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#session analysis
giftofclasspects · 5 months
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autie-stuck · 8 months
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could you analyse a sesh with a prince of blood, a knight of heart, a mage of life, a mage of mind, a mage of time, and a witch of hope?
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Wuhoh. That's one mentally ill session.
I’ll start with a quick rundown of how the classpects would interact with each other
The prince of blood and witch of hope will be at consant odds, with the prince desprately self sabotaging their relationships and the witch drying desperately to hold everything together. I could see the witch getting especially upset at the prince while trying to self sabotage because the witch is trying so hard to hold everything together and this is the thanks they get? They won't have a fun time.
And all the mages. Oof mages are especially troubled, and will go through a lot throughout the session. The mage of time self isolating out of panic, and sprinkled with a high possibility of someone dying right in front of them or they themself dying.
The mage of life would likely be shoved into a leader role that they can not mentally handle, forced to make decisions they do not have the confidence to make.
The mage of mind would likely succumb to the witch of hope, forcing themself to grit their teeth and get through the session without a complaint. This won't last long, they'll break eventually.
The knight of heart would naturally hide behind themself, likely not knowing how to do anything else. They’d get along with the mind player as they would be going through similar things. I could see them having the closest relationship within the group.
Now, we know a session is not viable without a knight, a time player, and a space player, which we are missing the latter. However, I personally like to subscribe to session fuckery so let’s see how we can make this session alive.
The mage of time would know the session is already doomed, and would try to explain this, likely getting nowhere with the witch. The session would be an absolute mess until the witch of hope sucks up their pride and understands that the session is doomed.
If god tiered, the witch can go absolutely drunk on hope, making a universe tadpole, or at the very least a ghost imprint of one to be created.
The mage of life can bring the tadpole to life, leaving the knight to take care of it. I wouldn’t be surprised of the knight went to the time player for assistance as well.
Once met with the Ultimate Reward, the time player should be able to release the tadpole, making the new universe.
Congratulations, thank you for playing.
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Hello there! If you're not too busy, could you analyze a session with a: Rogue of Doom, Heir of Mind, Knight of Hope, Sylph of Rage, Witch of Heart, Prince of Void, Page of Time and Mage of Space?
Absolutely, apologies that this took me a while to get to!
ROGUE OF DOOM:
The Rogue finds themselves easily acquiring Doom, finding comfort and their own identity within its confines. They may believe their aspect is nothing particularly special, and that everyone can acquire it with the same ease they do. Rogues also tend to isolate themselves with their aspect, which can be detrimental to them when done in excess. Overall, they need to moderate their interaction with their aspect, and once they form a solid understanding of what exactly entails – foster that positive connection and share it with others!
So, sharing Doom with allies doesn’t sound good on paper, but there’s a lot of good that can be done! They’d take more of a supportive role but have a unique way of utilizing offense too. They’d be able to redistribute the damage done to their allies and put it onto their enemies instead. I feel like the Rogue has the capability to save one from death, but it may come at a steep price – like the Rogue (or someone else) having to make the ultimate sacrifice. They may be able to redistribute from Doomed selves, or saving someone from, well, being Doomed! There’s also the matter of an ally suffering deeply. Instead of them having to bear it all alone, the Rogue can help ease that pain, everyone taking a bit of that burden equally.
Doom is a lot more than just suffering and negativity though. It’s rules, limitations, and restraint (and even more of course, but those are what we’ll go into.) If there’s an unruly teammate prone to putting themselves in harm’s way or undisciplined to a dangerous extent, the Rogue can put a hard stop to that!
Of course, they won’t be comfortable and perfect with all of this at the start. They face a hard journey of making decisions pertaining to mortality, death, and being the one to have to step up and put a stop to things. Even when you know something is necessary, having to sacrifice someone for another is a really hard thing to do. They may also have to come to terms that they need to redistribute their OWN Doom, dooming themself in exchange for another to be spared.
This is an invaluable player; they’ll be filling a utility/defensive role with the bonus of hurting enemies while healing their allies! With them protecting their team, no damage will truly stick, and the more the enemy tries to fight back, the quicker they will end up destroying themselves. Under the Rogue of Doom’s protection, their team is near invincible.
HEIR OF MIND:
The Heir naturally gravitates towards Mind, it permeates their life and comes to them quite easily and naturally. Mind greatly empowers them, being overall a pleasant and positive relationship for the Heir. This positive relationship however can become negative for the Heir’s well-being. Mind is a main source of influence upon the Heir and so can change them irreparably; if they do not learn to take hold of Mind, they will lose themselves to it.
Changing Mind for others is quite interesting. They may change themself for others – but not who they are at their core. Instead, they may have an everchanging and flexible façade, pushing their true self aside for it. They may be the one to change choice and options for the team, opening new possibilities where others cannot see them. They could also change others minds and thoughts, shifting their perspectives and how they make decisions! In turn, they are also heavily influenced by the Mind of others, remaining flexible and open-minded to what others think. They’re pretty good at seeing things from an unbiased point of view and remaining impartial when their judgement is called upon!
The Heir will also have a solid ability in reading what other people will do, and what exactly the effects or consequences said action will have. They’ll have a good understanding of how actions lead into other actions, knowing nothing exists in a vacuum and keeping everything going! Their power may also give them a mild degree of mind control, swaying others to their point of view.
However, this interaction with Mind can be dangerous. That flexibility with facades could bite them back hard! The Heir will be lost on who they really are, what parts of them are really them and what was once a façade. Their identity will be drowned in their various identities and masks. The Heir must take hold of Mind and use it for their own purposes instead of being held to its whims. Their quest may be one of accepting who and what they are instead of stretching their identity across many facades.
KNIGHT OF HOPE:
The Knight may not have an abundance of their aspect like some other classes, but they know how to make the absolute most of it! They utilize their aspect with finesse; weaponizing, providing, using, distributing, or even aiding people using their aspect – their strength is in serving their aspect to others. Knights seem to have a predisposition of masking their true feelings, projecting a specific kind of image, or hiding behind a façade of sorts. A Knight’s struggle is an internal one. They may feel like they are not worthy of their ability, questioning if they’re doing the right thing… if they have worth. If the Knight can readjust and reaffirm themselves, they will have successfully completed their journey.
So, a popular theory is that Knights serve what there is little of in their session – this case being Hope. Maybe their teammates are despondent and pessimistic, feeling that the game is impossible and that there is no way to succeed and survive. Their teammates may be doubtful of themselves and even their other teammates! They are refusing to see the possibilities and keep an open-mind, and that’s what the Knight needs to provide to their allies. (Of course, that’s just a theory and it depends on if you’d want to go with it or not.)
The Knight needs to be giving their allies Hope. Keeping their minds open to the possibilities, motivating those who need it, and being a general force of optimism and positivity! Even in the face of impossibility, the Knight has an unshakable faith in their friends and the team that they’ll make it out just fine.
But don’t think the Knight is going to be able to do that the whole session without any problems. They will eventually face that struggle they’ve been putting off. This will shake them to their core and cause them to question everything. They are full of doubt, disillusioned with themself and their aspect, and questioning everything they’ve ever believed in. This is the crossroads, and this is one is particularly hard on a Knight of Hope. If they can affirm their values and beliefs, as well as adjusting their expectations, they will bounce back stronger than before and ready to protect their allies.
SYLPH OF RAGE:
The Sylph has had their aspect make up a significant part of their life. It is a vital part of who they are, and it has shaped them greatly. They’ve become the person they are due to their aspect, but it doesn’t necessarily mean their relationship to it is completely perfect. Sylphs are known to meddle, but it stems from good intentions, making frequent use of their aspect to fix what isn’t working. There’s a lot of responsibility within this role, and the Sylph needs to be careful. When all you have is a hammer, everything looks like a nail.
So, making Rage for others. This is fun combination for a Sylph, what benefit do others get from making Rage? The Sylph could focus people’s aggression at actual threats and that which is unjust – preventing infighting within the group and having a clear goal for the team to focus on. They can heal Rage, pacifying someone out of control and calming them – or induce a frenzy berserker state, giving them an adrenaline rush to push past the pain and keep going. They’d be realistic and keep the team focused on what is possible, and not on risky and unlikely ideas. Like the Knight of Hope, they’ll also be motivating and impassioning their allies but in more of a boot-camp instructor way. People have different needs, sometimes one might need more of a well-intentioned push and some tough love instead of a pep-talk of belief and trust.
However, the Sylph needs to know that while their methods work for some people, it doesn’t work for everybody. They act in accordance with what they think is important, even when it isn’t the best choice for others. Even when they have the best intentions, their way isn’t always the best or only way! They need to understand that sometimes, the best way to help someone is to leave them be and let them learn through experience. Knowing when to involve themselves and when to back off is crucial and will help them blossom into a fantastic mentor and teacher for those in need of guidance.
WITCH OF HEART:
The Witch has their life permeated by the presence of Heart, it’s in their interests, what they bring change to, as well as an element in their environment. There may be something or someone holding the Witch back, its negative influence wearing the Witch out and draining them. Once they can cast away those negative forces, they can assert their agency and pursue their goals without being held back. Witches change and break the ‘rules’ of their aspect, rejecting or rebelling against what is expected of the interaction entirely. They need to use this power of change in a morally conscious way, as their powers can be used extremely selfishly and oppressing to those around them.
