ailelie: (Default)
My notes:

Thialo is pushing Bryn with the intent of goading Des.

If the reader does nothing:
  • Luno amplifies (It's a conspiracy!)
  • Bryn replies
  • Thialo sneers
  • Des rears back to punch
  • Bryn spins in the way ("You're not making me break my promise to Bisa!")
  • In that moment of shock, Presalia regains order.
The drafted prose:

You decide to say nothing. You have no reason to draw attention to yourself or get involved.

"Hear that?" Luno calls, pointing at Bryn. "It's a blasted conspiracy. Who else is working with Erim Kyte to steal territory?"

Bryn breathes out, forcibly slow and measured. "I do not control my weavers' actions," ne replies, glaring at Thialo. Next to nem, Des trembles with rage.

"So you admit you've no control over your guild then?" Thialo replies, sticky-sweet. "I'd heard rumors, of course, but—"

"Shut up," Des interrupts.

"Oh, Des," Thialo says, "this has nothing to do with you. Just like my dear Aleri has nothing to do with your s—"

Bryn crumples over, wincing. Thialo catches nem from falling, surprise etched in every line of his face, and Des curses.

Everything moved so quickly. Des threw a punch, but Bryn spun in his way. "You are not making me break a promise to Bisa," Bryn wheezes.

The bell chimes again. "Are we done?" Presalia asks, loudly. "Or should we become even more divided? Even weaker?" She stares the room down. "We are here for a reason," she reminds everyone, lowering her voice back to her normal volume. "That reason is not fighting. Now, can we move on?" No one says a word. "Good."

ailelie: (Default)
I fell in a manhole on Wednesday afternoon while still on the clock for work. 

When I say I fell in, I mean, the ground disappeared and I dropped. I caught myself by my elbows and leaning forward, but my right shin is all scraped up (and still slowly bleeding if I walk on it, which I have to do) and my high upper left thigh is all abrasions and bruises.

The left thigh is the worst part because that muscle is now bruised and you use that muscle to move. Walking hurts. Steps are killer. I've figured out that if I turn my left foot out a bit and move the side of my foot forward instead, then shift my hips to swing my right leg forward, it doesn't hurt as much and I can move more quickly. Even so.

I've got a wedge pillow so I've been using that and sleeping on my couch (easier to keep the wedge in place) to keep my legs elevated while I sleep.

The abrasions also burn-itch, especially after I put on antibiotic cream and change the bandage. 

I'm better today than yesterday, if only because I was able to pull my left leg up into my chair to sit. I've filled out the fun medical materials for work. I could have apparently taken yesterday off (except I had to go in to file the report). Nearly everyone I tell says I should sue the city. And I'm like, 'for what?' No broken bones. No permanent injuries. Yes, walking hurts, but I can walk. Yes, it shouldn't have happened, but ?

Anyway. That's me right now. I'm working from home today. Not my favorite thing to do (I like my routine w/ writing time), but it is easier to elevate here/etc.
ailelie: (Default)
Okay, so I had basics before, but now that I'm shifting further from masc/fem associations with sky/sea/land, I want fashion to be more gender-neutral from a real world perspective, but still distinct in-world.

The basics remain the same.

Everyone wears undergarments of a snug undershirt (knit or woven) and woolen leggings/hose. When it is cold, people will wear a sweater over this as well.

The outer garments everyone wears are a sweater of varying thickness and a pair of loose trousers that can be buckled or drawn to gather at the cuff when it is windy/cold.

Sky silhouettes, I've decided, emphasize movement and so the preference is for draped garments and loose garments. Something like an arisaid is popular. If the airsaid is covering enough, they may forgo the trousers and/or sweater of the base outfit. They also prefer cloaks over coats, but may forgo both.

Land silhouettes, in contrast, emphasize structure and so the emphasis is on fitted jackets (rather than cardigans or sweaters) and felted hats. They prefer coats over cloaks.

Sea silhouettes emphasize volume and so their sweaters tend to be looser and thicker and their trousers look more like tobi pants or knickerbockers. They'll wear either coats or cloaks. Or maybe something like a cloak with sleeves (a mantle?).

So all three wear the same basics, but each has something extra

The Lamplighters are very active and don't tend to be super wealthy, so their outfits cleave more to the basics, but you'll see the variation in coat vs cloak and Sea-called with a greater bell to their trousers or comfier looking sweaters. 

...I'm going to have to go through and adjust all clothing descriptions now. But, this has been bugging me for a while. I've been avoiding clothing descriptions for the most part because I didn't have good answers.

I think children tend to wear cloaks, too, because those can last through size changes better. 

ailelie: (Default)
What I've been landing on is this: I provide a choice when at least one of the following is true:

1. The choice allows the player to be a specific type of MC (empathetic vs logical; subtle vs sensational; a little mean)
2. The choice affects mechanics (e.g., stat changes, stat tests)
3. The choice leads to significantly different text and non-essential knowledge (essential knowledge is always passed on, but may receive varying degrees of emphasis)
ailelie: (Default)
This is a series of excerpts from my writing from 2008 to now. It is fun looking back and seeing growth. (To ease comparison, I chose descriptive paragraphs).

