Showing posts with label rfs mechanics. Show all posts
Showing posts with label rfs mechanics. Show all posts

Stablehand: Worldspoiler primer

So as you may or may not know, I've had a specific approach on Stablehand up to now.

There's a good bit I haven't told you, and a lot more things I've told you about but haven't actually explained [...]. I'm trying as much as I can to only tell you things the main characters or other relatively ordinary people already know.

I have discovered that while this makes for a great story, it is a horrible way to gain fans and feedback in the early stages.

And so comes the worldspoiler primer. In it I'm basically going to

give up on trying to pretend I can pull off the "mysterious world is mysterious gee I wonder what the explanation for that could be wow what is up with that" thing [...] and (without changing my plans for the actual story), just start by telling people all the background like in a conventional story

I will assume nothing in this. I'm literally gonna start from zero, apart from especially clear tumblr posts I've made. And I'm gonna go up to everything I have figured out but actual current story plot of the actual main character stories (partly because they're all in a bunch of little vague pieces in my mind anyway).

Obviously if you're the kind of person who doesn't want any spoilers or doesn't like to see worldbuilding explained all the way through before it's relevant, this is not for you. My about tag(s) might be a better place for you to learn about the story. But if you wanna know what's up with Stablehand and its world and/or help me on it, and don't mind background spoilers, I recommend you read it.

With that said, let's get started. ~10500 words follow.

Pronoun Tester

A friend of mine was musing about pronouns and creating new ones lately. Namely, about what would sound the least awkward but most fitting in each inflection. As this was happening, I was like, why isn't there a place where you can just type in pronouns and have a passage change so you can see how awkward (or not) they sound?? So, I decided to make one.

Of course, writing sample passages with a focus on pronouns is hard, so I fell back to what I knew best: eldritch nonbinary birdpeople. Pay it no mind. You have a pronoun tester now. :p


Ingenious examined the illuminated ceiling. She'd never seen its likes before, and her plumes ruffled with uncertainty.

A stately creature, few could top the simple splendour that was hers. But her grace showed much better in familiar situations; even the likes of her were no match for this. One even less composed than she might well have shattered.

She steadied herself. Who assists a specially tuned avian from the outer reaches when she's not ready for prime time? If she wants to make it through this, the slick feathered figure reasoned, that problem is hers alone right now. She'll just have to throw herself into gear.

she/her/hers
SubjectObjectPossessive determinerPossessiveReflexive
WouldWillIs/Are

Stablehand scrap update: 4/20~10/31

The interval between these only gets longer, but at least this time it's mostly because I've actually been posting things as proper posts instead of in here. Still, there are a few things.


First, the Observers' colour is apparently called "atoll" as I found out on this neat website. Neat bit of trivia. I remember back when all MBs were going to be variations of that colour, a time this post still hasn't gotten out of.

My mind couldn't think of the word "papaya", so it tried to pull out the word "pomegranate", but it couldn't come up with that either, so I accidentally ended up noting that a bunch of "Portent seeds" had spilled all over the floor and for at least five minutes intermittently laughed about it while picking up "Portent seeds".

Then there was the portent seed incident.

I had to settle on appropriate background colours for... shh, a super-secret thing, and went back to my swans to pick them, resulting in a new set of single "official" attribute colours. Later I had to re-pick a couple colours again, partly thanks to Clarity replacing Duplicity.

A number of process pics happened.

And also Fuchsia.

I may as well say a bit about Fuchsia [...]. She's one of a number of side characters that played important roles in Aluma's history; to be a bit more specific she was a superhero of sorts known as The Superpower, and the first of the Superpower archetype. In present times there's at least one comic about "The Superpower" very loosely based on her, but almost everybody forgets it was based on an actual person. Kris, one of the main characters, was greatly influenced by this comic.