Witches enact huge change with their aspect by rejecting part of it. What they reject depends on the Witch, maybe they give soul and identity to things that wouldn’t typically have it – like robots or inanimate objects. Maybe they reject splinters/lack of identity, forcing everyone to come to terms with their own identity. Remember, they are changing Heart for their own benefit, so this is hugely personality dependent and how the Witch themself views Heart.
There’s a loooooot the Witch can change with Heart. They could control ghosts, swap souls into different bodies, possess someone’s body, changing other people’s souls, change their OWN soul… They are capable of actively twisting and shaping one’s feelings and the very way they think, changing said person’s identity and core parts of their being. There’s also changing others motivation, passion, and biases for their benefit! This is a very, very, frightening opponent. A lot of dubiousness here, it’s up to the Witch and hope they use their powers for good and respect where others’ boundaries lie.
PRINCE OF VOID:
The Prince does not look fondly upon Void, holding a level of distaste or downright animosity to some parts of it. This rejection or refusal to face their native aspect may make them seem like a Light player but make no mistake – Void is what primarily guides them and what gives them their drive. They, in fact, do have their aspect, they may even have an abundance rather than a lack! The Prince needs to accept that Void has its place and to destroy only what is necessary to utilize it to its fullest potential. The other part is the internal struggle of egotism. They may be incredibly self-deprecating and hold themselves to impossible standards or, on the flip side, domineering and conceited, always believing they know best and that nobody is as capable as they are. The key is learning to balance their destruction as well as their ego.
So! Destroying Void and destroying through Void for their own benefit. They aren’t necessarily one to be trying to reveal all the secrets of the universe or anything, but if they stumble across something that shouldn’t be known – secretive – they’ll expose it for all to know. They want secrets to come into the light and with their reveal, may use them as leverage as grounds for their own relevance. They may also give relevance and meaning to something that was once meaningless, imbuing purpose and focus to it. Destroying through Void gives me the image of using black holes as a method of destruction as well.
Destroying THROUGH Void could also point to a gossiper. Destroying others through secrets and rumors, causing confusion and doubt. They may also destroy through meaninglessness, convincing all that something is entirely irrelevant and worthless – when in fact it is! I’d imagine they could also save someone from grimdarkness as well.
But of course, the Prince needs to learn they can’t just destroy all of Void. They may drag up things that are better left unknown. Just because something CAN be revealed doesn’t me it should. There can be some devastating consequences in revealing secrets! Void has its place, and the Prince needs to accept that.
PAGE OF TIME:
The Page has a deficit of Time, or at least, perceives that they do. They try to make up for this ‘lack’ with false confidence and overcompensation, maybe by trying to emulate someone else or creating an idealized persona. They have a special kind of potential, unique to them specifically, but with it comes a very long and difficult journey to rise to that kind of power. They will have a very hard time in making direct use of their aspect, forcing them to rely on their allies – making maturation and self-improvement even more of a hurdle. If they can overcome this slow burn of a journey, then the Page will finally come into their unparalleled power and take full advantage of all their aspect has to offer!
Unlike the Knight who is serving Hope to others, the Page will be serving Time to themself. They can’t quite access their own aspect’s power though, so it stockpiles over time. Others give their Time to the Page to make up for the Page’s own ‘lack’ of it. The Page waits and waits, serving Time to themself, adding more to what they’ve obtained. When the right moment finally comes, they may be able to exert significant control over Time itself, and once that time comes, the Page’s power is truly staggering.
As for what those powers are, I’d say get as creative as you can. Realized Pages are stupidly powerful! The Page of Time may have awareness over ALL timelines. They would time-travel with ease and jump to anywhere, anywhen they want. Compress and using Time however they need, like ‘freezing’ people in place but significantly more difficult to break out of compared to some of the Homestuck canon Time players. Serving others Time could also them choosing to age enemies as they attack them.
And well, that all depends on if the Page can endure their long, long journey. If they can realize their own potential and just keep trying, they’ll be greatly rewarded of their effort. But getting there is the hardest part. Their allies can be just as much of a boon as they are a bane to the Page, and its up to the Page to realize who exactly is helping and who is hindering.
MAGE OF SPACE:
For the Mage, the knowledge of Space comes from instinct and their own personal experiences. They don’t need to study their aspect; the understanding comes naturally and easily to them. But due to their understanding being colored by personal experience, they can be quite biased in how they show and act with it. They come from a place of being surrounded by Space and having been shaped by it, knowing the ins and outs of it – but their insight isn’t always something that is appreciated. They need to balance out their desires with what is possible to change.
The Mage knows Space or, knows through Space – for themself. Their knowledge is as expansive as Space itself and with it comes understanding creation, the nurturing of life itself, and propagation. They would have a deep understanding of the physical world as well as being remarkably accurate and aware of their surroundings. Hiding or trying to ambush them is extremely difficult, if not impossible! They’d be quick to familiarize themselves with everything within a space and be the first to find little secrets like hidden rooms or passages. Their precision is something to be feared as well, they are deadly accurate with ranged weaponry – making incredibly difficult shots and quick to spot weak points and openings.
They’d be a fantastic ectobiologist and top-notch frog breeder, able to get both done quickly and likely without needing any help. They will make an outstanding alchemist as well, able to reverse engineer codes and such with ease as well as having many useful and unique items in their arsenal.
I feel like as far as powers go, the active/passive of each class can accomplish the same things. The Mage will know, or, at least, approximately, where exactly things are located, who is where, and what is happening in a general location. They may not exactly SEE it, but they will know. Nothing will be hidden from the Mage, even a poorly drawn and not particularly detailed map will still give enough base info for them to work off of! Distance is something they can calculate and determine quite easily, and they will be proficient with short cuts and alternate paths! Space is also about beginnings, so they will have a solid idea of how to start things, building up a solid foundation for future ideas/plans.
The Mage will need to be careful about what they are pursuing. Their idealized version of the world and their wants may put them at odds with their friends and allies, or even be completely impossible. They need to be flexible and keep their options open without completely throwing away what they’re standing for! They need to figure out what they can plausibly achieve lest they try to change the unchangeable, spiraling into fatalism and dejection. The Mage of Space may also be particularly vulnerable to isolation from their peers, especially if they begin to doubt themselves and are self-deprecating.
This is an interesting mix, a lot of utility based classpects here. This group feels like they play off of each other and smooth out each other’s struggles.
First off, the Rogue is going to be needing quite a bit of moral support. The Heir will help a lot with processing those hard choices and reassuring the Rogue that what they are doing is for the greater good. The Knight will be a great boon to them as well, preventing the Rogue from becoming too pessimistic and bogged down. At worst, the Witch can forcibly change this if the Knight and Heir can’t get through to them.
The Heir may need assistance in being prevented from being overwhelmed in Mind, and the Witch is the best candidate for it. They will be pushing the Heir to accept themself and help lock down their identity, preventing them from losing themself. Of course, the Witch needs to be careful with this as they may push the Heir into this confrontation too soon and end up setting them back! The Sylph could help with this too, helping to give the Heir a clearer idea of what they want to sort out.
The Knight has quite a bit of pressure on them regardless of if their session is lacking in Hope or not! I can see them working alongside the Heir frequently, both working in tandem to keep people’s minds open. When the Knight must confront their own struggle, the Witch and Sylph should be there to help push and motivate the Knight. The Sylph will be pushing and encouraging the Knight back into action as well as helping the Knight clear their doubts with Hope. The Witch will be helping the Knight reconcile with what Hope means and reaffirming them.
The Sylph has got to learn their methods are not ‘one size fits all.’ This is largely personality dependent; I cannot say for certain who this will and won’t work for. They will be the one to help pull the Mage back to reality and reveal what they’re after is impossible, focusing them on what is plausible and preventing the Mage from sinking into fatalism. They are the grounded one, the glue holding the team together and keeping them under control and focused.
The Witch is a big deal, several members of the team have journeys relating to identity and self, and the Witch can greatly ease this process for them. This can be a good thing if the Witch’s desires and goals align with the teams otherwise… this can get bad. Really bad. With great power comes great responsibility after all and this is people’s core of self and individuality we’re talking about! They need to respect that there are boundaries to be had here and keep a strong moral compass, otherwise this team has a MASSIVE problem on their hands.
The Prince can be a mixed bag, if they’re chasing after relevance, they may throw themselves into unnecessary danger or even step on their own teammates to score praise and credit. If they’re the gossiping sort, they could sow confusion and manipulate the politics of Derse/Prospit to their advantage – or sow dissention amongst their own team. The Rogue is important to help keep any unruly behavior in check and the Sylph can help counteract any truly meaningless things given relevance. This is a very strong player on the offense side, but they need to be wary of what exactly they’re uncovering – especially if they’re a Derse player. There are some forces too dangerous to tamper with.
The Page is going to need quite a bit of support, especially at the beginning. The others will have to make up for the Page’s ‘lack’ of Time as well as holding them accountable for their actions. Thankfully they have a variety of allies more than willing to help – but not all of them are completely beneficial. The Prince and Sylph may push the Page too hard and end up frustrated with the lack of results which will just end up harming the Page. The Witch may be tempted to take a short-cut and hasten the Page’s journey to realization, which is of no benefit to the Page, they NEED to figure it out and experience it. The Rogue, Heir, Knight, and Mage are good options to help the Page along – so long as the Page decides to listen to them of course. The Mage may be the best out of the options, as their great knowledge of Space goes together with Time, helping to bestow a better understanding to the Page… if the Page accepts that it’s better to change of course.
