the Scene were to decrease to “Awake” it would lower the Act to “Alert”, if it increases to “Intense” then the Act would become “Suspenseful”.
This 2 Suspense Levels difference between Plot Ranks extends beyond Scenes, Acts and Stories; Stories (or Chapters) can differ up to 2 Suspense Levels to their Arcs, Arcs can vary 2 from their Volume, Volumes 2 from their Epic and Epics 2 from their Cycle. Any more than this and they will effect them.
An easy way to track these Suspense Levels in play is by placing a D12 (12 as Level 0) on the appropriate part of this diagram (which is easily copied or printed). You can use multiple D12s to track the current Scene, current Act and any active Plots as needed.
The Green lines on this diagram show Generative order, and the red lines show Destructive order clockwise and Insulting order anticlockwise, counter-clockwise, or widdershins, as you prefer. Although any pentagonal diagram would do.
Usually with this method Plots, Acts and Scenes have their Suspense Level recorded after play, between sessions. This means an ongoing Plot that keeps returning may have a dramatically different Suspense Level to the current Plot, and Suspense Levels can shift between them, as we move between Scenes of different Plots. This is one method of Narrative Weaving, as Plots gain and lose suspense during Stories
Changing Suspense Level
There are a number of reasons that Suspense Level may change during a Story.
- Narrative Necessity Sometimes the Tale demands that the Good Guy and Bad Guy fight to the death, so it might be necessary to raise the Suspense to Bloody or Tragic so that they can. Narrative Necessity trumps anything else, it can even set the Suspense Level to the Catastrophic when the Embodiments first meet.
- Triggered Anticipation Every Suspense Level has some Trigger Event that can theoretically set the Suspense Level to that Level. Players who kill another Embodiment should expect that the Suspense be instantly set to Tragic, and that is reasonable generally, however the issue is with lowering Suspense Levels, or raising Suspense Levels more than 2 to 5 Levels at once (depending upon the genre and setting), those should never be guaranteed, and are entirely up to the Yarn-Teller and the Narrative Necessity.
- Dramatic Demands Whenever Drama occurs the Suspense Level should shift, either up or down 1 Level. The Yarn-Teller running the Narrative should decide if the Suspense moves up or down. As a general rule, if Characters are already badly injured, things are moving too quickly, or you can’t see how to use the next Change effectively in the plot lower the Suspense Level, otherwise keep riding that elevator up.
- Outcome Obligations If a Character takes actions that counter the Pressure or Tension that they were being influenced by, then it makes sense if the Suspense falls as a result. Conversely, if the Characters take actions that increase their Tensions or Pressures, then it makes sense if the Suspense rises. Often, this will actually cause a Drama to occur, but sometimes it can be necessary for the Suspense to be knocked up or down based on the outcomes of Character Actions.
- For example a Character who is influenced by Medal Tension, may decide to quit the hobby or their job (perhaps creating a Coin Pressure instead) to avoid the Tension, or they may decide to avoid a competition they know a Rival might attend. This would lower the Suspense a level.
- Or they might make a bet, or vow, that they are going to beat a particular rival, which would increase that Tension (and could even add additional Coin Pressure). This would increase the Suspense a Level.
How the Suspense Level changes actually occur can be looked at two main ways:
- The Yarn-Teller can look at the Suspense Levels to decide what the result should be, like the Suspense Level Triggers of Triggered Anticipation. If a Character is being powerfully “Emotional” influencing everyone, then perhaps this is an “Emotional” Scene all of a sudden.
- The Yarn-Teller can decide which of the Five Changes the result should be and change the Suspense as though the Outcome had stepped that many Levels, climbing by using the Generative Cycle and descending via the Insulting and Destructive.
- For example, if in a Water 3 “Aware” Suspense state, a Character, influenced by either a Fathomless Pressure (some internalisation) or Surface Tension (caused at the interface of two or more social groups) we’ll say they are alone mulling things over, when they decide they should host a competition (perhaps as a way of getting revenge, or proving something to themselves), and we want to jump straight to that competition, we can move from Water to Metal and add a Suspense Level each time, creating a Metal 7 “Emotional” Suspense.
- Or perhaps they want a more fun, game-like competition, like a poker game with drinks after work, or some video games to unwind, we can use the Destructive Cycle, drop 2 Levels, travelling past Fire to a Metal 1 “Cool” state.
- Or use a combination, such as Insulting to slide back to Earth and then Generative, to Metal 3 “Aware”. This might indicate that there was another Embodiment at the fun game of cards, or perhaps as an online opponent.
- Of course whichever way you do it, it creates a more or less important and powerful Metal effect on the Character. Which can have an impact on any previously generated Tensions and Pressures the Character may be feeling.
- Ideally a combination of both should be used. Where the Character Actions and Intentions both set the Level of Suspense and decide the appropriate Change to set the current Scene to, and to note the changes that may make to next Scene, both in terms of what is planned but also how the Plot will react to these changes.