I'd had the basic idea for her design with the big poofy wing-shaped hair and the "feathered" cape for some time but then recently I found out about SU and realised it would make way more sense if Kris with her vague mineral theme admired somebody who also had a connection to minerals... so I shamelessly gave her a dark pink topaz stone clasp as a rôle object. :p

(Fun fact: Fuchsia is supposed to represent Faith, so her original name was Fiducia [trust/confidence in Latin], but that sounded like Fuchsia so I decided she'd probably go by that more often, and then fuchsia became the colour of Faith, so her gem is meant to match both her attribute and her name)

[C]haracter logo sketches I plan to vectorise soon. Lance's, Ssiv's, Sleipnir's, and Ariana's in a counterclockwise circle around the Yanha shape I drew to draw markings on but didn't (:p), to be specific. There are also some attempts at Io's logo but I don't really like how any of them came out.

Yeah, the rest of the main character logos are going to be a post some time in the near future. Here's Ssiv's:

Lastly, some chroma scribbles (that post conflated them with genders because it was an early version):

Me quickly scribbling out the gender symbols used for each chroma.

The current version of this particular worldbuilding facet, if you're totally lost right now, is that mystery beings don't have a gender, but have something called a chroma, which is related to their behaviour and general nature and as such people see it as kind of like a gender. People also sometimes identify as "gender Zed" and "gender Xai", etc., sometimes while also identifying as a "traditional" gender, like Flash Karkira who is malezed.

From top left: Xai, Zed, Omega, Omicron. Omega is Zed + Xai, kinda the "Totality attribute" of chromas, and Omicron is sort of the "Nothing attribute" of chromas. If it looks familiar from Ssiv's logo, it’s because Ssiv is more or less gender Omicron. I should have mentioned that. :p

Stablehand: MB Gender System

Recently I've been thinking about the fact that no matter how hard I try to call Yanha "it" and "they", I keep accidentally thinking of them as "he" for some reason. On one hand, it felt wrong because nothing about them is really all that "male", but on the other hand, I just couldn't stop myself, and I thought that was really weird. I wondered if it was just the fact that as a human, I was just too used to everything being forced into the categories of "male" and "female" or what.

Then recently, when I was kind of messing around trying to think of new MB ideas, I realised that in my task of trying to create an MB that looked like each of the attribute logos, one I hadn't gotten to was Esteem, so I tried to think of what would look like the Esteem logo. A hexart, duh. But it has to be surrounded by flame, I thought, so maybe it's a phoenix. Actually maybe it's a firebreathing phoenix-dragon-unicorn that's 'maaaaaaaagical'. A Flaredrakeicorn. Haha, that's such a ridiculous idea, why don't I go ahead and do it. (The thing is, I'd already had the idea that in-universe, people would still imagine fire-breathing dragons, flaming and/or reborn phoenixes, and magic unicorns even though none of those specific things exist, and I realised it would actually be pretty funny if there was a thing that had all those qualities but it was just one really incredible creature.)

Then, unexpectedly, after deciding Arkturuse would probably ride one of these things around since it would probably be a fairly flamboyant and majestic creature, and realising that by accidentally calling that creature "Sir Flaredrakeicorn" I'd kinda made an accidental Adventure Time parody, I made the odd realisation that once again, I was thinking of an MB as male even though nothing about it was male (other than the bright colours technically I guess :p) so I really had no reason to.

Eventually I started to think about MBs and gender a bit more, and realised that oddly, some of them I thought of as being gendered and some of them I didn't, and some of them were in an odd middle ground where I thought of them as being sorta-gendered, but only in the most abstract way, like "Sir Flaredrakeicorn".

So, eventually I came up with this gender system for MBs:

MaleFemaleOtherNone
"Cis"---------None
ZetaXaiZedNeutral Zeta---
"Trans"MaleFemale------

Basically, every MB starts out as "None". That is, no gender at all. But from there, depending, they may end up identifying as something else.

"Trans" genders, that is, male or female, are extremely rare because most MBs would have an extremely hard time wrapping their minds around what "male" or "female" even meant even if somebody tried really hard to explain it to them; it's just not a concept they have in their conceptual vocabulary. However, a very, very select few (like, five of them or so period :p) have managed to sort of more or less get it. (Vergozsya in particular actually identifying as female is actually pretty important for the story.)