As mentioned prior, the Mage may have to be grounded back into reality by the Sylph. The Heir can help smooth this realization out and the Rogue can help with the Mage’s inner-pain. I think the Mage would be a good leader too, their insight and knowledge of Space is extremely important, and their teammates will need their guidance. Their teachings and guidance are something the others better pay attention to, especially the Page.
Overall, I think they have a good chance of success, there’s certainly some bumps along the way but as I said before, I think most of them play off each other quite well.
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classpectanon · 11 months
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Im not sure if you do sburb session analysis anymore but if so could you please do a session with a Knight of Life, Slyth of Doom, Rouge of Blood, Page of Space, Seer of Time, and Maid of Light? If you dont want to thats completely alright.
this session, having an almost-balanced setup, would likely function well, with each player contributing meaningfully. the knight of life and the sylph of doom could play crucial roles in the overall health and well-being of the group, while the rogue of blood, seer of time, and maid of light would provide essential support with their aspects. as the page of space matures, their newfound abilities would prove to be an incredibly valuable asset to the team, eventually leading them towards success. there might be some hiccups in the beginning due to differing views between optimistic (life) and more grounded (doom) perspectives, but as long as the team members communicate effectively, they should overcome obstacles and emerge victorious.
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hungeringheart · 7 months
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hi! i was wondering if u did session analysis(es?) and i just wanted to ask if u could do an analysis for muse of void (troll), heir of hope, thief of breath, prince of blood (troll) and maid of doom. if you dont wanna do my request its fine! also love ur classpect analysis :D
It's been a minute! I'm sorry it took so long, I just saw "muse of void" and knew I'd have to give this one a particular level of think because it's such an interesting and uncommon classpect.
I think it's so uncommon and interesting because most rp groups within the fandom would never in a hundred million years let you bring in a Muse -- oh power creep this oh narrative focus that, you know, that type of thing. The usual mechanics measuring you get stuck into with people you don't know well and trust. So usually people make muses for fanventures or small closed things with friends -- and on that account I want to say, thank you as always for letting me at your characters to turn them over and put them in situations!
I don't acknowledge this enough, but when I write these posts I do my best to strike a balance between analysis according to my tastes and respecting the creative intent of the asker. Sometimes I can't obviously see it, and some people like to be vague in their asks because they want to see my take on something they're doing differently anyway -- but the sentiment is there!
I also quite like that you've specified everybody's species. Mind you, I do tend to assume your trolls are Alternian if not given any other context, and I might suggest a few things pertaining to my fanworld if I think it could help you think some things through. But the species context helps enormously!
Now that we've got preliminaries out of the way, let's get cracking.
Dramatis Personae
Trolls
Muse of Void
Prince of Blood
Humans
Heir of Hope
Thief of Breath
Maid of Doom
Lay of the Land
As usual, we're starting off by establishing the general status of our classpects. There's a bit to get through, so I've helpfully made some subheadings.
Hope
In my session analysis I usually say that the presence of an Heir means that their aspect is in a position to nurture them, but also in decline such that it requires an heir, a person to whom it (the aspect, in the sense of a programmed environmental preset or in the sense of a semi sapient force) can legally transfer its power, pass its torch.
In our case, that aspect is Hope.
Now, Hope is often scanned as optimism and literal actual hope and faith, but I would argue it also represents perseverance; one of its consistent symbols in the narrative is this idea of an unstoppable force, like a shonen protagonist or your friend that is somehow capable of ignoring all indications of reality when pursuing a dream. It's associated with angels, heralds and messengers of What Must Be -- you can't go protagonistier than divine approval of your pursuits!
When a hero of Hope is fully realized they can look at the rules and the realistic limits of a situation, say "nah but for real tho" and skip merrily right on through on the strength of their ability to ignore the haters. Aranea at least is of the opinion that Jake's aspect is "unrivaled 8y any other", and it's easy to see why - it's got big damn hero written all over it!
Not to say that you can't weight your aspects anydamnhow you like, of course. That depends on the story you want to tell.
But it's pretty classic storytelling to say that hope and faith and belief and dreams and such is dying, and someone loyal, brave and true is there to help. On some level we could all have used a champion for our childhood gentleness.
Breath
In keeping with our previous discovery that there's very little Hope to go round, we also have an understanding that Breath -- agency, serendipity, room to breathe, narrative, limelight -- is so rare, so precious, that somebody in need might be tempted to steal or usurp it.
Now, it is possible that the lack of Breath is personal for the Thief themself -- but is that more interesting for you than nobody having much agency, and the Thief deciding "screw y'all, I got mine"?
Or let's consider for a moment that maybe they want to help their team, but they need more Breath to do that... in essence, they need to learn to claim the limelight and occupy space? Oh, now we are cooking with gas. Now we're cooking with gas.
Doom
It can mean a lot of things for Doom to have a maid. Obvious among them is that there's a need for maybe tidying up, maybe some introducing and making -- disarray, lawlessness, a general disrespect for the conventions of being. That's not surprising given this Maid's friend group! Good golly, two entire main character syndrome patients. Naturally someone has to rein them in and establish some rules.
Rules in general seem to be relaxed here, and death and decline are quite remote -- is this a good thing? Is this a bad thing? I don't know -- time will tell.
One alternative reading of the Maid of specifically Doom that could be interesting is another digression into traditional narrative -- the figure of the doomed maid.
Let's take the mythohistorical person Berurya, for example, known mainly for being the wife (and therefore in some sense, in the period, also the servant) of the scholar Rabbi Meir. She's a fairly paradigmatic example of a narrative about someone who punches above their weight (she often argued theological opinions and people cited her in formal debate, she was famously very pious, and also she was, horror of horrors, a woman). In response to this her husband's students get jealous and conspire to put her in a position where to protect her dignity, she has to honour kill herself. They then expect him to go on like he's been having a normal one, or at least they never talk about it again except the guys who started a grassroots movement of naming after her.
You see these types of characters and imageries throughout a lot of different cultures, and mostly they boil down to this idea that there are people (reduced to archetypes) who are perfectly fine and even respectable as long as they serve the needs of the powers that be (in Berurya's case, the rabbinical establishment), but the moment that they fly too close to the sun, they have to be cut down. Doom is positively about justice and law and destiny (which is what doom meant to the Anglo-Saxons), but it can also be read as being about death, decay, judicial punishment, and yes, cutting down tall poppies...
Homestuck has an unfortunate (for your Maid) precedent for Maids -- underappreciated, servile, in some way sacrosanct figures -- as scapegoats and sufferers, and Doom is canonically also an aspect of suffering. I sure hope Doom doesn't turn on this poor individual right at the moment when they believe the rules that protect them would be most applicable! I sure hope they don't have their expectations and sense of effifacy built up only to have to resist their being torn down!
Blood
This is a lovely segue into a classpect that works really well thematically with Doom -- Blood represents connection, obligation, comradeship, change, revolution, mutation, connection, inheritance.
We do need to make a note of the fact that our Prince of Blood is a troll. For them, then, Blood is also fundamentally about caste and fitness and predestination in a way it probably isn't for your humans -- unless it is, but you'd know that better than me.
The duality of Princes -- do they destroy their aspect or destroy with its power? -- and their theming, which we can read as monarchic or as judicial (Nasi, the title of the president of the Sanhedrin, can be translated Prince or President), is similarly dualistic. Are they tyrants or mediators? Can you be both?
Regardless of their approach, a Prince in the game means the aspect is at a zenith of relevance -- Dirk's Heart aspect and his callousness with it was sort of a central thing of the alpha session -- and it's in their hands to some extent where their thing goes from there, up or down. They have dominion and they're free to use it as they like, define it, reform it -- like a Sylph, but more selfish, almost.
For the trolls this means a particularly harsh society, and for everyone it means that whatever the nature of their Blood, it's important. Maybe the troll species of your Prince inflects Blood for your human players too; maybe, if you like, your text is fundamentally focused on the implications of heritage in a way that Homestuck very deliberately avoids being.
Void
There is an argument to be made for the idea that Void is irrelevant to your game -- or nearly so, at first. Muses inspire and command (or command through) their Aspect, which is huge, but... it's a muse. It's the dinkiest most passive passive class, and in my particular balance oriented reading a Muse commands the aspect that's initially or eventually weakest and least relevant in the session. Calliope had zero room to learn or grow, and Caliborn blew up most of Space. That's a thing that he definitely actually did.
Put simply, your game is chockablock stuffed full of random pointless shit. No one has the time or desire to stop for a bit and do nothing; there's no mystery, they've all lost the plot of what they're doing and the reverence due to the thing in the background, the fear, the unknown. Minmaxing is expected.
If your troll religion is Horrorterror-oriented, this is a good time to say that's in decline too -- the level of abject don't give a fuck is so profound that the Muse may well believe they're the only person who really looks and sees anything at all in the world. That's a miserable way to be; they're probably not very effective, maybe even maladjusted.
But they don't have to be. After all, there are powers in the abyss, which are there and Ą̴̪̜̤̣̥͍̗̆̈́̏̇̾̅̈́͝ḻ̵̬̱̳̙͈̰̳͙͑́̎̐w̷̟̤͎͎͉͔͑̂̈́á̸̢̳̮̇̈́̽̒̍y̵̹̰̝͇̝̹̺̖̾̊̋̏ͅs̴̨͇͇̰͙͎̯̆̽͌̆͜ ̴̣͙̝͇͍͙̪͍͔́̉̽͗̃̚̕͝ẅ̴͙̼̭̹́̽̽͛̏̉͜i̸̛̖̘̮̤̱̳̖̎̀̔͑̂͘l̵̢̯͈̅͛̅̿̐́̾́̚l̴̜̝̙̪͕̔́̋ ̷̼̓͋͊̒͑́́̔̔b̷̳́̔͊̈̇̀̈́̊͊e̵͇̩͑̓͋̑͝.
