Tension Mapping & Emergent Resolution

System Purpose

To detect emergent narrative tensions in the simulation and encode them into persistent, interpretable structures the player may engage with. Quests are not given; they form from the fabric of play.


Core Loop Overview

  1. Detect Narrative Tensions
    Arising from contradictions, desires, traumas, symbols, or social relationships

  2. Evaluate Significance
    Score based on emotional/memetic density, symbolic weight, cultural instability

  3. Encode as Latent Threads
    Quests are hidden until interpreted by the player through subjective experience

  4. Resolve Dynamically
    Resolution occurs through narrative consequence, not quest logic; a quest can dissolve, persist, evolve, or recur

  5. Reflect and Transmute
    Resolved quests yield Eidos; unresolved quests may become myth or trauma in future Tapestries


Inputs

SourceData
NPCsInternal conflict (e.g., incompatible Faiths), unmet needs, trauma
PlayerSignificant past actions, accumulated Eidos, broken Fictions
WorldSymbolic motifs, rituals disrupted, mythic structures disturbed
MemoryUnresolved past Threads, prior Incarnation echoes

Internal Data Structures

struct NarrativeTension {
    id: Uuid,
    source_entity: EntityId,
    tension_type: TensionKind,
    causes: Vec<Cause>,
    symbolic_tags: Vec<SymbolTag>,
    historical_context: Option<ThreadId>,
    urgency: f32,
    discoverability: f32,
    is_manifest: bool,
}
enum TensionKind {
    FaithConflict,
    CulturalInstability,
    SymbolicRecurrence,
    PersonalTrauma,
    PropheticCycle,
}
struct LatentQuest {
    tension: NarrativeTension,
    interpretation_vectors: Vec<Interpretation>,
    active_effects: Vec<Effect>,
    revealed: bool,
}

Systems Interaction

SubsystemRole
Belief ModelDetermines how tensions are interpreted into quests
Memory SystemStores unresolved quests and echoes them forward
Subjective InterfaceControls whether and how quests are perceived
Director AIMay reinforce or accelerate symbolic resonance
Faction/Culture SimPropagates or suppresses cultural tensions

Player Interaction Model

  • The player does not receive quest markers
  • Discovery is through:
    • Symbolic cues (e.g., shared dreams, strange omens)
    • Behavioral patterns (e.g., same NPC seen praying at ruins)
    • Emergent conversation or internal monologue
  • Interpretation creates a new Thread in the player’s log

Resolution Model

Resolution TypeMechanism
NarrativeBelief change, reconciliation, death, exodus
SymbolicRitual enacting a new interpretation
MythicEvent transcends character resolution, becomes Eidos motif
AbortedMissed or forgotten; may recur distorted in future Tapestry

Example: NPC Torn Between Faiths

Tension Detection
An NPC believes both:

  • “All life is sacred” (Faith A)
  • “My god demands sacrifice” (Faith B)

LatentQuest Creation
Type: FaithConflict
Causes: Conflicting beliefs plus external pressure to act
Symbol Tags: sacrifice, guilt, purity

Player Interacts
The player may:

  • Counsel one belief
  • Propose a symbolic synthesis
  • Exploit the contradiction for power
  • Ignore it

Resolution
If resolved, generates Eidos.
If not, the NPC may fracture, die, or start a new religion.


Design Philosophy

  • Quests are narrative weather; atmospheric conditions the player reads, not puzzles they solve
  • No binary resolution states; outcomes may be contradictory, open-ended, or only understood in hindsight
  • Quests as living memory; they persist in myth, change form, and shape future world generation