For most MBs, the more likely option is Zeta genders. Zeta genders are more abstract; they don't really have specific definitions the same way male and female do, though there are still distinctions between them.

Zed, a lot like my own gender, means "sorta female but not really". (Zeta genders take their name from Zed, obviously, as it was the first one I came up with.) Zed creatures tend to be formidable and threatening, not to be messed with, but also reflective and curious, and above all, mysterious. For a long time I'd thought of Observers as often being basically this gender. I don't know if this will make any sense but they could be said to be "dark", kinda like a yin/yang thing.

Xai (pronounced "kai" like the Greek letter, though leaning a teeny bit toward "ksai") is the opposite of Zed, meaning "sorta male but not really". For a long time I'd felt like there had to be a "male" opposite to my own gender, so... this is my name for it now. Ssiassi is Gender Xai, as is Xera Flaredrakeicorn (Xera is the Xai version of Sir :p). Xai is sort of... open and candid. Xai creatures can be strong but they don't really radiate strength and threat the same way Zed ones do. Instead what they radiate is more like... maturity, or dignity. Calmness? Restraint? Purity? Something like that; they're like, deferentially cultured, a very teeny bit like Esteem but not really prideful or confident in the same way. They're oddly suited to being exemplars though they also tend to be like but why do I deserve this, I'm not all that special. Alternatively, they could be more like Ssiassi and be oddly friendly in a kind of "bro"-like way, sort of treating everybody as worthy equals and messing around like there are no rules. Anyway, if Zed is "dark", Xai is "light".

(I feel like both of those definitions were pretty incomplete and perhaps a bit skewed as far as describing the genders Zed and Xai as a whole, because given that this is kinda new stuff I was basically just describing specific examples of each: The Ingenious for Zed, and Xera Flaredrakeicorn plus this big cat thing I'm tentatively calling "Commander" for Xai. But, that's the best I can do right now.)

Neutral Zeta is a more nebulous Zeta. Basically, something that's Neutral Zeta is not genderless, but can't be pinned down as male, female, Zed, or Xai. It has personality in a way that suggests it has a gender, but... it just doesn't fit anything. I'm tentatively thinking Xzhyrxiel (the angel thing of Faith) will be Neutral Zeta. In a way I guess it's pretty close to nonbinary in meaning though I feel like it's much more narrow, as "nonbinary" could include things like Zed and Xai but Neutral Zeta doesn't. Also, Ssivyin is nonbinary but not Neutral Zeta, and kinda leans toward Xai but isn't necessarily quite Xai either. (I'm not really sure what Ssivyin is honestly... gender-mixandmatch with Xai as the base piece and other gender-lego-pieces fittable to it as needed? That's as close as I can come to describing it. :p)

I might end up adding other Zeta genders to the canon later, given that with more abstract standards to them there could potentially be any number of them. A power of two would be good given that almost everything about Stablehand is about powers of two, but as this isn't something that's super necessary I won't really be rushing to come up with new Zeta genders the way I did with more central things like attributes, attitudes, and attunements.

Stablehand: Mystery being numerology revisited

Yesterday I had to re-evaluate the numbering system I used for the attributes because it didn't quite make sense to assign the Undirected attributes to the same numbers as their Directed counterparts. Nothing practically had to be zero and Duplicity kind of had to be two just because of its "two-faced" motif, for instance.

So, I thought about it a bit and redid the number assignments like so:

0 SynthesisNothing
1 UnityEternity
2 MachinationDuplicity
3 FantasyFrustration
4 VerityPortent
5 FaithFlight
6 EsteemDesolation
7 WillRuin
8 TotalityIncongruity

I deliberately assigned Portent to 4 because of the "four equals death" thing in Chinese and Japanese culture. Ruin got 7 because of catastrophe theory, and Desolation got 6 because of 6 cardinal directions and the idea of a compass-related MB sounding cool to me. Incongruity had to be 8 to be in the opposite position of Synthesis, and Frustration just got 3 because that was the only slot left.

Now to go back and see if I can make the Lost MBs' digits fit these numbers the way I did with the Empowered ones. And also look at the other columns, I didn't so much pay attention to that in those though now I'd like them to match too.