Whoops! Got a little eldritch there for a second.
The big thing about Muses is that when realized, they can affect their aspect as much as it does them -- and in Void's case that means that our Muse here has the potential to seriously course correct the narrative, to restore Void to prominence and force everyone else to take time to reconsider things and reanalyze the space they occupy. For especially the Maid, that might be important...
From the top, now
First things first, no one's breeding any frogs, and no one has any do-overs. You'll also note I didn't do any ominous red text evoking Caliborn, and that's intentional too -- no Time aspect means that it's possible, as I've just realized, for this universe to be outside of the cancerous frog branch of SBURB.
So what does the game look like? How do they play?
I think the human kids start playing first, and they find their game a bit of a mess; hopeless, directionless, and kind of broken down systematically. The trolls play their own two-player game, which as far as they know is thematically about analyzing their society (through blood as caste and void as religion and both as what a person owes to society), and fail -- but the Muse leverages the Terrors and the Prince leverages their sense of decency, and off they go through the Ring and into an adjacent universe. I think they might begin as Exiles for two of the human players.
While the Maid runs around trying to facilitate the Hope player and keep the Breath player on course (their aspects are opposing along the axis of attitude to destiny, it's not easy), the Prince and Muse disagree (and maybe balkanize the human kids) as to what would be the most helpful form of intervention. That could be dangerous, but on the other hand, for now, their universe is coming to be still and quiet... there's a long window between when it becomes noticeable that an end is coming and when an end does come.
And oh, what sorts of things they could all get up to then!
Of course, in your own universe, mileage will vary...
Bonus rambling: a brief aside about an interesting point of mixed species sessions.
In a fundamental way, if there's no time travel and cultural anthropology involved, there's a very limited window of time in which one group of young people can communicate their worldview to another. Culture shock is real and sometimes strikes a long time after you think you've assimilated.
Children handle it better than adults on a lot of levels, but not on all of them. How much worse is a time limit if the people it's imposed on can't communicate about important issues?
Take Alternia: they have a caste system. In a group of human friends who don't have one, informal deference on the basis of social status just doesn't really usually happen. And in caste societies we do have, well, we have all kinds of social movements and changes ongoing.
Even insomuch as we have castes, for the most part, they don't affect our children in the way that trolls' castes do because they're partly morphological. We can infer from the existence of hemoanons that the phenomenon of caste is much like our phenomenon of sex-based gender for trolls -- the biological foundations are murky, but the sociological realia connected to them are attributed to innate traits and not really questioned.
This is a little like caste based politeness and a little like our binary gender in human societies so far, but stay with me -- I think there actually are certain aspects of the hemospectrum that are at some level instinctive. The castes correspond to castes in eusocial insects, and by that analogy we may assume that trolls in person a) can instantly tell what socially constructed caste a troll belongs to by their morph, and b) have some ant-brain level of very broad inborn behaviour about it.
It's always a good idea to consider your caste worldbuilding when you write little guys in opposition to each other and to humans -- how does your system respond to the species having internet? How does your humans' culture interface with it? Is it different by region, by planet?
Well, that's all for now, I think.
Thank you for sticking around this long!
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eyethatcri · 8 months
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do you do session analysis or would ya rather not?
Session analysis are probably too much for me to be honest. But I think the success of a session can be brought down to a few key components.
Firstly, does your session have a Knight and a character with a Space aspect? If not, there will be no new universe to go to and therefor nothing to win. Now, the Alpha Kids (Jane, Jake, Dirk, and Roxy) were able to win the game, but that's because the Beta Kids were able to crash in one their session.
This brings me to my second point and the main argument I have. I think winning a session comes down to outside forces caused by vague circumstances. Jack Noir was a hassle for everyone, and the reason he became so powerful was of his own volition and because of the Beta Kids creating their sprites. The Alpha kids were able to survive purely because they happened to be ecto-related to another session of people that needed to jump to another session. Crazy stuff like that.
So if you want to know if there's a chance your party will win a session it comes down to two things; do they meet the win conditions, and do you want them to win? How stupid they might be is surprisingly irrelevant.
I hope this helps!
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Hello, could you do a session analysis on my team, we have Prince of Time[D], Rogue of Space[P], Knight of Void[P], Maid of Breath[D], Knight of Heart[P] and Mage of Rage[D].
Relationships are: RoS, MoB and PoT are siblings, RoS and MoB are pretty close but PoT is distant and blunt, means well on the inside[smartass sometimes.] KoV is adopted/extended family, KoH and MoR are siblings[MoR is the youngest of the group]. RoS is the leader of the session.
Hope this helps👌
You've asked this twice now. I don't mind.
Not bad at a first glance, but not great either. Definitely looks haphazard. Lot of active players, but this size of session can work with whatever there. In terms of axis, you're only missing life-doom, which isn't the best to be missing, but it's not the worst.
Why the hell is your rogue of space the leader? That's a terrible idea. They're going to be bad at it and way too busy with the frogs already. That's the maid of breath's job. RoS being the leader is only going to cause conflicts, and result in mistakes. Leading is breath and blood player's explicit purpose. If your breath player isn't leading, they might as well not have a classpect. So perhaps you can see why for the rest of this review I'm going to assume that the RoS is the "leader" who goes in first, and convinces people to play, and the Maid of Breath is the one actually leading.
The Rogue of Space, who redistributes beginnings The Prince of Time, who destroys endings The Maid of Breath, who creates movement The Knight of Void, who wields the unknown The Knight of Heart, who wields internal truth The Mage of Rage, who knows reality
DPS: high Utility: low Control: good Support: good
In combat, this team will do well, but may struggle in less conventional fights. Their raw power and good support should make most fights doable. They may struggle against large groups of enemies due to no aoe damage specialists, but their aoe controllers (rogue and maid) should be able to stall long enough that the dps can take everything out. The maid and rogue should consider investing in using their aspect powers to kill.
Your frog breeding potential is remarkably average. Keep in mind that while the time player should be the one helping, both of your knights are going to want to help, regardless of whether they are asked to.
Leader: MoB Weaver: MoR, KoV? Guide: none? KoV? MoR Therapist: KoH, MoR, MoB Cleanup: KoV, KoH Rings: KoV, RoS Frog: just throw everyone in there, it'll work out fine
Your big problem here is that none of your players are particularly good at anything. You don't have a seer, mind or light player to be the guide. Your time and void players don't have good weaver classes. You don't have any of the several therapist specialists and your therapy capable players are busy doing other things. Knights are good for cleanup, but yours are also busy doing everything else. While Knight of Void is one of the best ringwrangler classpects, they're already really busy. Your only specialists are also your most versatile. Meanwhile the PoT isn't useful for much of anything beyond combat and fulfilling the requirement for a time player. The RoS, KoH, KoV and MoR are all jacks of all trades. The Maid of breath, at least, is a pretty good choice but you can't make a good team out of exclusively Jacks of all trades. This team is not more than the sum of it's parts.
Overall this team is.. fine? You can win, but this team isn't cohesive. You don't fil in each other's flaws, none of you have flaws, also none of you have strengths. It's fine. Whether you win or not is going to depend on the players and the circumstances, not the classpects alone.
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urcharactersclasspect · 11 months
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Hey! I saw your blog, and I was wondering if you were doing session analysis?, Maybe a session like this - Page of Breath (P), Page of Void* (D), Page of Light (D), Mage of Space (P), Page of Life (D) and Mage of Hope (P). I understand if you're not, thanks in advance!
My guy, you are asking for a completely useless session.
Due to the amount of pages, youre absolutely fucked. Skaia nor Sburb like repeats of Aspect or Class. So no matter what, each page would die aside from 1 in each timeline. The Mage and respective page would have to figure some overly complicated paradox shit out big time to hack that system, otherwise its just the two of them and everyones just going to die anyway - even they will over time, as theres no balance of Time & Space as both survivors. Because theres also no Time player here either. Not to mention, we know from Caliborn and Calliope's "session" that only two players is always gonna be doomed even if the only two players were Time & Space to a certain extent, and could be nothing but absolutely catastrophic.
The success rate could vary as a result of each timeline likely being vastly different in which direction the page and mage decide go down and what use their Aspect might emphasize for story beats.
If you can manage to keep those two long enough, maybe they ciould tap into the pages potential or possibilities earlier than normal and find a temporary bandaid solution - Jade was able to break the fourth wall window and propel her dying session into someone elses, afterall. And even dead Calliope figured out some kind of way to spite Lord English. So perhaps that Page of Space unlocking some ability could be the golden goose? If somehow, they managed to also revive that Page of Life - perhaps through the Ring of Life, a revival of the others could work in some fashion. But theres too many varied hoops youd have to make up for this session to even get that far.
Bot, I mean, it could be interesting and very angsty to see them all try so desperately to do so. You might want them to intersect another session a lot less fucked though.
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zerotheclasspector · 1 year
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Could I get a session analysis for a session with a mage of blood (prospit), knight of light (derse), prince of hope (derse), rogue of space (prospit), sylph of time (prospit), and heir of mind (derse)?