2008
Read more... )
2009
Read more... )
2010
Read more... )
2011
Read more... )
2012
Read more... )
2013
Read more... )
2015
Read more... )
2016
Read more... )
2017
Read more... )
2018
Read more... )
2020
Read more... )
2022
Read more... )
2023
Read more... )
2024
Read more... )
2025
Read more... )
2026
Read more... )
ailelie: (Default)
To get this scene, you have to choose Frey's route and then eat lunch with him in the archives. Then you must offer to nap with him. It doesn't really linger on the emotions at all, which is something I may end up revising. Then again, the reader won't have committed to an RO yet, so it isn't really appropriate to put emotions here on the MC. Plus, napping can be platonic. So.

"You're tired," you observe.

"I'm fine," he insists yet again.

"Why not rest here?" you suggest, the idea forming as you speak.

"What do you mean?"

"I mean sleep," you clarify. "We have a while yet until third bell."

"And you're suggesting I nap here?"

"Why not? No one is going to disturb you or notice down here."

"I can't just—"

"Frey," you interrupt him. "Trust me. I'll keep watch while you rest." You trace along your lower lid where his skin is a dark, smudged gray. "You need it."

His shoulders slump in resignation. "If you insist."

"I do."

"I have a cot in the storage room I can use," Frey says. Looking away, he adds, "I have a chair, if you wanted to keep me company"

"All right," you agree.

Frey leads the way to the backroom. A blade of light from a high, narrow window illuminates the center of the room, leaving the rest in darkness. The cot, wider and nicer than you'd anticipated, sits pressed against one wall. The pillow and tangle of blankets suggest Frey's slept in it recently. In one corner, a thick quilt is folded on the promised chair. Other than a sliver of space from the door to the cot and chair, the room is all cabinets, overflowing shelves, and boxes.

"This is a bit awkward," Frey says, laying down on the cot.

"What if I lay down, too?" The fit would be tight, but his cot is large enough, you think you could manage.

Read more... )

Sewing

Feb. 8th, 2026 04:43 pm
ailelie: (Default)
In late 2024, after weaving a shawl, I decided I wanted to weave something I could sew with. Only one tiny obstacle stood between me and my goal: I had zero sewing skills.

Buttons I attempted to sew back on always inevitably fell off. My mother had once, apparently, sewn her own maternity clothes when she was pregnant with me, but the pillow I'd sewn in elementary school with the stuffing poking out between every stitch was the pinnacle of my skills.

Not one to be deterred by a lack of knowledge, I decided to enroll in a class. (Alas, for me, passion and interest always fail in the face of unstructured learning and procrastination. To ensure success, I seek out classes, co-learning, and similar situations).

In late 2024, only one class in all of Chicago had an opening. Unlike other classes, this one didn't have a curriculum. Instead, the classes are capped at 6 people and the instructor helps you complete whatever project you bring, teaching you new skills as you need them. Considering I did not yet have a project, I very swiftly found a dress pattern online I didn't hate that was simple enough for a first project.

Since that first dress (which I still wear, but usually under a sweater so it looks like a very fully green skirt), I've made a button-down (...just need to finish the buttons...), a pencil skirt, two skorts (LOVE these), a failed dress that I 'rescued' into a top that is nearly indecent, a tank top, several bags, and a headband.

Sewing a precise distance around a curve still confounds me. I sewed my first zipper last night (into a welt pocket; I screwed up the first one and had to re-cut the lining piece and pocket to try again). I've learned that sewing with rayon is a pain and that basting is never to be underestimated. I now own both a sewing machine and a serger, and have used both.

When I was laid off, I stopped sewing. Partially I was frustrated because I could not get my woven tank top to fit right. Partially because doing something fun when I had jobs to apply for and a story to write filled me with icky guilt feelings, even as I reminded myself how irrational those feelings were.

As my machines gathered dust and my planned projects (a pair of sunny linen trousers!) fell off my to-do list, I started wondering if sewing was going to be like other interests and hobbies: an intense rush of interest and obsession followed by apathy.

Then, the instructor from my class in 2024 and 2025 emailed out new dates for the winter sessions starting in January. I didn't have the money, but my mother convinced me to use the money I'd saved for buying Christmas gifts (and then didn't spend because I basically skipped Christmas this year) on the class. I'm so glad I did. I finished my third or fourth session this past Saturday. 

When I went in, I bought the muslins for that tank top I never finished and explained what I'd worked through. The instructor complimented the work I'd completed so far and then helped me fix the last one. One more muslin and I finally had my pattern (note: It is a Cashmerette pattern, but several points weren't right on me).

That tank top (light yellow, covered in butterflies) is what I finished during class yesterday. This energized me to try making a bag I'd long put off. That bag was finished just before 4am this morning. I love it. The shape and size fit my body well. The pockets are generous. The outside is a cotton canvas printed with maps; the inside is scrap muslin. My computer fits easily.