Stablehand: What is Stablehand? (again)

Despite my valiant attempts to explain what Stablehand is at least twice, it turned out people still didn't get it. So... I had to do it again (:p). Here's my newest explanation, reposted from my tumblr.


What is stablehand? Do you make it?

I do make Stablehand, or, well, will would be a better word than do, because I haven't strictly "made" any of the actual story yet. Though I do already have a whole bunch of things laid out basically in a rough outline of the final format in my mind, the project is still essentially in the planning phase; as it's going to potentially be a ridiculously massive and complicated project, I feel like I need to get a bunch of stuff sorted out pretty well before I begin in order to not have the actual story completely fall apart and/or have to be reworked from the beginning. Both of those things could potentially be really disastrous, as I think will be pretty obvious to you when I explain what the project is.

Stablehand is going to be, as I said on the About page (I'd recommend looking at that page as it explains the influences/central themes for the project pretty well, though it may need a little more revising) kind of a combination gamebook/webcomic. I've also described it as a visual gamebook and a visual text adventure. It seems like people may be having a little difficulty grasping this concept, so I'll stop and explain this a bit more.

Ok. You know Homestuck, right? Homestuck is a webcomic that emulates really old retro games kind of based on text adventures in style. It also has a teeny bit of a 'gamebook tease' element to it, as it gives you "commands", but the story is actually just linear instead of being a branching narrative where you can have different endings. (This really confused me at first to be honest, because not knowing what Homestuck was I was like, are there supposed to be other options? Is this like the impossible quiz, where I'm missing some kind of trick? XD and it took me like forty pages to realise it was really just a plain old webcomic. I was mildly disappointed though the actual story fairly quickly made up for it.)

Anyway, Homestuck tells a story in which there are many characters, timelines, and even universes. Infinite possibilities, right? But, it only tells one of them. It spends a really, really, really long time talking about just one way the characters can interact, develop, and accomplish things.

Ok. That's Homestuck. Now.

Imagine a story that's visual, somewhat like Homestuck, but where instead of just looking at one timeline, you could actually change things. Character's supposed to do X? How about he doesn't do X, or does Y instead. What if instead of slaying the dragon, he befriends it. Or instead of befriending the dragon, he slays it. Maybe there's no obvious route for the character. Maybe nobody including the character has any idea what to do and you just kind of have to pick something and hope it works.

This is Stablehand.

There are 12 characters, and each of them has a different personality, abilities, and background. Each of them might be able to become a whole mess of different things... or they might not, depending mostly on their attunements. They might be the kind of person who's good at strategising and leading (Ariana, Nassak), the kind that just jumps into things (Hughes, Kris), the kind that prefers to solve problems on their own (Kate, Lance, Sleipnir), or the kind that's... well, not a person at all (Yanha, Red, Shadow, Ssivyin/Ssiassi). But the thing is, their basic nature can also change to some extent. Not only can they have any balance of 16 defining attributes, but they can choose to switch to another attribute for every single situation if they want to (or not), which then will feed back into their attributes as statistics; their approach to one particular attribute, called an attitude, may or may not affect the results of this, depending. And attitudes, of course, can change too.

Ok, that was a bunch of terms. What was that all about?

Well, the real point of all that is when characters start archetyping, or developing ability sets and sometimes even new appearances based on their identities. Kris, for instance, is obsessed with the idea of "The Superpower" (an in-universe superhero) and has the ability to take on several different superhero personas based on each attribute. She's a little bit special though, since she has a "Versitotal" attunement. Other characters, like Lance, may have archetypes that are based on multiple attributes, or more on a specific theme not quite related to attributes. And yet other characters with a "Freestyle" attunement may explore a whole lot of different facets of just one attribute with their abilities, or not so much work within the attribute framework at all.