Okie dokie, let's see the players:
Mage of Blood: Active knowing class. One who understands blood or understands though blood for themselves.
Knight of Light: Passive serving class. One who serves light or serves with light for others. Represents what the session lacks. Also responsible for protecting the Space player during frog breeding.
Prince of Hope: Active destruction class. One who destroys hope or destroys with hope. (Eridan my belovved)
Rogue of Space: Passive stealing class. One who steals space or steals with space for others.
Sylph of Time: Passive creation class. One who allows creation of time or allows time to create.
Heir of Mind: Passive manipulation class. One who is changed by mind or is changed through mind.
So, good news: you have a Space player, which makes this session viable for completion! Bad news, however, the session is going to lack the aspect of Light. This could show itself in a couple of different ways, A: The session is incredibly dark, making it hard for the players to see the world around them, B: The session lacks knowledge, with the players never fully realizing the rules of Sburb/Sgrub, or C: The session lacks luck, with every unlucky thing possible happening to the players.
Now, let's look closer at our players:
Lets start with our Frog Breeding duo, the Rogue of Space and Knight of Light. The Rogue of Space would have difficulty breeding the frogs, as the frogs won't be found on their planet, but the planets of other players. They would have to use the gates to travel through the session, stealing the frogs they find. The Knight of Light would assist the Rogue by serving them knowledge. They could serve as a scout, finding the frogs for them. Overall, they make a solid team easily prepared for the challenge of breeding the Genesis Frog.
Now we have our time player, the Sylph of Time. As a Time player, they would be responsible for making sure time loops occur the way they are supposed to. The Sylph of Time would have a hands-off approach, letting things happen the way they happen. While this is certainly risky, allowing time loops to play out on their own could work out great.
While this session lacks a Seer, it does have a Mage of Blood. The Mage has a deep understanding of relationships, but for themselves. They could easily be the team's leader, as they are able to get along well with everyone. However, they would not be able to really help others with their knowledge, meaning if there was a falling out in the team, they wouldn't be of much help.
There really isn't much to say about the Heir of Mind. They are a very logical person, and they could make a great strategist for their team. I could see them being difficult to work with if they were arrogant, but if not, they would make a great asset to the team.
Now for the most dangerous player: The Prince of Hope. We all know just how dangerous this player can be for the team, destroying any and all hopes for success and survival. However, despite these dangers, they could be a great ally, using the power of Hope as a weapon. The Prince of Hope can really make or break this session.
In all, I can see this session going really well! The Frog Breeding players have excellent synergy, and the other players have really useful skills. While the Prince of Hope could cause problems, the players could likely still prevail.
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So how would a session go with a Witch of time (she/her) Heir of space (they/them) rogue of heart (all pronouns) Knight of void (he/him) a thief of mind (she/her) and a mage of light?
Im the rogue of heart and my sister is the Thief of mind and the relationship is a bit rocky and I’m friends with them all but my sister isn’t really close with any of them if that helps any
I’ve been pushed down the homestuck path again and i don’t think i can escape.
Thanks :))
Let's see.
Space and time players - check.
Even number of players - check (although.. I don't know if that really matters! That's just what we've seen in our 4 examples.)
No overlapping classes or aspects - check.
Let's go over the players' "jobs."
Attack - Witch of Time, Thief of Mind.
Defense - Knight of Void.
Guide - Mage of Light.
Support - Rogue of Heart.
Healer - No healing classes or Life players... I suppose the Witch of Time could definitely pop around making sure everyone is safe using her re-do powers.
The Witch of Time and Heir of Space are on frog and possibly Scratch duty. The Witch kind of has her hands full in this situation. I think the Heir and Rogue could help her out on the side.
The Witch of Time would be able to change the way time works, using time in ways you wouldn't usually think of, bending and breaking the rules of time's normal flow. Her challenge might be to keep control over herself when faced with two very powerful and active class/aspects. She might also be able to See Space at the beginning of the game, like Jade did with seeing through Time in the clouds on Prospit.
The Heir of Space would be easygoing, positive, bubbly, maybe try to get everyone to work together and have fun. They would maybe be able to shift space easily and even unexpectedly. By the end of the game, they will have done something to connect in a way fully with the concept and aspect of Space. This might look like how Bec teleports by BECOMING space and then manifesting back down to his small size by letting go of being all of space at once. Trippy.
The Rogue of Heart is really here to make sure everyone stays calm and collected, making sure emotions dont boil over and, alternatively, keeping everyone (especially the Thief) from becoming too cold and unfeeling or callous. Having a Thief of the opposite aspect is kind of a problem in this session, and, I'm guessing, really ANY session. The Rogue's job is to make sure the Heart levels are equally balanced among the players and the environment around them. The Thief's job is to steal all of the Mind from the session for herself, leaving an absence of it in anyone but her. This would kind of force the Rogue through their arc, maybe even before they're ready. The Rogue has to learn to accept their aspect for themselves. By having the Mind (absence of Heart) stolen from them, they could become overly emotional and unstable. Rogues are already uncomfortable with their aspect within themselves. Getting a ton of it by force shoved on them would be very uncomfortable. I could see the Rogue and the Thief getting into a big fight over it. It might end up like a game of Heart hot potato? Trying to give all of this emotion and impulse back and forth because neither of them want it. The Rogue sees all this Mind in one place and has all this Heart to give and so repels it like a magnet. The Thief just got RID of their Heart and doesn't want it back! Hopefully the other players, maybe the Knight, could keep them apart.
The Knight would protect Void. This means there is a lack of Void in the session. There's probably too much going on, there's no time for quiet reflection, collecting yourself, being calm, destimulating, etc. The Knight could cultivate this area where things are less hectic, like Calliope's spiral space. This Knight would also be good at banishing monsters to the shadow realm. However, that would prevent you from gaining XP or grist from killing them. I think this Knight would disappear for long periods of time. I hope he doesn't void out for too long. I think players and enemies in this session will sometimes need to go in the Void time-out for calm down time.
The Thief of Mind. Let's see. This classpect would be the accumulating of all surrounding decision, logic, thought, justice, pathways, etc. from everyone else in the session. This player would have justice and fairness always happen to them and never to anyone else. Other players will be treated unfairly by the game and fate itself, whether that be to their advantage or disadvantage. Other players would have a hard time thinking rationally for themselves, being unable to choose their next step, acting mostly on impulse and on what they FEEL would be the right thing to do, instead of the safest or smartest thing to do. There would be a lot of tension and hostility from everyone's emotions being raw and exposed. Thieves can make good leaders, especially if they steal an aspect that is a valuable tool for command. The Thief would try (and maybe fail) to get everyone to follow their rational plans. They would say, "I'm the one with all the brains/plans/decision making, everyone has to do what I say!" I doubt a bunch of players with an overload of Heart would appreciate that and one or more of them might try to overthrow her.
The Mage of Light would probably be frustrated with this setup. They would see what's actually going on over the whole game, and they would see where everyone's getting hung up over trivial things, and they would hate it. Since they're a Mage, they would have to find by trial and error the best way to make everyone pay attention to them before being able to instruct the team as a guide. Their method of seeing through the game's future would probably be manually thinking through every possibility for future paths and seeing which ones are dead ends, backtracking, and retracing a new path from where the old one went wrong. It would take longer for them to find the right choice this way, but the Mage's powers would grow stronger through experience. By the end of the game the Mage will know exactly what to do and when. And since they're a Light player, they would be able to get everyone's attention, unlike Sollux.
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ohmewhatsthis · 8 months
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to any homestuckers out there: my OC just prototyped her kernelsprite with a Kyubey plushie and a Madoka Kaname figurine (magical girl form, specifically)
uh. i have a feeling we're gonna be a bit screwed thanks to that, but on a scale of one to ten how screwed are we?
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giftofclasspects · 5 months
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*get another four characters out of my pocket like really long awaited return bronze coin, random hair, red button, parts of my dignity and shame*
*puts it on ur desk*
i have more
witch of blood (derse+prospit)
prince of rage (prospit)
thief of doom (derse)
lord of heart (prospit)
shortly they are alpha version of others, they are tighter and godtier in the same list, from top to bottom where top first.
godtier analysis and session analysis (maybe? please? i hope i dont worry you too much or overwhelm you. i apologize for doing both of those things and if your uncomfortable just tell me)
-cloud
yes!!! okay, so
a witch of blood manipulated obligations and relationships. they would be a VERY interesting team leader. could be quite manipulative.... when i think of witch of blood, i kind of think of makima from chainsaw man.
Prince of Rage is VERY interesting to think about. I'd say they lean heavily towards toxic positivity, since they destroy rage and chaos while ghosting hope.
Thief of Doom is going to a matyr. They're gonna be aaaaall doom and gloom. Tries to shoulder on all the team difficulties. You think YOUR problem is bad? Well theirs is worse!!
Lord of Heart is going to be CRAZY. They ARE emotion. They ARE impulses. They have nothing that holds rhem back. Definitely might be a problem child of the group.
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selamat-linting · 10 months
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Session Analysis #1
Players :
Witch of Hope, Bard of Mind, Page of Space, Sylph of Time, Thief of Life, Heir of Rage.
(note : this is largely based off fanon and speculations so take it with a grain of salt)
The Session's Peculiarities :
The presence of the sylph indicates that "time/death/endings" has been broken in their session. This could mean many things, from something as simple as the lack of time before the reckoning started or even an error in the skaian systems that could potentially disturb the stable timeloops needed to set up the game properly. Another example of the aspect being broken could be that time moves differently in prospit or derse, or even the quest planets the players are on, causing chaos throughout the session. It is the sylph tasks to mend this.
