thefutilist
Adventurer
I think Vincent points to rising action/rising conflict because he is especially thinking about game design, and how a game's approach to framing and consequences can reward and foster narrativist play, as opposed to tending to squelch it or shut it down when it does rear its head.
Yeah very good point that I should have mentioned especially given that…
In the example I gave it's the 'go aggro' mechanic (created by Vincent) that means Jill can't back out of her commitment to the threat which then forces escalation.