So, unlike Homestuck, you'll get to see, well, if not all of the possibilities, a whole bunch of the possibilities. And they'll probably vary pretty widely from character to character, too—sometimes it may be that most choices, no matter how strange or illogical, will result in a good ending for the character; sometimes (as with poor, poor Nassak), it may be that almost nothing can result in a good ending. This is really exciting for me because unlike with other story formats, I'll get to explore a lot more different facets of each character, as well as play with the idea of what it means to be "in character". When the characters can change their personalities kinda the way people do in real life if a little more quickly and dramatically, suddenly this idea of being "in character" changes a lot. It's no longer this restrictive thing where you can only do certain things with the story because the character description said so, but instead you start to realise that a whole bunch of different things could be "in character" for a given character at a given moment.

(I think it will actually be easier for me to write a story this way than the traditional way, to be honest, because when I wrote stories that way it was often hard for me to look at two or three different actions and ask myself which one fit the character better (but... but... the character could do any of those things and they'd all be in character! and they're equally awesome too! what do I do???). Now, I can finally eat my cake and have it too. And throw it out the window and stomp on it. And offer it to some friends. And make it into cake pudding. And so on...)

To make things even more concrete, here is a very rough cartoon of what the story format is going to be like (the character shown is Ssivyin/Ssiassi, but I just made up the scenario on the spot rather than this being anything I had planned for the story):

image

Like I said: you pick various attributes, it affects the characters and story. Right now I'm thinking I'll also sometimes present other choices that aren't as attribute-related, like which direction to go or something, in the same format but not using the attribute icons of course (:p). I'll probably make other stock icons for those.

Having said all that, now I hope you can see why I said "you'll have to be careful and try to see the big picture in order to get a good ending". I can already tell this is going to be a really complicated thing for me to create, let alone for my poor audience to figure out. XD

(I'd like to add though that while I'm making the story sound like it's really unintuitive, it's not really supposed to be unintuitive per se. I'd say that it's already more intuitive than Homestuck in some ways, particularly the attunement/attribute system. In my eyes the Homestuck Classpect system is a nightmare, and part of the reason I made the attribute system—though it was kind of a subconscious reason more than something I did deliberately—was actually to make something that was actually understandable and usable and wasn't a goddamn slurry of mixed-up tea leaves where you have to go off fan interpretations, who knows what kind of weird pocket of extradimensional space they were pulled out of 'cause I sure don't, to have any hope of understanding it. Whenever my friends talk about Classpects and try to fit themselves to them I actually get slightly angry just because in my mind I'm like, oh my god guys that system is too vague and badly-designed it's useless to even try to understand it much less fit into it why are you even trying! Urrgh. And the funniest thing is, it's not even like I'm jealous of the thing I "copied" being better or I wish they'd use attributes instead. Systems I can't work with just frustrate me. :p

...Sorry for the rather spontaneous rant about Classpects. XD)

Along with the main (gamebook) story and this idea of the characters and who they are and what they can do and become that will be explored in it, I'm also just generally goofing around and building a bunch of other random stuff around the idea/universe too.

One is this kind of... "anime retrolark musical/opera" thing, where I'm just writing a bunch of songs for each character and a number of other things in-universe. The songs are one good example of how I'm kind of just... creating whatever comes to mind, not really aiming for any consistent style. I want to write a silly narrative country folk song? Great, write it. I want to write something that's in Japanese and sounds like an anime opening theme? Great, write it. I want to write a heavy metal song? Great, write it. I want to write songs that sound a bit like the kind of thing you'd find in Disney movies? Great, write them. In a way I think it's accurate to call Stablehand kind of a collage of different genres and artistic media because while I do have an overarching "style genre" for it I call retrolark (in brief, basically take "fantasy steampunk", swap "1800s" for "1980s", and throw in some genuine surrealism), I'm kind of going crazy with the rather large diversity of the things I'm actually making for it.

Another thing I'm doing is modelling some of the various beasts in 3D, ostensibly for making animations for the songs or some kind of cutscenes or something, but in practice mostly just for the hell of it. And I'm also programming cool... erm, "side attractions", for my website like a random OC generator and a "life compendium" that will be... vaguely like a Stablehand Pokédex I guess (:p). I'm kind of aiming for this to be made for people to fanwork, to some extent.

