On the Psychology of Stress and the Architecture of Readiness
While designing two contrasting roleplaying systems, Conflict and Yes, But, I developed mechanics that, quite independently of formal academic reading, have turned out to mirror core psychological theories of resilience and stress. What follows is an attempt to articulate these theories and how they are expressed, often implicitly, in the mechanical structures of the games.
I. Two Games, Two Models
Conflict is a tactical system, oriented around immediate crises. Its core mechanic, Readiness, determines whether a character can act usefully in the opening moment of a violent or high-pressure situation; it adds to the chances of surprise, adds to initiative, and determines the number of actions in a combat round. Without Readiness, a character may be physically unharmed but psychologically frozen, their lack of experience, training, or background renders them inert.
Yes, But, by contrast, is a drama-first system. It incorporates combat, yes, but always in the broader frame of character, relationships, and inner change. Its core mechanic for post-crisis fallout is Distress, which reflects the psychological cost of violence or trauma. As Distress accumulates, it progressively impairs the character's ability to use social and emotional skills (Soul). At high levels, this leads to complete dysfunction.
In short:
Conflict asks: Can you act usefully in a crisis?
Yes, But asks: Can you relate usefully after one?
This distinction, event-centred versus person-centred stress response, turns out to align closely with major psychological frameworks.
II. Bonanno's Trajectories of Resilience
Psychologist George Bonanno outlined four broad trajectories people tend to follow after a major stressor:
- Resilient , stable, functional response with no impairment.
- Recovery , an initial drop, followed by return to baseline.
- Delayed Dysfunction , appears functional, but deteriorates later.
- Chronic Dysfunction , ongoing, unresolved impairment.
- If the character has a relevant skill (Combat or Medical), they incur no Distress: Resilient.
- If Distress is incurred but later reduced via downtime, nature (expressing the core elements of their personality), or social time: Recovery.
- At 3 Distress, Soul skills are unusable, even if physical skills remain: Delayed Dysfunction.
- At 6 Distress, the character becomes non-functional in all areas, and recovery costs a permanent change: Chronic Dysfunction.
Thus the model is not only psychologically faithful but narratively potent.
III. McEwen's Allostatic Load Model
Neuroscientist Bruce McEwen developed the idea of allostatic load, the wear and tear on the body and mind from maintaining equilibrium under stress. Resilience, in this model, is the ability to recover baseline function without excessive damage to one's physiological or psychological systems.
Yes, But divides character function into three domains:
- Brawn, degraded by Hunger
- Brains, degraded by Fatigue
- Soul, degraded by Distress
Each domain is impaired by prolonged effort or trauma, and each requires appropriate recovery. The match to McEwen is again nearly exact: stress impairs function, and if that stress is not metabolised (i.e., the character does not eat, sleep, or rest socially), capacity is lost.
This is less a resource system and more a resilience model.
IV. Hobfoll's Conservation of Resources Theory
Stevan Hobfoll proposed that stress results from threats to or losses of personal resources: time, energy, status, relationships, material needs. Individuals who lack surplus resources are more vulnerable to stress.
In Conflict, Readiness can be gained from:
- Background: lower social class, with higher exposure to violence and trauma, offers a chance at baseline Readiness. In the rules, I noted: "Part of the purpose in rising in social class is to insulate yourself from the conflicts of the world."
- Training: thorough training in combat skills can improve Readiness. "I know what to do."
- Experience: if the GM judges a character has acted usefully in a crisis, Readiness may be granted retroactively.
Importantly, a character with zero Readiness cannot act at all, except in the first turn of an ambush, where initiative lies with them. This builds in a stress trap: those who have no exposure, no training, and no luck remain incapable of ever gaining experience. They freeze, and freezing leads to exclusion.
This reproduces Hobfoll's theory in structure: resource-poor individuals spiral further into helplessness, unless external intervention breaks the loop.
Readiness can be trained |
V. Trait vs Process Resilience
Modern psychology recognises two major kinds of resilience:
- Trait Resilience: a stable predisposition to handle stress well (linked to temperament, upbringing, belief in control)
- Process Resilience: a dynamic system of skills, behaviours, and supports that allow one to recover from stress
Conflict is built around Trait Resilience: you have Readiness or you don't. It's a game of sharp actions and instant results.
Yes, But models Process Resilience: the character suffers, adapts, and either recovers or spirals downward. It allows for late-stage redemption, and for long-term collapse.
Both approaches are valid. Both exist in the real world.
VI. On Aftermath and the Soul
Perhaps the most under-modelled part of roleplaying games is what happens after a crisis. What happens to the character after the fire. In Yes, But, a character may win a combat and still be left unable to look their spouse in the eye. They may complete a heroic act and be unable to speak.
This, I believe, is the true psychology of stress: it is not what you do under fire. It is what you do after.
A character whose Soul is depleted is not weak, they are psychologically injured. And the game requires that they heal, or change.
Not much fun to roleplay |
VII. Implications for Real Life and Play
Designing these systems has sharpened my understanding of people, not just characters. In violent conflicts, in first aid situations, in running a gym, in raising children, in teaching, I have seen precisely the same principles:
- Some freeze under pressure and never act.
- Some act, then break.
- Some recover, but need help.
- And some learn, through practice and care, to act and recover both.
Games, at their best, can reflect life, though should not try to reproduce it perfectly. And sometimes by helping us understand the world, they help us live in it better.
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