18 Attention
18. Attention
Attention represents how much the world is actively watching the players.
Attention is awareness. It becomes dangerous when the world has time to respond.
18.1 The Attention Pool
Attention is tracked as a shared pool for the party.
• no fixed maximum • each gain adds one marker • it manifests locally through Locations and Factions
18.2 Gaining Attention
Gain Attention when the party: • uses violence publicly • wins Defense Scenes loudly • accumulates visible wealth • interferes with factions • repeats patterns in one region • suffers Catastrophe-tier Fate results (Section 2) • triggers certain Exposure/world effects (Sections 14 and 17)
18.3 When the World Spends Attention
The world checks to spend Attention at World Response Triggers (Section 14.5), including: • end of a Cycle • after a major failure • after a loud Scene ends • when Doom advances (Section 19)
18.4 Thresholds (Suggested)
When the world spends Attention, resolve one reaction based on the highest threshold crossed:
• 3 — Minor Reaction • 6 — Major Reaction • 9+ — Advances Doom (Section 19)
After resolving: • reduce Attention by the amount spent
18.5 Design Intent
Attention ensures: • success creates visibility • repetition creates patterns • loud victories are dangerous • consequences arrive on world time
18.6 Example
For practical examples, see Appendix A (e.g., Ready to use examples.md). A brief illustration:
The characters successfully defended a settlement but used loud explosives, triggering a World Response check. They accumulated 4 Attention during the Scene. Since they crossed the 3 threshold, the World spends 3 Attention to trigger a Minor Reaction (e.g., a scouting party is drawn near).