Oh, and on that topic, as you probably already know, I've made both the main story and all the side stuff "libre", meaning that unlike most animation, games, books, etc. out there, you're actually explicitly allowed to make fanworks of them and even outright "steal" stuff from them, in the case of my licence as long as you attribute me and allow everybody else to do the same to what you made. I'm a huge fan of open source software, and I've always wished we could do the same thing with general culture more instead of getting caught up in petty arguments about whose whatsit is whose and what's "stealing". I've already made some fairly intelligible ramblings about copyright and libre stuff elsewhere, so I think that's all I'll say about that right now.

So. Basically, Stablehand is a gamebook, an open universe, and a bunch of random randomness based on the other two things. I'd called it a "comic" in [my tumblr] tag mainly because that's a word I felt like a lot of people would look at and immediately understand, even though it doesn't perfectly describe what Stablehand actually is. Awesomely enough I just found a tag replacer though, so from now on the tag will be "retrolark fantasy stablehand", which is the full title.

Stablehand: Random pies

Oh, I forgot to say this anywhere but I finally figured out how to handle randomised outcomes in Stablehand.

For a long time I'd been debating with myself over whether it was okay to have any of them in the story, and I'd wavered between "yes" and "no" and "only if it doesn't actually affect the story". On one hand, they can be kind of interesting but on the other, they tend to be an absolute pain in most RPGs, and I was not sure a bunch of "save scumming" really belonged in my story format.

Well, I finally have a solution! I've decided that I WILL have them when appropriate, BUT, instead of actually randomising them, I'll do them as visible wedges on a pie showing the different probabilities (probably labelled by shade or something when there's a definite "success" and "failure"), which you can click on to select one. I think this is a pretty good compromise, because while the outcomes are still random for the characters, it eliminates the frustration of trying to re-roll for a good one. (Also, you'll at least know that it's your fault you got the wrong one and not the computer's. :p)

The other cool thing about this is that when you actually know that whoa, this event is really damn improbable! it may give you a different perspective on things. For instance, in a linear story it can be kind of hard to show that yep, character X was really genuinely doing something absolutely insane and really just got lucky, they didn't just succeed because they were that good of a Sue.

(Yeah, I can see Kris (or any Faith character really) ending up with a bunch of these... :p
Let's not think about what the failure scenarios will look like right now)

Stablehand: Another new mechanic?

Yep, I'm seriously considering adding yet another new mechanic.

I just recently added attitudes, but this is making me think... I'd always associated attributes somewhat with Stolen Heart. So maybe attitudes are associated with Arkturuse or Aiyalam, and yet another new thing is associated with the other of the two?

For Aiyalam I already have reasons to think attitudes might be the one, because he kind of has a certain relation to the "Scrambled" attitude specifically. I'm not particularly sure what the new one, which will probably be associated with Arkturuse, will be though.

(I'm very tempted to make it also start with "att" though I don't know if that's possible.)

Stablehand: final (probably?) attitude, plus a text table of all mystery beings

Okay, another mechanic update! Finally, after thinking about it confusedly for a long time, I decided to add another "column" to my already pretty well expanded mystery being chart, and also to give the "columns" a name: attitudes.

In light of this, it's time for another brief flashback.


This was my very first attempt to draw all the mystery beings on one page, back when I was still in the process of designing the first eight and just wanted them to look as distinct from each other as possible. At this time there were nothing but Directed and Undirected mystery beings.

From left to right, top to bottom, for the filled-in spaces:

Instigator, Seuwayote, Equivocator,
Nebuliser, Cloud leijonœrn, Adumbrator,
Synergiser,
Observer ("pet"), Carp Concurrent and Eternituga, Perpetuator and Eventuator,
Conductor, Shoushi,
Ostentator, Hlardraho,
Insulator, Veriasaurus, Carp Divergent and Transitor (I moved the Carp Divergent to Incongruity-Lost in the new chart),
Postulator, Ahalatl.

...And this was my second (plus the somewhat messy text table I made first), when I added what I now call "attitudes" as a mechanic. At this time, "Directed", "Gathered", "Hardened", and "Lost" existed, but I hadn't thought of the name "attitudes" yet or really quite figured out how they related to each other.