I used scrap this morning to make a headband. 

This hobby fuels my needs to learn and create. Classes give me a weekly social outlet. How did I almost lose this?

ailelie: (Default)
The hazard, I'm learning, of writing romance in LLG is that for any scene to feel genuine, I have to put some of myself in it. Not my experiences (I've not engaged in much romance), but what I like.

So, you get Ostric who blushes and is easy to fluster (and who is utterly willing to tease back). Elian who is always on your side and that shared quiet of knowing one another (complicated by the realization that you don't know them as well as you thought and have you been taking them for granted? and if this bothers you, then wanting to know them more, to rebuild that sense of shared world of two). Nothia who pushes and challenges, but never dominates, who trusts you to do well and relies on you. Kian who protected you in the past and needs your support and protection now. Frey who connects intellectually as you solve a mystery together (and who is so, so bad at taking care of himself). Luvia who is brilliant, but guarded and so the story is about earning her trust, about being one of the very small number she trusts.

Like.... my ROs are so revealing.

And, if I think about it too much, writing the romances is almost uncomfortable because they're so revealing. I am writing shades of what I find appealing. If someone wants a romance where they're spoiled/etc, they're a bit out of luck in this particular story. 

I saw a post on tumblr that talked about how many sex scenes in romantasy/etc are mediocre and part of me wonders if that it is due to writers being reluctant to basically undress on the page and reveal what makes them tick.

Anyone who pays attention is going to see more of me than I really find comfortable, but anything less feels false on the page. 

ailelie: (Default)
So, I am feeling a bit tired and not up for actual writing, but it was suggested that I could journal and so that is what I'm doing.

All right. So let's talk plotting.

I am required by contract to have at least 7 plots, one of which can be romance. These plots are, from my original LLG post:

  • Uncover the truth behind your parents' deaths.
  • Discover the origin of the Shadows and stop them for good.
  • Save your (estranged) family's paper --and parents' legacy-- from being taken over.
  • Restore your guild's reputation in the city.
  • Influence who takes over the powerful Kyte family.
  • Solve the mystery of the alchemy saboteur.
  • Fall in love.
Rambling about the plots )

The trick going forward is going to find ways to progress multiple plots at once. This is easier for the first six. They all, at the very least, intersect with the spine. 

The person responsible for the worsening fog is the person who killed your parents.
Your parents were investigating that person, hence their deaths and the subsequent interest in the family newspaper, even decades later.
The event that tanked your guild's reputation was done by the same person as the fog and murder.
All this was done, by the way, to protect a Kyte and they all know it.
The accident that spurred the saboteur was in response to trying to fix the fog problem (not that the alchemists know that).
Of your romantic options, they're all tied to a plot.

Nothia and the guild's rep.
Ostric and your estranged siblings.
Kian and the saboteur (and origin of Shadows).
Frey and your parent's murders.
Luvia and the Kyte family succession.

Elian is the only one without a direct plot connection, but they're your friend. That is their connection. They're in your guild (rep plot), have a Kyte tie (Kyte plot), and have advised you re: your parents' deaths (murder) and siblings (family). So they weave in and out of all the plots.

Oh, also, a background tension: the guilds in the city are fighting a LOT. Due to their position as medic, Elian knows more about this than most of your ROs (Ostric knows a lot, too; Luvia some as well). 

Something else...

When I was plotting this, I realized I couldn't do things like fail cycles/etc without harming reader agency. So, instead, plot-wise, I am following a cycle of Learn-Engage-Act. Right now, in chapters 1 and 2 (first ~50k), readers learn about every plot and RO.

In chapter 3, readers engage with the spine (murder) plot and their choice of 2 of the romantic options. I've peppered in some opportunities to engage with family as well. 

Chapter 4 will be primarily an Engage chapter for the plots. The spine will carry, but then between spine beats, players will choose which other plot to follow. 

...that does suggest ch 4 will be as long as (if not longer than) chapter 3. That's....disheartening. (Ch 3 = 122k currently). 

Anyway. This is a long ramble. But! Let me know if you've any questions or curiosities? Anything to keep my brain on topic until I write again tomorrow morning.

darebee

Jan. 9th, 2026 07:30 pm
ailelie: (Default)
I just completed day 4 of the Foundation Light series on Darebee. I did not set out to exercise. I saw a post on tumblr. I got curious and clicked over. I decided to give a day a try because it looked easy. Then I left the tab open.

The page has checkboxes for each day that you can click.

...so why not do day 2? 

On day 3, I was like 'I could stop now. One of these days will be the day I stop doing darebee exercises, but not today.'

And today, I did the same.

Am I going to keep this up for the full 30 days of this series? Probably not! I'm terrible at maintaing things.

But...the exercises are easy. I can do them in normal clothes and flats. They don't take a long time. I do Level II. If I ever have a lot of energy, I'll try Level 3. If I'm ever low on energy, I'll do Level 1. I get to check off each day as I go. While I've not used them yet, the series page has embedded timers. 