Other than the potential time problems this session might have, they also has a bard of mind. They represent the instability of their aspect in a session. Judging by how we also have a Page of Space, Thief of Life, and Heir of Rage, this group could have a big problem of having their actually good and well-thought out plans fall apart or thrown into chaos by bad impulsive decisions or interpersonal drama. The players would be fighting each other one minute then switch back to working as a cohesive unit as if nothing bad has happened.
The presence of a witch of hope is also, not exactly a good sign. They are a powerhouse yes, but that means the session will have a disaster where only a massive amounts of hope/belief/positivity shaped to witch's liking would have a chance of averting. This could be related to the heir of rage, this could be simply the clusterfuck of drama surrounding the players, or this could even come from the witch themselves. I could see them as a very naive/positive person who wanted prospit to win without going through bloody warfare with derse, this could potential break the game and doom the session.
Key Tasks :
Frog breeding : Page of Space. They would very much struggle, but its not unwinnable. All they need time and a lot of support. The Sylph of Time and Witch of Hope can greatly help their development. But make sure the Thief are very very far away from them.
Scratch, in case things went bad : The Sylph might find it difficult, but its still doable. The Heir of Rage can give them the needed "moral" support.
The Players' Respective Jobs :
Offense : Thief of Life would be the primary fighter. Bard of Mind could be a good candidate as well because of their powerset, but their wildcard nature could bring uncontrolled chaos in the battlefield. Sylph of Time as well, but they might be too busy helping frog breeding and fixing the timelines of the session to be a primary fighter. To be fair, the Page of Space, given the time and support, would be a super versatile player that could rival even the Thief of Life. All in all, when it comes to fighting, there's not much to worry. All of the players can be relied upon especially with Heir of Rage and Witch of Hope providing them with support.
Defense : Bard of Mind can act very well as a deterrent to enemies who want to gather information or sneak up on them while they least expect it. The Witch of Hope as well, despite their apprehension to conflict.
Healer : Witch of Hope and Sylph of Time. Again, the Sylph might be too busy helping the Page (they have no knights) and might even have to patch fucked up timelines and take care of stable time loops and deal with the fighting, so Witch of Hope would use the power of their 🌈imagination✨ to heal their players. They also could act as moral support and mediator for everyone. All in all, theyre very involved in the wellbeing of the players. Let's hope the others took care of the Witch just as well.
Guide : A big weakness is that they have no Knowing classes like Seer or Mage. What makes this worse is that the aspect of Mind in their session is also unstable. The Sylph of Time can make up for this weakness by being the guy who leapt through time and advise everyone in the past or future to make sure better choices. Aside from the Witch, the Sylph is the second person who have to work overtime to save everyone.
Support : Page of Space, and Heir of Rage. The heir is simple enough, they could provide their allies with fighting spirit and break them out from stagnancy. Meanwhile, the Page of Space, despite starting out slow, has the very versatile aspect of Space. Again, this session has a potential to be filled with interpersonal conflict and problem players which could hinder the Page's growth, but even if they never reach full potential, they can still help in other matters.
Problem Players :
They're not inherently bad players, but bards tend to have this problem where they end up being puppeted by the narrative as they serve the whims of their aspect and become more of a plot point instead of a person. Perhaps their intelligence, sense of fairness, or even willingness to work together fluctuates according to what would serve narrative conflict. This could mean the other players must keep watch of the bard of mind lest their wildcard tendency end up hurting their allies and becoming a hollow shell of dumb comic relief at best or idiot ball antagonist at worst.
The Thief of Life will clash with everyone. Especially with the Page of Space and Heir of Rage. The Heir of Rage themselves could be driven to go rogue from the conflict, and even oppose the other session players. It is important to keep them separate or mediated by a third party.
Conclusion : Despite everything, they still have a small chance to win. Theyre all strong players. But things will hinge on the Witch, Sylph, and the Page (to a lesser extent) to wrangle everyone and provide foresight. One things for sure, even if they win or not, their session will be filled with ridiculous shenanigans. I wish them good luck.
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Could I have a session analysis? If there's too many players I understand if you don't want to! These are the players: Seer of Space, Heir of Time, Knight of Hope, Witch of Rage, Mage of Light, Thief of Void, Bard of Blood, Prince of Breath, Maid of Heart, Sylph of Doom, Page of Life, and Rogue of Mind.
Sorry that this took much longer than I thought, this was a TON of fun though! Also ended up being extremely long haha.
Oooh this is quite the session! Lots of fun classpects here. Plus having a Time and Space player means victory is at least a possibility. A big thing I notice though, is I feel like a lot of these players might be very “I’m going to go off and do my own thing” kind of sort.
PRINCE OF BREATH:
Right off the bat, an over embracing Prince of Breath is terrifying. An over embracing Prince is one with no limit or consideration for their destruction. There is no control in their destruction and, without even really realizing it, destroy blindly. They have no limitation or restriction behind it, they totally and utterly destroy Breath. Ghosting the worst qualities of Blood and destroying Freedom is the embodiment of a cruel and tyrannical leader, chaining and dragging everyone down so to speak.
On the other hand, there is the under embracing Prince. Too far in the other direction and they are afraid to destroy anything, stagnating and making a futile effort to understand Breath. This Prince yearns for Breath but is so indecisive and wracked with fear that they simply end up doing nothing. Ruled by contradictions, this Prince flounders and ultimately fails.
But those are the bad outcomes. If this Prince can rise to the challenge and temper their destruction, this Prince can be the reason why everyone comes together as a group, they’d easily be best candidate for leader. Destroying that what is making people flighty and distracted, making them focus on their responsibilities. This Prince chooses to destroy their own personal freedom to stick by their friends and allies, stubbornly remaining by their side and doing everything they can to strengthen their bonds. Overall, an amazing ally to have – this player could end up being the stabilizing pillar who unifies the group and smoothly breezing their way through the game. Or, worst case… being the unbeatable final boss, ruling over everything with an iron fist.
BARD OF BLOOD:
Bards tend to be wildcards and are quite hard to pin down: the Bard of Blood especially so.This Bard is indifferent, aloof, and independent. Bards heavily ghost their opposite early on, so they act much more like a Breath player as opposed to Blood. This Bard does not have a sense of personal responsibility and likely doesn’t have anyone extremely close to them, and if has gone on long enough, they’ll be avoidant and uncomfortable around Blood. Without meaning to, they come across as somewhat callous, irresponsible, or unreliable.
Eventually, when their bardic split hits them, they’ll snap out of this superficial and unsatisfying ghosting. Something happens to the Bard in which something that is tied to Blood (connection/bond/unity/commitment/responsibility) becomes something that the Bard wholly throws themself into. Anything is possible, so long as it is something that embodies Blood, something that can’t be detached from, ignored, or independent from. They realize just how much they hate being alone and might try to remedy this with blind devotion or clinging to someone, grasping for any semblance of a bond or a connection. It’s essentially a total 180 to how this Bard was before, they are now leaning wholly into Blood and away from their previous Breath persona.
The line needs to be toed carefully however, they need to not lose themselves to the whims of Blood and be controlled by it, but they can’t just go back to ghosting Breath either. Blindly throwing themselves into Blood or continuing to ghost Breath are both severe hindrances to their growth and their goal. If they can manage that, then with their special and unique understanding of Blood, they will be able to trim its excess and balance it. Being responsible but not forcibly trying to solve other people’s problems, having bonds but not being suffocating or dependent… etc. They could end up vying for position of leader or even be the one who usurps the (possible) tyrannical Prince. They could certainly end up being a core unifier of the group when their revelation and healthy balance strikes!
HEIR OF TIME:
The Heir of Time is an interesting classpect. Time’s close link to death and destruction gives some unique possibility to what changing it for others means, but Time is also familiarity and rhythm. It’s the momentum that propels you forward, continuing to push ahead no matter what. They probably think they have all the Time in the world to do what they want, so not exactly the most reliable in the moment but they’d get it done when they step up. This Heir might face difficulty in getting stuck in the loop of doing the same thing over and over, either due to it just being familiar or for convivence’s sake.
If there’s anyone to spit in the face of inevitability, it is going to be this Heir and this one is likely going to be quite stubborn about it. Just being an Heir is going to give them extremely exact and precise moments of Time that they jump through, and they naturally will remedy situations probably without realizing they needed to. Becoming ending is interesting, perhaps controlling the timeline and changing things to the extent the very outcome changes as well?
No matter what though, the Heir needs to be careful in not being consumed by Time, they are going to behind some MASSIVE changes and manipulating the Timeline to do what’s next. They are extremely action-focused, but someone needs to remind the Heir that patience is a virtue, and they need to pause and stop what they’re doing instead of constantly being swept away by the flow of Time. If not, then they will be caught and consumed by the timeline, doomed, or consumed by constant strife, or even losing themself to Time because of the amount dedicated to fixing things. If they can limit the amount of influence and take hold of it before they are changed entirely or consumed by it, the Heir will be an extremely powerful and versatile ally!
THIEF OF VOID:
The inner machinations of this Thief’s mind are an enigma indeed, as they are a master of being obscured and unseen. Very secretive and mysterious, they are more of a background and behind-the-scenes kind of player, getting things done in stealth and leaving no trace of their presence. This Thief is good as coming across as insignificant and harmless but don’t be fooled – they are extremely talented at misdirection and lying. They are a highly private person, and I doubt anyone would know too much about them, while the Thief would know all about the things a person hides.