So, fast-forward to now.

Now, attitudes are very much a thing. What they are is ways a person or other being can express an attribute, ranging from Directed (extreme direction) to Scrambled (extreme indirection), with complete neutrality in the middle. That last part is what I just added, just so you know, and that one is Inception: a blank slate, and the attitude everybody without any reason to have a bias any other way starts out in. (In the beginning, I thought everybody would start out mildly Directed, or as I'd now call it, Gathered, but I think this makes more sense.) One of the main reasons I added this was because I wasn't sure where Hardened should go, as it was kind of between Directed and Undirected, but not exactly completely neutral either. Inception clears this issue up though by being a "more neutral neutral".

So. Here's a table of all the mystery beings I have either designed or concepted already. I'm probably going to be coming back and filling this in as I finish the rest, and after it's finished I'll put it in the guidebook with brief summaries of what I've already told you about each of the mystery beings. Then finally everything will be in one place! Edit: Instead I just copied it into the guidebook and started editing it there, so this one will probably pretty quickly be out of date.

(Starred ones have a concept but haven't been drawn yet. Question marks mean I haven't even made a concept yet.)


AttributeInceptionAttribute
Machination???Duplicity
Fantasy???Portent
Synthesis???Incongruity
Unity???Eternity
Esteem???Ruin
Will???Frustration
Verity???Desolation
Faith???Flight
Totality???Nothing
AttributeDirectedGatheredHardenedLostScrambledAttribute
MachinationInstigatorSeuwayote???Equivocator???Duplicity
FantasyNebuliserCloud leijonœrn???AdumbratorAbyssalsPortent
SynthesisSynergiser??????Chaoswork chimaera???Incongruity
UnityObserverEventuatorEternitugaEvermore Albatross*CrystalvoxEternity
EsteemOstentatorSalvager???Hlardraho???Ruin
WillConductorShoǔshi???Vociferator???Frustration
VerityInsulatorVeriasaurusBlazondeerTransitor???Desolation
FaithPostulatorAhalatl???Absenter????Flight
TotalityQualifier*?????????Evacuator*Nothing

Stablehand: Update on Destiny Attributes

Recently, I've been re-visiting and re-thinking Destiny Attributes A LOT, and the way I'm treating them is changing potentially a lot from the way I thought about them at the very start of designing the background stuff for the story.

  1. First, I imagined people as having only one attribute, period.
  2. Then I realised some people would be hard to categorise into just one attribute, but might fit perfectly into two, so I decided people could have more than one attribute at once, with one probably but not always overshadowing the others.
  3. Then I realised that some people might "vacillate", and it turned into a kind of a sliding-scale system, but where every attribute sort of had its own "scale bar". Kind of like in a tabletop RPG. I created the "attribute radar charts" to represent this visually.
  4. Recently, I began to realise that there could be different ways Directed and Undirected attributes could be "balanced" and turned those into a kind of continuum from Directed to Undirected (Directed, Gathered, Hardened, Lost, Scrambled).
  5. Now, I've come up with yet another new idea: that every character can be one attribute for one specific thing and another for another specific thing, and so on, which is part of what creates the "scale bars" and hence the "attribute radar chart".
  6. Finally, I've come up with the idea that Directed attributes have about 2-3 Undirected attributes typically associated with them instead of there being no real pattern and all of them being equally likely.

Okay, now let me explain the second-to-last bullet.

This new way of categorising characters I'll probably mostly just use on the random OC generator and similar things like that where it's a little bit like an RPG character sheet kind of thing, but basically: a character could look something like this, for example.

  • Problem-solving strategy: Fantasy
  • Social interaction: Esteem
  • Self-image: Machination
  • Crisis situations: Synthesis/Flight
  • Overall worldview: Esteem

This character would mostly just daydream and waltz out of actually solving problems, but in a real emergency, sometimes come up with odd and unexpectedly brilliant deductions. That, or fret and cry. In a social situation they would tend to show off and try to earn other people's admiration, but might be bad at it as their expectations of what would be impressive might not match reality. Which, again, could end with either a brilliant save or a thousand humiliated apologies and this person trying to leave as soon as possible. They'd tend to think of self-improvement as a private project that they always needed to be constantly planning and strategising for in great detail, perhaps in order to achieve absurdly ambitious aims, and never let themselves stop working toward these plans. Overall, they would tend to think that they have a great purpose that MUST be achieved through lots of painstaking planning and work, but not know exactly to what purpose this work is leading them, only having a general (and possibly grand and impractical) idea.