When I don't feel like I have to carve out special time and wear special clothes and watch videos to make sure I'm doing it all right, it is rather easier to do anything.

(In other news, dishes continue being done nightly. I've completed 2 badges (1 badge = 4 weeks of nightly dishes). Once I reach 10 badges, I get something special. Now figuring out 'something special' was tricky because I've learned rewards don't work if they require work. So, instead, I've created a line item in my budget. Every week, I drop in $10. When I reach 10 badges, I will get to empty that line item for whatever I want. It should be about $400, which is a good prize. And $10/week doesn't feel like work or a hard cost at all.)

ailelie: (Default)
The only resolution I make each year is this: I will like my life. I don't have to love it, but I do have to like it. If something is preventing from liking it, I have to address that thing and change it. This has been my yearly resolution for probably close to 10 years now.

Under the guidance of this resolution, I pushed for a promotion, I started therapy, I reached out to friends, I rebuilt a friendship with someone I'd not contacted in years, I took a sewing class, and more. This resolution is a rejection of passivity. Living by it is not always easy, but I strive.

That said, the start of the new year is always a good time to re-evaluate what matters to me and think about the kind of life I want to lead.

This year, I want to do (or at least move toward) the following:
  • Make significant progress on Lamplighters.
  • Improve my understanding and facility with my (unofficially diagnosed)* ADHD.
  • Be my strategic with my time.
  • Increase my knowledge about and advocacy for justice.
  • Cultivate more and stronger connections with others.
  • Grow my hobbies.
* ADHD note )

These are not goals I can achieve and consider 'done' within a year, but they are headings. They will help me navigate the year and make decisions. Each of them connect back to values and priorities of mine, such as learning, creating, family, friends, bridge-building, health, self-control, and keeping my word.

For each, I've started brainstorming some first steps.
  • For Lamplighters, I've joined Get Your Words Out. I am also strategizing ways to set up a consistent writing routine again since I can no longer maintain the one I had while I was laid off. (I am considering trying to go to bed earlier and becoming a morning person or shifting my work hours to the afternoon once I'm allowed to so that I can have mornings free to write).
  • For ADHD, I am going to finally borrow or buy one of the books that were recommended to me last spring and read through it.
  • For time strategies, I'll move my weekly planning and reflections to Sunday night since I'm no longer reserving time for them on Monday mornings.
  • For advocacy, I will first finish reading Stamped from the Beginning. I'll also get involved with the anti-racism group in my church.
  • For connections, I am attending a taco night with some fellow tutors later this month, and I am participating in a larp with some friends and many strangers.
  • For hobbies, I have signed up for another sewing class starting later this month. (This also works in my favor for writing as I'd previously built a habit of writing for 30 to 60 minutes at the cafe by the studio before class).
So, no big resolutions but the one and a handful of directions I'd like my life to move in. I'll be moving these headings into a LunaTask template for a monthly check-in so that I can remember what I want and continue moving toward them bit-by-bit.

2025 Recap

Dec. 24th, 2025 12:44 pm
ailelie: (Default)
I got laid off. I wrote a lot. I got a new job.

That's the year.

Maze

Dec. 21st, 2025 04:35 pm
ailelie: (Default)
I keep playing Maze, the solitaire card game I created for the Bard Deck from Lamplighters. I'm worried it is too easy, but you can't just win every time. You need a bit of luck and bit of cleverness to get your way through. 

Maze is played on a 3x3 card grid. The luck part comes from the cards themselves. You have no control over what you draw. The cleverness part comes from the moves you make. Primarily, each turn you're allowed to shift the cards three times. You can only shift in a vertically or horizontally into an empty space, but still. Honestly, 3x might be too generous. I ought to test it more with 1x and 2x.

I just played. I got down to 1 card (a victory) and 3 cards (noticed too late I had no way to reach my 3s).

It plays quick. I'm liking that it is neither overly frustrating nor mindless. I have to think, but not too hard. It doesn't bug me like games that rely overly on luck for difficulty. But the bit of randomness also means it isn't something I can simply memorize.

I wonder if it could play with a full deck of cards. You'd probably deal with a lot more stacking then.
ailelie: (Default)
So! I was reading a webcomic and something a character said made me think of the old "the best offense is a good defense" adage and the overall importance of ensuring one's base is strong before attacking others.

And this is an easy concept to understand in the world of sports, but...what if you're writing in a setting without said sports?

Also, what if you want a game to demonstrate the concept explicitly? Like, it could be a lesson all kids learn while young by learning to play this basic game.

What would that look like?

The first thing to come to mind is dice and tokens. There needs to be a limited resource so players have to choose between building their foundation or extending their reach. There also needs to be an attack function. And the attacks should rollover so that a strong attack wipes out several weak enemies at once. It should also be fairly simple to set-up and explain since this would be a game for kids.