Their talent in infiltration and stealth is truly unparalleled, they are the very definition of a traditional Thief! By feigning ignorance, confusion, or casting doubt upon information, this Thief will never be caught. And, even if worst comes to worst, blackmail is always a possible option. They can even steal the mystery or obfuscation of a thing or person, making it obvious and noticeable so it can be taken advantage of.  
This Thief’s struggle lies in their perceived lack of Void. Being unknowable, the sense of mystery, in control of secrets…  this is all very empowering and desirable for this Thief – that is why they steal. But Thieves need to learn to leave their aspect for others, and that means this Thief cannot be hoarding everyone’s secrets and shrouding entirely behind a veil of mystery. If this Thief can work past their own self-doubt and focus more on using their ability to steal in a more-rounded way, there is no better person suited better to espionage and stealth!
SEER OF SPACE:
This Seer is probably one of the most perceptive out of all the classpects and is going to be extremely passive and patient. They are observant, able to keep a broad view of the picture of things. Knowledge of what pertains to Space comes easily to them (though it doesn’t mean they like or are comfortable with it) Depending on what Space means to the Seer, it can mean things like destiny, change, and what the beginning of things are, is easily understood by the Seer.
Their power is extraordinary, being able to see ANYWHERE. They will be able to see everything that’s happening in a general location, picking and choosing who and what to survey. Although they wouldn’t be able to see what lies hidden behind Void (alas, the Thief is too elusive for even the omnipresent Seer to keep track of.) Maybe even due to Space’s creative ties, they might draw exactly what they see or draw guides/maps for their allies to use.
But before they can quite get to that point, they are going to be confused and paralyzed by just the sheer expanse of their foresight. They can see everywhere but when and where should they be looking? What exactly are they looking for? Who needs to be kept track of? They will be very overwhelmed by this, where do you look when you can see it all? They might try to look everywhere at once or even the opposite, avoid looking at all. They already probably had the tendency to have their head in the clouds, trying to remain grounded throughout this will be difficult. They might also be too preoccupied with the present instead of the future.
If they can manage their engagement with Space and not get pushed into devoting their entire being to it, they will be able to provide amazing guidance to their allies. They will be constantly checking in on their teammates and keeping track of where they are and warn them of dangers nearby. They’re like a sentient GPS hahaha, being extremely clear and concise on where exactly one needs to go and what to find. Maybe they can even trace where objects have been or where they will end up! An amazing support to have, and likely a fantastic tactician.
MAGE OF LIGHT:
Mages are fun, though unfortunately one of the more unexplored classes. They will also be extremely perceptive, though, not in the same way the Seer is. While the Seer might get stuck on seeing the big picture and not the finer details, it’s the opposite for the Mage. No detail, no matter how small, will slip past this Mage. Also, while the Seer cannot see through the Void that the ever so enigmatic Thief is hiding themselves in, the Mage might be able to. The Mage will be able to discern which course of action is most efficient and beneficial with ease. Measuring the value of not only things, but people as well, come naturally and easily for them.
Depending on what Light is to this Mage their focus shifts. If Light is fortune and luck, then they know the exact probabilities and no bet is too out there for them to make. They know how likely something is to happen, how likely it’ll be in their favor, and so plan accordingly. If it is knowledge, then, remember how Rose used her Seer powers to look into the cue ball? A Mage of Light likely wouldn’t need the aid, anything not hidden is easily discerned. This Mage has an extensive and impressive comprehension of tangible and information. This Mage wants to know everything but on their terms. They will be conducting their own experiments and research to draw their own conclusions, working tirelessly to experience new things and find new information. Mages are more instinctual and biased compared to Seers, so long as they don’t become disillusioned or too focused on the wrong thing this Mage can find out EVERYTHING.
WITCH OF RAGE:
This Witch is going to be a wild card, and one that’ll put an early Bard to shame with just how unpredictable and chaotic they’ll be. Rage has permeated their entire life, its in how they interact with things, what they like, even present in where they reside! Witches push and break the rules of their aspect, molding it to their will and using it as they want, completely rejecting the expectations of how it should be interacted with. Being stubborn is a common trait for a Witch as is, but mixed with the aspect of skepticism and refusal??? You likely won’t be able to tell them to do anything, they are rebellious and defiant to a fault.
But this rebellious and defiant nature isn’t necessarily the bane of the group, the Witch could do a lot of good with it. Actively changing negative emotion could be a great boon to their team, channeling the negativity into something beneficial. Empowering the negativity amongst their enemies to cause utter chaos in the ranks, this Witch will be one to be feared in combat. The Witch won’t ever give up, being able to enrage and pacify themself as they please to continue the fight. Changing negative emotion can cause utter chaos within enemy ranks, making victory swift and easy for those on the Witch’s side.          
The Witch needs to keep these destructive urges in check though – they need to control and limit the sheer influence their aspect has over them. An over-embracing Witch of Rage is truly a terror, with them letting chaos reign and amplifying everyone’s fears to an extreme. If they can manage to keep the destruction under wraps and not be worn down, there is nothing holding the Witch back from making chaos reign amongst their foes.
SYLPH OF DOOM:
This is an intriguing combination for a Sylph. Like the Witch, their aspect has permeated their life – in this case, Doom. They’re going to probably be the most level-headed and responsible of the group, always being the voice of reason and being realistic about things. Being tied so deeply to limitations and rules, they might be a “goody two-shoes” so to speak, following rules and such very strictly and expecting others to do the same. Which… depending on their characterizations and motives, the Sylph and Witch could come into conflict quite a bit due to their differing views.
The Sylph will still be able to heal, it’ll just be a different kind of healing than what is traditional or what is expected. Providing comfort to allow those who have been hurt so they can move on and grow, ending that which is no longer needed, causing death and decay to fade away… They will also be able to create limits to prevent the others from pushing themselves to the brink. Doom can be used in many good ways! Making Doom for their foes is awesome too.
Overall, I feel like the Sylph is going to have a huge role in the group, for better or for worse. Conflict with the Witch is a likely possibility, and the Sylph is going to be very displeased with the Bard’s irresponsibility early on. Sylphs tend to be a bit meddlesome, but this Sylph needs to make sure they don’t cross into being downright invasive. Focusing on helping the Maid and Rogue will be excellent for their journeys but the Sylph will need to stay out of the Page’s. Care will need to be taken that this Sylph does not get burnt out, because they themself might get pushed to their own limit. The Sylph will be an incredibly important teammate, and if they are respected and allowed to shine, will keep everyone safe and protected.
KNIGHT OF HOPE:
The Knight is going to have their title cut out for them in this session. It is believed that Knights serve what there is little of in their session, in this case, Hope. Their teammates lack in optimism and harmony, maybe being full of negativity or overall limited in perspective and belief in possibilities. The Knight then must utilize their aspect to the maximum to make up for this, being a source of optimism, idealism, and positivity for their teammates. They will be the one to keep spirits high, and while they are happy to do so, that is also a lot of pressure to be under.
The Knight is probably an optimistic and just a happy person in general, having complete faith in themselves and their companions. Possibly due to being so open to new things, they may be easy to lead astray or take advantage of, maybe being a bit naïve. Likely a big dreamer or prone to flights of fancy, they believe anything is possible and may end up chasing after something simply impossible. It will hurt them deeply for them to experience it, but it can be turned into an opportunity of growth – being more critical, realistic, and dedicated.
Eventually though, the Knight will need to confront their struggle. Their façade cracks, their image is shattered, or they simply become disillusioned. What has once been something fantastical and amazing has merely become a means to an end. Their strong convictions have now wavered, and they are unsure of what they dreamed for and their own potential. They question everything they have ever believed, and this is going to be incredibly hard on the Knight. With how the Knight has given and done to help keep the team motivated and positive – stable! it is now time for them to support the Knight through their crisis. If they can do that, then the Knight will be able to readjust, reaffirm their beliefs and faith, and help bring victory to the team. Empowered and protected by the very belief of their allies, the Knight is going to be an unstoppable juggernaut.
MAID OF HEART:
The Maid will be reliant on their teammates for their aspect, maybe being pushed around or even treated like a doormat. With their aspect being Heart, their journey is going to be related to it. They’ll likely be relying on others to tell them who and what they should be like, molding themself in accordance with what others say. Maybe they let others dictate what they should be passionate about, care about, and maybe, who they are at their core. Perhaps their guardian is trying to force them to be a certain way, pressuring for them to pursue something, completely disregarding the Maid’s wants and personality.
For the Maid to grow in a healthy way, they’ll need to rely on themself for Heart. They’ll stop, realizing that others don’t control who they really are. Others do not define them. They can be whatever they want to be, they can find out what they love and hate, they’re the one in control! They have the power and the will to do what they want and be the person they really want to be. They’ll create their OWN sense of self and dedicate themself to their new passions. They’ll be more impulsive, instinctual, they will become their true self no matter what, letting nothing get in their way of their newfound sense of self.
Maids are already passionate about their aspect, so the Maid of Heart is doubly so. They are an incredibly emotional, caring, and truthful person. Making Heart can go a lot of ways, they could even be a vessel for more than one soul. Being able to create souls and mend them, the only limit to this Maid’s power is their imagination. Nothing is going to stand in the way of the Maid, not anymore.
