A Conflict is a state of narrative tension seeking resolution. It arises when two or more incompatible forces, be they agents, ideologies, or needs; occupy the same space, and one must yield, transform, or be destroyed.
Within ATET, Conflict is not merely an event; it is the engine of story. It is the friction that generates drama, the pressure that forges new Beliefs, and the crucible in which the true nature of an Incarnation is revealed. The choice of how to engage with Conflict, and the manner of its resolution, is central to defining an agent’s Thread.
The Nature of Conflict
Conflict arises from fundamental incompatibilities that cannot be reconciled through passive existence. These incompatibilities can stem from three core sources:
- Conflict over Resources (Driven by Need): The most primal tension. Occurs when finite resources: sustenance, territory, shelter, energy; are insufficient to meet the needs of multiple parties. This is a conflict of raw existence.
- Conflict over Truth (Driven by Belief): An ideological struggle where incompatible Facts, Fictions, or Faiths clash. The resolution sought is not necessarily physical, but the validation or invalidation of a worldview. This is a conflict of meaning.
- Conflict over Power (Driven by Social Dynamics): A political or social struggle for dominance, influence, or the right to dictate terms. This is a conflict of will and hierarchy.
The Arenas of Conflict: A Gradual Escalation
Conflicts do not always erupt into immediate violence. They often progress through distinct Arenas, each with its own rules of engagement and methods of resolution. The choice to escalate a conflict from one arena to another is a significant decision, carrying its own narrative and Eidos consequences.
1. The Social Arena (The Arena of Words and Wills)
This is the primary and most frequent arena for conflict resolution. It is a turn-based system where agents engage through dialogue, trade, and negotiation.
- Primary Verbs:
[[Converse]]
,[[Trading]]
,[[Negotiate]]
. - Resolution Vectors: Persuasion, Deception, Bribery, Intimidation, Alliance, Reconciliation, Public Shaming, Trade Agreements.
- Mechanics: Detailed in
[[Socialization/index]]
. Success relies on understanding the opponent’s Needs, Beliefs, and Leverage. - Consequences of Failure: Loss of Reputation, failed goals, social isolation, or escalation to the Physical Arena.
2. The Threatening Arena (The Perilous Prelude)
This is an intermediate state that often precedes direct physical confrontation. It is the explicit communication of potential Violence, used as a social tool. A Threat is a verbalized, or subtly demonstrated, negotiation based on coercion.
- Primary Verb:
[[Threaten]]
. - Mechanics: A contest of the aggressor’s Leverage against the target’s Resolve. Success depends on the target’s appraisal of the threat’s credibility and their ability to withstand the stated consequences. It is a dangerous escalation from the Social Arena, often leading directly to the Physical Arena if the threat is not heeded.
- Consequences: Can resolve a social conflict through intimidation, or escalate it to physical confrontation.
3. The Physical Arena (The Arena of Force)
This is the domain of direct, physical confrontation. It is where the abstract conflicts of belief and desire are translated into tangible action, and where Violence becomes the primary means of resolution.
- Primary Verbs:
[[Attack]]
,[[Flee]]
,[[Defend]]
,[[Use Ability]]
. - Mechanics: This arena is further subdivided into turn-based phases and real-time tactical considerations, detailed in Violence. It involves direct confrontation, the use of weapons and abilities, and the infliction of physical damage.
- Consequences of Failure: Physical harm, incapacitation, or death. For the player, death typically leads to the Reflect phase and the potential for Anamnesis. For NPCs, it usually means permanent removal from the simulation.
4. The Metaphysical Arena (The Conflict of Souls)
This is the least common but most profound arena, where the conflict is not physical or social, but existential. It concerns the very nature of reality, identity, and belief.
- Primary Verbs:
[[Interpret]]
,[[Ritual]]
,[[Shapeshift]]
,[[Unravel]]
. - Mechanics: These actions engage directly with the fundamental rules of the Tapestry or the Psyche. Success relies on a deep understanding of Eidos, Belief, and the symbolic language of the universe.
- Consequences: Can lead to fundamental changes in the Tapestry itself, the Incarnation’s core being, or the very nature of Eidos in the world. These are the actions of gods, or those who seek to become them.
Escalation and De-escalation
The transition between Arenas is fluid and often dictated by player or NPC choice.
- A failed Converse can lead to a Threaten action.
- A failed Threaten can lead to Attack.
- A character with a strong Faith in non-violence might refuse to engage in Attack even when physically threatened, and instead attempt to de-escalate back to the Social Arena through Converse or Negotiate.
- Conversely, a character driven by pure Need might bypass social niceties entirely and escalate directly to Violence.
The player’s choices in navigating these transitions, and their understanding of the “language” of each arena, will determine the ultimate shape of their Thread.
Design Priorities
- Meaningful Choices: Every choice to engage in conflict, and every decision about which arena to use, must have tangible narrative and mechanical consequences.
- Reflecting Internal State: The player’s Psyche and Beliefs must influence not only their goals but also the way they choose to pursue them, shaping the available actions and their perceived success.
- The Weight of Violence: Violence should always feel like a significant, often irreversible, choice. Its introduction into a conflict should be a dramatic turning point, not a simple reset of stats.
- The Primacy of Narrative: The ultimate goal is not to “win” a conflict in a mechanical sense, but to weave a compelling story around it, exploring the choices and consequences that arise from the clash of wills.