I'm trying to decide the goal of the game... It could be like tic-tac-toe and Tak with extending a road or connecting two points. Or it could be like 7-Minute Empire (might have remembered the name incorrectly) in which the goal is claiming the most territory. Or it could be like Risk where you're wiping out your enemies. Or like Chess or Capture the Flag, even, where you want to corner and conquer a single piece.

All of them have pros/cons for the lesson. Territory capture might be the most flexible, while combat might be the easiest to explain. 

If you have an option between increase power or increase reach, both options must be important for the ultimate goal of the game. For that reason, territory or Capture the Flag seem to make the most sense. 

What I have in my head at the moment is a checkers or chess board. Players take turns placing pieces. They can choose to occupy new squares, adjacent to any of their current occupied squares, or they can choose to stack. But let's make it even simpler so that this is a game that could be drawn on paper easily. Let's make it a 5x5 diamond. Each player starts with one piece in the corner closest to them.

You roll a die. 1d6 to keep it simple. The number on the die is how many tokens you can place or move. You can place tokens on top of your current tokens or in any adjacent (NSEW only; no diagnonals) squares. This includes on top of enemy tokens. If you place a token on top of an enemy, both tokens are removed and return to their respective players. This does mean you can also move a stack. 

Let's say you have a stack of three next to an opponent's piece, and you roll a 2. You can move the top tokens from your stack on top of your opponent. The opponent's piece and one of your pieces are removed. And you are left with a single token in the new space.

This does suggest there should be a height limit. Let's say that stacks cannot be more than 6 tokens high. For now, let's allow someone to move an entire stack, leaving a blank spot behind. 

But, say you have a situation where you have a stack of 6 and the row ahead of you has a single token, a stack of two, and another single token. And let's say you roll a 5. 

You move 5 off your stack (leaving one behind) and on top of the first single token. Your stack is now 4 high (yours and theirs removed). Move done.

Alternatively, you could move 3 tokens off the stack of 5. This leaves two of yours in the next space. Then you move both of those onto the next space, removing the stack of two. The row is now 3 of yours, blank, blank, 1 of theirs. 

The goal is to capture your opponent's corner or to hold three total corners.

I need to play around to see how this plays. Maybe stacks should have a max height of 4...

Anyway! Building up stacks around your corner and one other corner is the best way to prevent the other team from winning. If you can defend two corners, then you can pick whichever battle is easier for one of the other two. And, if you go for their stronghold, you can sacrifice your extra corner if needed.

I'm not sure that this really teaches the lesson, but it might be fun to play?

ETA: Each side has a total of 50 pieces? That feels like a lot for a game, though. Maybe 25 single pieces and 5 5-point pieces? You could play with pennies and nickels as long as you had a way to distinguish between players.  Oh! Heads and tails. One person plays Heads and the other person plays Tails. You get 25 pennies and 5 nickels. And you have to keep 5 pennies in reserve at all times for making exchanges with a nickel. Honestly...it'd probably be easier to play with 50 pennies each. So you'd just need a dollar in pennies, a 5x5 board, and 1d6. ...If you don't have a die, you could get six extra pennies. Shake and drop them. If you play heads, you get 1 move per head. If you play tails, you get 1 move per tails. Or, if you have just one extra penny, flip it 6 times and count the number of heads/tails for the number of moves you get.

ETA: If you reduce down to a 4x4 board, I think you could trim to 50 total tokens, 25 each. Maybe even down to 40 total tokens (20 each). That might be the better route. The smaller board would also force more decisions sooner, I think. (Maybe 24 total for a 3x3 board (12 each), but I think that would be too small for interesting play).

ETA: Oh! And what if one of the moves you can make is a bank stack. So, like, if you roll 3, you can place 2 on the board and 1 in your bank. No--better. Your stronghold (your corner) can serve as a bank. You can take from that stack to augment any turn you make. The coins from your stronghold can go to any space you control. The stronghold is a normal stack otherwise, and so can only be so tall. Maybe it can have +1 on the stack. So, if the stacks are normally limited to 5, your stronghold can be 6.

So, you have a stronghold 4 high, and you roll a 2, you could move 3 from your stronghold + 2 for your roll. Only pieces generated from a roll can attack, though. But! You could move a piece from your stronghold on top of a stack and then move that stack to attack. I feel like this adds an extra strategy element to the game. And strengthens the original message/intent.

To Write

Dec. 14th, 2025 10:46 pm
ailelie: (Default)
In my current project, here are the bits I need to write before I am done with this chapter (I have been so close to finishing for two months now; I've just been short on time and mental mana):

  • The political route
    • Finish the conversation with Damithi, which is a three part thing. First, the MC interjects during Damithi's convo with reporters. Then, Damithi and the MC play a game of Truth. Finally, if the MC impresses during the game, Damithi hands over what the MC wants. (If the MC doesn't impress, they get a partial victory instead).

    • Plan and write the conversation with Erim Kyte. This one should be harder than Imaric's, but easier than Damithi's.