Since this character has two Esteems and Flight is associated with it (tentative) they would either be classified as just Esteem or Esteem + Fantasy.

Well, um. This has been the State of the Destiny Attributes, thanks for reading I guess.

Stablehand scrap update: 11/11~12/29

It's that time again. Time for another Stablehand scrap update! I was putting out stuff kind of fast in the past couple of months, such that I didn't really have time to update this blog, but now's the time to fix that.


Meet my new hat.

It's felt, repels water, and came with a silly booklet filled with random stuff about hats. (Like, seriously, there was a teeny bit of maybe useful care information, but then the rest of it was all snippets of historical trivia and etymologies of various expressions involving "hat". ...Um, what?)

Anyway I finally have a hat that looks like my personaish character's hat, which I can use as a reference, and also just to look awesome.

So that's good.

WIP of my new Destiny Attribute poster!

It's looking a bit crowded right now...

Finally I tried to make some colour palettes for the Destiny attributes! [sic]

They're pretty tentative, especially Esteem (I wanted two of the colours to be "hexart colours" but I need to figure out what those would be first XD) and even when this chart is done these exact hex colours probably won't be the "de facto" colour used for the attributes all the time because I like to change things up sometimes.

The swan thing I coloured with each of the palettes was just a really ad hoc thing I drew specifically for that purpose; I don't plan to actually use it in Stablehand but if you really like it for some weird reason it's under the same licence.

In this one I drew Lance, Kate, Kris, and Jinfèng in a more Total Drama-like fashion after having a weird dream that "maybe I should draw Lance as Mal because they're both named Lance!" (yep, I literally forgot Mike was named Mike and thought he was named Lance XD).

This is fan art technically, but... I think it's safe to say it's under the same licence as the rest of Stablehand since there aren't actually any Total Drama characters in it. Just, I guess, use at your own risk? I dunno. (Edit: I'm going with that.)

(Man, non-libre media are such a headache...)

A very rough start on the Observer.

("Pet" form; I'm going to try to make "boss" form a shape key if I can)

For anyone that was confused or misled about that, the colours on the Destiny Attribute chart were not meant to be the colours of the attributes. The attributes are strictly black and white, and that was for three reasons:

  1. To go with the general monochrome theme of Stablehand
  2. Each character has their own colour, and I didn't want the attributes to "interfere" with that by bringing another colour into the mix.
  3. Part of the whole "thing" of Destiny Attributes is that any given character can express the same attribute in a slightly different way, in addition to having a bunch of attributes to choose from to start with. So, attributes are monochrome so that any given character can visually show their own take on an attribute by choosing a colour for it themselves.

I hope that clears things up. Sorry for any confusion! XD

(Edit: Um... two reasons? How did I not notice that?!)

Stablehand: Destiny Attribute radar charts

Well, here's what I've been up to for the past two or three days.

Early in the Stablehand project, I thought that each character would have exactly one or exactly two Destiny Attributes, and a change in attribute would be surprising and dramatic.

Now I envision each of the characters having at least a small amount of every attribute, but more "points" in some and less in others, and changes in "main attribute" consisting of a number of subtle shifts that gradually lead up to those more dramatic transformations.

And that is why I started making attribute graphs and writing javascripts to automatically draw octagons on them given statistics.

Totality would be represented by having a balanced polygon on a Directed graph, and Nothing would be represented by having a balanced polygon on an Undirected graph.

There.

It's done. All the Destiny Attribute symbols are done.

In the event you can't figure out everything you ever wanted to know about Destiny Attributes from this diagram, you're probably hopeless a full explanation of each attribute will be arriving within maybe a week.