Story Sheets & narrative structuring

I thought this might be of enough general interest that it was worth flagging in the RPG forum. I scribbled this PDF together entirely last night, sort of as a partial reply to the (RPG's Suck Blog) notion that no-one is doing anything interesting in RPGs these days. Admittedly this isn't revolutionary or anything, and it won't be everyone's cup of tea, but I do kinda like how it turned out. It's a bit different I think and could be easily applied to any fantasy game (and possibly any game generally I suppose).
As an optional extra, I quite like it.
Basically, I decided I wanted to have a go at imposing a simple story structure on a game, so that there would be a clearer and easier way to set up story arcs and a pattern of increasing tension. I've had a go at this by setting up a system where Stories have a Problem (that needs to be solved) and Complications (additional difficulties). When new Complications are added into the story, the Tension increases. At low Tension, Player Characters cannot be seriously hurt or killed. At medium Tension Player Characters can be maimed. At high Tension Player Characters can be killed outright. There are some other elements thrown into the mix to, but Problem, Complication and Tension are the prime elements.
The idea is that this is supposed to mimic the increasing stakes in a story. Early in the story, no-one really expects the protagonists (Player Characters) to die, at least not in heroic stories. Later in the story it becomes a possibility. I've left open the option of running multiple over-lapping stories at once, so that Players wouldn't necessarily know if they are in an event tied to a Low or Medium or High tension story straight away, but would figure it out as the event unfolds.
Anyway, I think this approach better mimics how narrative works in a novel or short story, in particular in the high fantasy literature that Spellwoven is supposed to be mimicking.
Let me know what you think.
http://www.mythopoeticgames.com/pdf/Spe ... Sheets.pdf
As an optional extra, I quite like it.
Basically, I decided I wanted to have a go at imposing a simple story structure on a game, so that there would be a clearer and easier way to set up story arcs and a pattern of increasing tension. I've had a go at this by setting up a system where Stories have a Problem (that needs to be solved) and Complications (additional difficulties). When new Complications are added into the story, the Tension increases. At low Tension, Player Characters cannot be seriously hurt or killed. At medium Tension Player Characters can be maimed. At high Tension Player Characters can be killed outright. There are some other elements thrown into the mix to, but Problem, Complication and Tension are the prime elements.
The idea is that this is supposed to mimic the increasing stakes in a story. Early in the story, no-one really expects the protagonists (Player Characters) to die, at least not in heroic stories. Later in the story it becomes a possibility. I've left open the option of running multiple over-lapping stories at once, so that Players wouldn't necessarily know if they are in an event tied to a Low or Medium or High tension story straight away, but would figure it out as the event unfolds.
Anyway, I think this approach better mimics how narrative works in a novel or short story, in particular in the high fantasy literature that Spellwoven is supposed to be mimicking.
Let me know what you think.
http://www.mythopoeticgames.com/pdf/Spe ... Sheets.pdf