    • Plan and write the blackmail scene with Erim's paramour.

  • Plan and write the council meeting and the vote on Feylon's plan. At some point during this meeting, I need a good enough cliffhanger to entice readers to buy the book. That cliffhanger will likely be the announcement of the vote results.

  • Double-check my logic to make sure everything is resolved correctly.

  • Test for errors

It both is and isn't a lot. I just need to sit down and write.
ailelie: (Default)
Does LLG need minigames? No. Do I really need to ensure each card game I'm creating for this story that isn't even about card games works? No. Am I doing so anyway? Of course.

The games are:
  1. Frut (probably need a better name): A partner game similar to 31, but adapted for the Bard deck. Plus, instead of a stack with a single card, a hand is dealt to the table and the remaining few cards are removed face-down from the game. So card counting, instead of cheating, becomes strategy.
  2. Maze: A solitaire game I'm still finalizing. It involves moving a marker over a 3x3 grid following specific rules to remove cards. The goal is to end with as few cards as possible. This I will genuinely just sit and play sometimes.
  3. Truth: The latest. Basically like the drinking game, but you place a card face down when you state something you think is true of the other person. If you're right, they flip your card and it goes to your score pile. If you're wrong, they get your card and can choose to play it later or discard it. This is the game I'm currently debating even needing though it *does* make for an interesting scene...
ailelie: (Default)
So I've talked a lot about the power system I've observed (primarily) in webcomics. You'll also find versions of this in a lot of tabletop games (e.g., every force gets a face and a goal, etc). But what do conflicts look like?

So! A conflict is when two or more wants are mutually exclusive. What I want and what you want are incompatible. That puts us at odds. The wants can be internal to a single person, too.

(What about man vs nature, you ask? Fate (ttrpg system) provides a neat solution to this. Consider the natural forces as having wants/goals, too. The tornado wants to rage and destroy. The rain wants to fall. The desert wants to be all the extremes. Etc. In Fate, you can assign skills, aspects, stunts, etc to nonliving, nonthinking things. Before you argue that this anthropomorphizes too much, consider nature from the pov of the human stuck in the situation. To them it feels like the tornado wants to rage and destroy, even if that is impossible for a weather system to actually feel or think).

Power, as I've said before, is currency to enact your will and gain autonomy. In other words, power buys what you want. When people and factions act in a story, they are likely acting to either get what they want or to secure enough power to get what they want. The important thing to remember is that power is not the ultimate want. This edge between what someone wants and what they need to get it is where interesting negotiations, alliances, and betrayals can happen. 

But stepping back a moment. 

When conflict is crash between wants, what are the possible outcomes?

If A and B are in conflict, here are their options:
  • Either backs down and the other gets what they want without compromise. Backing down can be giving up, a strategic retreat, or a personal reassessment of what they want.
  • They negotiate, each compromising on what they want so that they get part of it.
  • They refuse to back down and then either one side wins and the other loses, or they destroy each other.
  • They sacrifice what they want to ensure the other doesn't get what they want.

Now lets talk wants a bit more.

A want is anything someone wants to achieve, but there are levels. 

A Heart's Desire is the ultimate thing a person or organization wants. It is the end of the five why exercise, what comes after "so that" or "in order to" etc.

To achieve a heart's desire, a person has Goals. If I achieve this Goal, I will get what I Want.

To achieve a goal, a person has a Plan.

Elia wants to become the leader of the Blue Herons because she believes it is the best way to honor her father and allay her guilt for not returning home when he'd asked. To become leader, she needs to win an election. She is working hard to secure votes.

Despite the language used, Elia's Heart's Desire is to "allay her guilt." Her Goal is to "become leader of the Blue Herons." (Honoring her father is another goal more than a desire. She views it as a want, though. It could be an interesting moment when she finally honors her father, only to realize the guilt remains). Her Plan is working to secure votes.

Now, say Elia is going up against someone named Cory.

Cory is from a village suffering from repeated monster attacks. His people are barely hanging on. The only way to help is to get a faction like the Blue Herons to intervene. He's pleaded for aid, but no one will help. He's decided the only way to help his people is to take control of the Blue Herons and force them to help. He's working hard to secure votes.

Cory's Heart's Desire is to "save his people" and his goal is to "become leader of the Blue Herons." 

Elia and Cory are in conflict. They cannot both lead the Blue Herons. But, if Elia can convince Cory she'll help his people, he could step down. She gets to honor her father by leading, and he gets to save his people. Alternatively, Cory could convince Elia that saving his village is a better tribute to her father. That would let her step down.

Both are going after Power (leader of the Blue Herons) in order to get what they want. If one finds an alternative route to what they want, they no longer need that power. 

...and now my lunch break is over.

Terms

Dec. 4th, 2025 09:57 pm
ailelie: (Default)
I need to be clearer and more uniform with my terms.

A faction is one or more people who wield a specific type of power.

Power is the currency to enact one's will and to have autonomy from others. There are many types of power.