ROGUE OF MIND:
Rogues are a fun sort! They tend to have difficulty coping with their aspect, thinking that they can’t handle it or that it is useless to anyone but themselves. They also tend to isolate themselves using their aspect or by trying to isolate themselves from it. The Rogue will likely start out being very uncomfortable and unsure of their capabilities, believing that their emotions override their judgement even when its not the case. They might doubt their own intelligence, dodging questions, and decisions, letting other people answer them instead.
But the Rogue needs to realize that their relationship to Mind is special. They need to moderate and understand their aspect for a healthier relationship with it! Most importantly, they need to share it with their allies. Their aspect is valuable, and they ARE talented and capable with it! By doing so they’ll make the choices that others struggle with, they are malleable – able to account everyone’s ideas and piece them together into a cohesive and workable plan, as well as being able to steal Mind to give to someone else. Telepathic thought sharing is one possibility of their power.
So long as the Rogue doesn’t get too isolated, you have a masterful strategist and someone who is forthright and has full trust in their judgement. They will need a little help in getting there though, as the Rogue is not going to have very high belief in themselves or their judgement. The Knight will be especially helpful in this journey, as they will prevent them from sinking too far into self-doubt and pessimism.
PAGE OF LIFE:
Ahh, the Page. With Pages have idealized personas and tending to shut themself behind it as well as having one of the most difficult challenges to mastery, the Page’s journey is a long and difficult one. With this false confidence they start with, the Page might believe they’re the hardest worker of them all and they never give up when… they’re not that determined. They never push past the roadblock in their way, everything is handed over to them on a silver platter, but they’re convinced it was all their doing in how they accomplish things. Their deficit of their aspect could show in several ways – maybe they’re sickly or frail, protected by their privileged, coddled by a wealthy family, or maybe even the opposite of those things – like being poor or having a low social standing. Either way, they overcompensate for the lack of Life.
The Page needs to accept the reality of their situation, hopefully the others will help them with this. The Bard and Sylph are well-intentioned but will accidentally cause a lot of damage and hindrance in their path of growth. Someone grounded and won’t coddle OR push the Page too hard would be best to assist them. They’ll have difficulty growing or changing, but once they see the consequences of their actions, the Page’s journey will begin.
Once they can admit their mistakes and refuse to give in, this is when the Page will experience an explosive growth unlike anyone else. If they can endure this difficult path and persevere, this Page will be capable of INCREDIBLE things. Nobody quite has the potential like a Page with the very aspect of growth. There’s little that will be out of reach for this Page, authority and nature bending to their will with ease.
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So, all in all, there’s a few things this group needs to watch for. I brought up the possibility of a lot of solo pathing going on but, in the end, only 3 of the group seem like a problem: The early Bard’s fickle and capriciousness, the Thief’s lone wolf tendencies, and the Witch’s rebelliousness can cause issues. Depending on if/when the bardic split occurs and whether they mature, the Bard won’t be an issue. I can’t really predict anything about the Witch, I can see them just deciding to go along with it or adamant refusal in equal measure. The Thief though, they may need some convincing. So long as one of the team members makes a genuine effort to assure the Thief and there is no general conflict over the Thief’s values/nature, then they will be a part of the team. Otherwise… it’s going to be borderline impossible to keep tabs on the Thief due to being shrouded in Void.
The Knight and Sylph are going to be under a mountain of pressure, the Knight desperately trying to keep the team from giving into despair and the Sylph having to act as a voice of reason as well as an appropriate level of meddling in helping the Seer, Rogue, and Maid. They’re both at risk of burning out, hopefully their teammates won’t be constantly pushing them to their limits, they’re pillars of stability for the group. If either one of them falls, then the foundation of the group will falter.
Without knowing more specific details – I’d say this session could go extremely well. There’s the matter of over-embracing, under-embracing, and being true, though. Not everyone reaches god-tier, fewer are realized and true. Regardless, I’d say this group has a good chance of thriving!
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classpectanon · 1 year
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Could you make a session analysis of a mage of doom, prince of time, seer of space, thief of mind and a rogue of rage please? It's alright if you're busy and cant make it
sure. let's break this down.
the mage of doom would have an intuitive understanding of doom, the inherent suffering and misfortune in their session. they'd likely be able to foresee negative outcomes and steer the team away from them. however, their role could also lead them to feel overwhelmed by the weight of their knowledge, often being the bearer of bad news.
prince of time is an interesting one. princes are known for their destructive tendencies, and with time as their aspect, they'd have the power to destroy time or destroy through time. they could erase events, change timelines, and possibly even 'kill' time. their abilities would be crucial in a pinch, but they'd also run the risk of causing more harm than good if not careful.
the seer of space is your mapmaker, your scout. they'd have an innate understanding of the physical universe and its mechanics. they'd help the team navigate the session, finding the best paths and solutions. as a seer, they'd also be able to foresee potential outcomes related to their aspect, providing critical strategic guidance.
the thief of mind would be able to steal knowledge, understanding, decision-making skills, or even mental stability from others. this can be used for their own advantage, potentially gaining more knowledge or insight than their peers. however, there's a risk of them becoming manipulative or overly self-serving.
and finally, the rogue of rage. rogues redistribute their aspect - in this case, rage. they could take anger, frustration, or even violent tendencies from one place and give it to another. this could potentially be used to defuse tense situations or stir up emotions where needed.
in summary, this session has a lot of potential for both strategic planning and chaos. the seer of space and mage of doom could work together to chart the best course, while the thief of mind and prince of time could either be a powerful combo or a ticking time bomb, depending on their choices. the rogue of rage would serve as an emotional barometer, helping to manage and redirect the team's emotions.
you'll want to watch out for interpersonal conflicts and make sure everyone's on the same page. the team's success will heavily depend on their ability to communicate and work together. good luck.
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hungeringheart · 7 months
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Can i request an analysis of a two player session between a thief of time and a heir of space?
Ooh, goody gumdrops, I quite like this matchup! Not just for being short to do (so that I can bring you what you'd like sooner) but also because thief and heir is an underexplored dramatic pairing; people see John and Vriska in canon and decide they must be all there is to say.
They aren't!
Let's delve a little bit into some things.
Dramatis Personae
I know it's just two characters! But let's humour me anyway:
Thief of Time
Heir of Space
The Lay of the Land
So first of all, let's make a note of the fact that there's only two players in this game. Since this is a canon distribution of aspects (Calliope and Caliborn also had them) we may be reasonably confident that the other aspects are present but secondary. If you squint, you can sort of make out that the symbolic purview of all the other aspects people read as negative or restrictive (doom, rage, void, blood, maybe mind) is folded into Caliborn's Time, and ditto the positive for Calliope's Space. The bare-minimum mechanical aspects, when alone, may contain the seeds of realization through and integration of minor manifestations of the others.
But, of course, only if you'd like them to.
On a very plain textual level, we are directly informed here that Space is abundant but in decline (it has and is grooming an Heir), whereas Time has declined so far that it seems reasonable and opportunistically valid to be a Thief.
Where shall we go?
This is a suitable arena for some high octane heroism! Whereas I once played a two player session with a Witch of Doom and Rogue of Void, and that was fairly slow-paced due to taking place in the detritus of a mostly dead MMO/ARG SBURB instance that was still online enough to be kind of winnable, I think in this game things go quite fast at first (until the Thief starts to do their thing, anyway).
"Space in Decline" can be read as the Terrors beginning their work on the edges of the universe... which might be the real Time constraint, here. But with an Heir of Space, maybe things could be different.
Heirs tend to have a Noun and a Nouny Thing related to their aspect, an elemental force and a power - the Breeze and the Windy Thing, the Lifey Thing and whatever Feferi's noun was.
In this game it may be assumed that there is a Frog Temple, as well as a Space Noun (perhaps then the Space powers are represented by a Lotus, like a spirograph) and the accompanying Spacey Thing (or Bloomy Thing -- Space is also potential) -- but stay with me here as we imagine that the Frog Temple is one thing, and the Space Noun related to the Spacey Thing is another, maybe not on the Heir's planet at all.
Suppose this very useful Noun were in the Ring? Suppose one of the tests of Heirhood here were being able to find your way to this place, and receive your inheritance? Suppose that the Spacey Thing somehow emanated from and reflected the nature of the session and the Ring? Suppose it was a key to communing with the Horrorterrors, who after all are really only terrifying due to existing in more dimensions -- something the Heir grows into as well, anyway?
Suppose that that let the players negotiate time for themselves from the Horrorterrors?
That would be a very interesting dynamic between Heir and Thief indeed, and it would still follow the canon implication that Heirs tend to improve and rehabilitate the Thieves they're around, whereas Thieves can help Heirs come into their own...
But that's the Heir. What about the Thief, what's it mean to steal time and rhythm and traditions and so on?
Well, I think at first they probably literally want to steal from their Denizen. What does their Denizen have that they want?
You could say the Scratch Construct, or a key for it (like the Quills of Echidna). You could also say, if your universe is safe, that what's at stake is really the principle of the thing -- and that the thief might be using their understanding of time to outsmart or usurp their denizen.
What if that's really what the Denizen wants all along? That would add some nice symmetry - the heir steals from the Ring thinking they're claiming their due and has to figure out communicating about that, the thief thinks they're stealing and fighting a bad system and actually they're being actively taught the skills they need to outfox the Denizen and claim their big whatever it is.
I think in this case the Terrors and the Denizens would play a bigger, more connected and interesting role, but as always, it's up to you what that role precisely is.
The players, after all, have their hands quite full already... :)
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