Design patterns

Stress

Game families
Forged in the Dark
Games
Blades in the Dark Scum and Villainy Band of Blades

Summary

Stress is a renewable resource that allows players to gain advantages, improve their effectiveness, or mitigate consequences. As Stress accumulates, characters move closer to lasting psychological change through Trauma.

Design Purpose

Stress gives players control over risk while ensuring that extraordinary success always comes with a cost.

Problems Solved

Core Loop

Characters gain Stress by pushing themselves, assisting allies, or resisting consequences. When the Stress track fills, the character gains Trauma and clears their Stress.

Player Decision

How much future stability am I willing to sacrifice for success right now?

Narrative Effect

Stress encourages characters to take risks, survive dangerous situations, and push beyond normal limits. Over time, accumulated Trauma changes who the character becomes.

Strengths

Weaknesses

Variations

Examples

Pattern Definition

A Pressure Resource is a renewable resource that players spend to gain advantages or avoid consequences, while accumulating long-term costs that eventually force character change.