Authority is what enables a person or faction to wield power. Authority can have many sources (e.g., experience, tradition, divine will, popularity, loyalty).

Power has a source, methods (for lack of better term), and requirement(s). The source is very similar to the authority, except it is for the power, not the wielder.

One source of power for martial power type is gratitude. People are grateful they're alive and safe, so they recognize, honor, and obey the military. Other sources are might, fear (both fear of martial might and fear of losing martial favor), and tradition.

Methods are how the power is wielded and expressed in the world. For example, one method the church can use to wield religious power is sermons. They can also offer to grant or remove blessings. In contrast, social power can be wielded through maintaining relationships. In highly structured societies, social power can also be wielded through knowledge and use of the norms and rules.

Requirements are the rules for maintaining authority to draw on the power. The wealth power type requires being wealthy. The religious power type requires recognition. The loyalty of the people power type requires maintaining the favor of the people. Wielding imperial power requires being the emperox or having the emperox's favor.

Obviously, I'm still thinking things through.
ailelie: (Default)
Age of Arrogance is a webcomic I'm reading. I talked before about how politics typically take shape in a webcomic/etc. I'm going to use my current one (I just finished chapter 47 of 93 so I'm just past the midpoint). Spoilers will be minimal (if present at all) because I'll be talking about characters and power, not character dynamics or plot.

Here are the major players:
  • Emperor (Imperial power)
    • His empress and her children
    • His mistress
    • The former crown prince (Imperial (withdrawn), Military Might, Wealth (partially via Imperial), Good looks)
  • The Duchess in the North (Defense, Fear, Loyalty)
  • The Former Crown Prince's Tutor (Academia)
  • The Church (Religion)
    • The High Priest (Religion, Magic)
  • Lady Dufret (Information)

Imperial power rests in the emperor or empress. Those the emperox (we'll use that) favor can wield imperial power, but that favor is easily withdrawn. This is why spouses and concubines in stories often represent other powers in the setting. Also, pregnancy and children matter deeply for two reasons. (1) Children, especially new children, can be a sign of the emperox's favor. They are proof the mother has the right to wield imperial power. (2) If a child is the heir, the non-emperox parent has a chance to wield imperial power through the child instead of their spouse. (3) The non-emperox parent of an heir can also wield the power of fear. Once their child rules the land, the parent can bring ruin to their enemies and riches to their friends.

So, it is very unsurprising in this story, that the empress allies herself with the church and the mistress strives to get pregnant. The empress seeks an alternative power source while the mistress tries to strengthen her connection to imperial power.

The crown prince used to have access to imperial power, but he's been disowned for three years. That makes his power potential only. He does use a bit of his father's remaining favor to trade some imperial power for wealth. Being disowned means he has also lost his position as the leader of the military. He still has knights, though, but that makes his military power more personal and loyalty-based. Finally, he's attractive and has always seen that as a way of exerting influence over women. When his new wife barely blinks at him, he's thrown off-kilter. He's lost so much of his power in one fell swoop and now his wife (the Duchess of the North) has unintentionally neutralized one of the power sources he'd thought he couldn't lose (his looks). He also has a divine blessing that grants him a little religious power, but not much.

His time in the North focuses on consolidating power. 

(Note: When I say religious power, I don't mean he can speak for or command the church. It is more the blessing gives him religious authority, if that makes sense. Instead of getting authority through study or years of practice in the church, he has a small amount because the gods said so).

The Duchess of the North draws power by being a defender of the realm. In webcomics, the North is always a cold and dangerous place on the edges of the kingdom. It is vast, but underutilized due to harsh conditions, war, and a dearth of people. The duke/duchess of the north has to be strong to lead such a place. If the North falls, the empire/kingdom will falter. Often, the North is second in power only to the Emperox.

In addition to getting power from fear (what if the duchess lets the north fall), potential (what if the duchess overthrows the emperox), etc, the duchess (margrave, in this story) gets power through loyalty. She has earned the love of her people and they are deeply loyal to her and the land. Her lack of resources made her vulnerable to the emperor in the story, and gave the crown prince an "in" for establishing an alliance with her in the first few chapters.

The other major source of power in the story is the church. Within the church is a second faction that focuses on magic. So the church and the mage tower are basically one. In this setting, though, magic is (so far) evil. The church, on the other hand, is neutral, save for when the faction is involved.

The crown prince has allies. His old teacher carries the authority/power of academia. His aid holds no actual power, but he has influence with the crown prince due to their long-standing friendship. A would-be empress brings with her the power of information (and is shaping up to be an awesome spymistress; I really hope things go well for her).

Everyone either represents a power faction or they have influence with a power faction through personal relationships or some kind of authority (e.g., the divine blessing).

This ramble is probably a mess to read and understand. Regardless.

ailelie: (Default)
This was originally a comment on reddit.

I think the advice that says politics is about power is good to consider. However, I would add that it isn't just power for power's sake. Power is energy. If it isn't doing anything, it is only potential--something to account for, but not something that is having an active effect on the world. Politics is kinetic or power in motion.

