Questing

  • Structured goals with narrative weight and branching resolution.
  • Quests arise in an emergent manner, from tensions and characters within the Tapestry; not authored, but discovered.
  • No quest markers, minimal tracking. The player must rely on memory, symbol, and intuition. In the spirit of Morrowind’s journal system, but a bit more committed.

Permadeath

  • Incarnations are perishable and unique.
  • Death is transformation, not failure; it feeds the Eidos system.
  • Incarnations may live on through legend, memory, or spiritual resonance.

Procedural Generation

  • All Tapestries are procedurally generated.
  • Procedural content is influenced by prior playthroughs, Eidos fragments, and narrative entropy.
  • Nothing is truly “random”; the player’s past lives ripple forward.

Exploration & Mapping

  • Discovery-driven play.
  • Players explore physical, narrative, and symbolic terrain.
  • Some truths only exist once; maps may shift or deceive.

Build Diversity / Stat Systems

  • Variation in player experience and capabilities.
  • Builds reflect cultural, ideological, and metaphysical traits, not just stats.
  • Some powerful “builds” may be fragile, cursed, or narratively destabilizing.

Lore & World-Building

  • Deep, layered, discoverable world design.
  • Lore is reactive and recursive; players change the canon.
  • No objective world state; every Tapestry is a hypothesis.

Combat, Magic, Alchemy

  • Potential for conflict, transformation, and systems of influence.
  • These systems are rooted in Eidos; spells as narrative interventions, alchemy as symbolic recombination.
  • Combat may not always be “winnable” and might result in metaphysical shifts, not just HP damage.

Party Dynamics

  • Multiple characters, relationships, group tension.
  • Party members may believe in different Faiths or interpret the same Fiction differently.
  • Internal ideological conflict is as important as tactical cohesion.