Ok, so let's think about how we could make more potent complications, and what actually makes a complication belong at a particular level. I think that having a more abstract guide could actually help people judge the proper level of a complication better than a lot of examples, but examples are always good.
My analysis of the existing system, and recommendations to expand it:
Level 1:
Complications that weaken a character are inconveniences at worst.
Plot effects are limited to weakening a future plot success, or giving your enemies an advantage against you. Only makes existing plots harder, does not introduce new ones.
Level 2:
Complications that weaken a character are annoying. Your actions may be restricted for a short while (unconscious), or a category of actions made harder for an extended period.
Plot effects at this level including substantial changes to existing plots, or accelerating existing plot faster than the PCs can respond. At this level, new plots can be branched off of existing plots… sometimes.
Level 3:
Complications that weaken a character are severe. A category of actions may become nearly impossible indefinitely (as with friends lost or property destroyed). Alternate routs must be sought.
Future successes can be partially negated, and new plots can be generated.
Level 4:
Complications that weaken a character are extreme. Not only can a category of actions become nearly impossible, but the advantages that the character once had can be turned against the character (new antagonists, for example).
Previously resolved plots can be reopened, existing plots can be heavily modified for the worse. Side plots that could last for the rest of the campaign can be generated.
In my opinion, most of the “wound” complications are too minor for their listed level.
If I were to extend this chart, this is the sort of thing that would get added:
Level 5:
Complications that weaken a character are horrifying. A character’s personality (or civilization/society) can be permanently changed. A character can be stripped of their privileges (including being fired from the Patent Office) or otherwise permanently crippled. Worse, everything the character loses, its enemies gain. Examples would include changing civilization to join the enemy, being ejected from the Patent Office, and being hunted by the Ts or another vast organization.
At this level, changes to existing plots “turn them up a notch” and new plots are vast in scope. Changes to an existing plot would be large enough to warrant the GM giving out free twists. For example, war breaks out between civilizations, the Ts are removed from the game until the plot is resolved, or the Union is actively absorbing another civilization.
Plots generated whole cloth are large enough to be the core plot of a campaign. None will be resolvable in less than three sessions, and most will take many, many more.
It is customary for the GM to spend a few days designing a suitable complication at this level (unless the GM has a suitable story Trigger prepared), thus it almost never fires off in the same session as it is activated.
Level 6:
At this level, the entire nature of the campaign can change. For example, the PCs could become wanted criminals in almost all civilizations, a series of intentional supernovas could destroy a large swath of the setting (certainly everything the PCs care about), civilization could collapse, the Ts could go hostile to humanity, the Aia could invade, etc. At this level, old plots tend to get obliterated as being simply too unimportant, while new, extremely vast, plots are generated.
Complications at level 5 and 6 would require explicit GM permission to fire, as they represent potentially huge changes in the campaign.
Level 5 complications should be enough to fire several elements of a Story Trigger at once, while level 6 complications are an excuse for the GM to create and fully activate a new Story Trigger all at once.
At level 5 and 6, a GM may choose to not tell the players what the complication is, and spring it on them over the next several sessions.
These were comments (mostly examples) that I removed from the above to save space, but might be interesting anyway:
To my mind, complications fall into two (overlapping) categories. Complications that add plot, and complications that make your character’s life more difficult. Most complications fall into the latter category.
Complications which add plot add another thing that the PCs need to do or handle. Complications which make a character’s life more difficult don’t add something that the PCs need to resolve; instead they make resolving an entire category of things more difficult.
The power of a complication is influenced by how much it effects future plot, something which only the GM can know. As such, some complications will end up more or less powerful than the player expects.
For example, an early complication I received boiled down to “This NPC’s personality is a bit different and this sub-plot will be weird from now on”. I accepted it only because the NPC was more important to the PCs than they expected. As such, the complication was /really/ “This NPC, who has skills you will desperately need, will not be available to help you when you need him the most.”
Going over Yoric’s big three complications (all were rated as level 4 at the time, although some were much worse than others):
“Something that is important to the PCs is lost to them from an unstable wormhole” - This is just a substantial loss of equipment, some of it possibly irreplaceable. I ended up under-powering this complication by “just” removing the back of the PC’s ship, and endangering all of the PC’s lives. In effect, this complication was requested as a “hurt my character”, but I adjusted it to a “resolve this situation” (add a short plot) as I didn’t really want to hurt the PCs any more than they already were at the time.
“Everything Yoric has done to fix Aurora’s society is undone” - clearly a level 4 “project’s ruined”. Except that it /also/ altered Yoric’s reputation (on Aurora), and more importantly turned Aurora into another antagonist for the rest of the campaign (they had been one of the player’s biggest supporters). In effect, it was every listed level 4 complication firing off at once, except wounds and brainwashing.
“The Causal Loop needs you alive for something.” - A nasty one since the Causal Loop was the Big Bad for the campaign. Comparable to “character brainwashed”, except without the brainwashing. I used this one to destroy the PCs last hope of success, and to turn Yoric against the rest of the inspectors for a while (albeit, for very good reasons from his perspective).
Oh, Doug wanted me to mention something. The way I ran complications (and twists), there was always some discussion about them. Sometimes, I’d offer a complication or possible twist, and the players would discuss if it was a good idea. Sometimes, a player would offer a twist and see what level I thought it was, and if I thought that it was a good idea. And players would always confer amongst themselves before burning a major twist, in order to avoid stepping on each other’s toes, and to make sure that they could handle the resultant complications.
Doug is concerned that the discussion phase may not be in the rules (I don’t have a copy in front of me to check) and wants to make sure that people realize that discussing and negotiating over all of this plot stuff is normal.
Nice breakdown.
One thing that I worry about is the level of difficulty for the GM in a level 5/6 Complication. They'd need permission, as you say.
In literary terms…
Level 1: A line of description now, another later, and it's done.
Level 2: The work of a page, or a notable long-term change.
Level 3: The work of a few pages, or regularly recurring issues.
Level 4: This will take a chapter.
Level 5: Time to write another book.
Level 6: "I say, this 'Hobbit' idea seems worth pursuing. Perhaps if I work in the Ring of the Nibelung…"
Which brings up a point: If the session is a one-shot or the last session of a campaign, some complications may be impossible. You can’t fire off a level 5 (or even many level 4s) if there won’t be a session later to deal with it.
On the other hand, I can see a one shot where someone tries to fire off a 5 or 6 and the GM thinks that it is such an awesome idea that (s)he decides to start a campaign to explore it.