Power allows its wielders to accomplish one of two goals: secure their autonomy or enact their agendas. These often, but don't always, go together. Sometimes, when they diverge, it depends on the source of the power. Note: Autonomy isn't just freedom, but is also the ability to meet your own needs.

For example, two students go to university; one cooks his own meals and the other eats in the dining hall each day. The latter has paid for convenience and possibly for more time to devote to her studies (fulfilling an agenda), but the former has more personal autonomy. If the dining hall suddenly shuts down, he won't be going hungry.

So, since sources can affect how power is used, I think it is most important to start with those.

Some major sources of power are

  • tradition
  • religion
  • wealth
  • political structures (e.g. a constitution)
  • access
  • influence (both broadly/culturally and singularly/personally)
  • fear
  • might
  • knowledge.

It is important to know how each source grants/uses, limits, and revokes power. By grants/uses I mean what are the ways a person can wield the power of the source? In political structures, one way is laws. In influence, one way is a whisper campaign or advising a friend. In religion, one way is declaring something anathema so that adherents avoid it. Each power source determines, to a degree, what a person can do with it. Most people and organizations cultivate multiple sources to widen their menu of actions and to compensate for limitations.

For example, wealth grants power by enabling the wielder to convert the wealth into a different type of power.

For example, they can buy off a priest for religious power or they can spend to be on the edge of trends for influential power. They can cultivate a salon of innovative ideas for both influential and knowledge power. The power of wealth only lasts as long as the money holds out, however. Anyone relying on wealth will find themselves powerless when the money goes, unless they've, for example, collected blackmail (fear-based power) or connections (personal influence; being someone others listen to). Another limitation is that power bought by wealth may carry the stigma of money (e.g., they bought their way in, etc).

Another example, political structures may elevate one person as ruler over the land, but they are limited by the description and responsibilities of their role. They may also need to work with other entities created by the same political structures. Many leaders cultivate another power source to ensure they can enact their agendas (e.g., influence, tradition, religion).

Also, note, no source is infinite. The fewer who draw on a source, the more power they have.

The next step is identifying who in your setting has power and what kind of power they command. Guilds have knowledge power--they're the ones who know how to do crafts. They may also have access power aka the decision of who gets to learn the craft. That access power could also belong to the local government, church, etc.

So, figure out who the players are and what kind of power they access.

Next, going back to the top of this post, think through what each player wants to do with their power. Is their focus fully on remaining free from any strictures and being able to meet all their needs, or do they have an agenda they wish to see fulfilled? Or is it some combination of both?

Also, what are they willing to lose to keep their power and to fulfill their goals? These are not the same. For example, a person may be willing to accept another's patronage (losing autonomy) in order to gain more cultural influence (gaining power). And, if goals conflict, which ones take priority?

Next, remember that there is a difference between the organization that consolidates power and the individuals who act upon it. Some people can cultivate power on their own, especially for personal or cultural influence, but often it is the organization that amasses power and the individuals who spend it. Those individuals all have their own agendas or desires for autonomy and so politics is a fractal.

Finally, power does not exist in a vacuum. It is all connected. Every move tugs strings that affect others. There is two major things to consider here--connections among power players and effects of actions.

Some players, in your setting, may be automatically opposed. This is usually because they are drawing on the same source. If the university starts teaching basic physics and machines, the guilds may be upset that the university is intruding on their knowledge-based power.

This immediate opposition has consequences for individuals as, in order to keep drawing on their institution's power, they must maintain the rivalry. A new guild master is best friends with a university professor, but they hide this because the guild would revolt if they knew or would expect her to use personal influence on the professor to make the university drop the coursework. Etc.

This conflict between the organization the draws and consolidates the power and the people who use it opens up a lot of opportunities for back-channels and manipulation.

The other type of connection to consider is effects. Every action has an intended primary effect and, often, intended secondary effects. Every action also has unintended secondary effects. Then think through who supports and opposes the primary and secondary effects and why. Also, the same player can oppose one effect while supporting the other. So then you need to think through how they act on that divided support/opposition.

The government passes a law that all laws will now be translated into every language in the empire so that no one may claim ignorance of the law. The intended effect is to stop that line of defense from a group of rebels. The unintended secondary effect is that this grants additional power to the university who house the most translators.

The rebels oppose the law because it limits them by reasserting the empire's control over them. The church also opposes the law because they do not want the university to grow in power. However, the church does support limiting the rebels. So, the church makes a show of supporting the law in public, but then works behind the scenes to revise or revoke it in favor of the church's solution to the rebels. Or, maybe, they support the law, but then appoint a few priests to reach out to the rebels in sympathy or take action to require all translators work through the church. Etc.

Anyway. These are just my thoughts on the matter. I hope they're helpful!


Syndicate

RSS Atom

Most Popular Tags

Style Credit

Expand Cut Tags

No cut tags
Page generated Jul. 9th, 2026 08:26 am
Powered by Dreamwidth Studios