Hik | They/Them | Aspiring IF writer, we're workshopping stuff rn | Expect project related art now and again
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I’m so jealous of Frieren and her ridiculously big burger
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okay okay i can close some tabs i don't need this google image search of "pear trees"....well you never know actually
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i want to talk about my ocs but im literally this image. i got nothing

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Suevi is an interactive fiction WIP - Prologue out now!
This story is about finding love and surviving in Ancient Rome... as a Germanic slave.
[Demo Link]
Prologue - 5.5k words (without code)
Chapter 1 - 21.5k words (without code) - added June 8th 2025
[genres: romance, historical fiction, low fantasy, dark]
This book is for mature audience only (18+). It's currently still in early development and everything released is subject to possible change. The book will contain mature themes like slavery, abuse of any kind, sexual content (mostly optional), death of people and animals (the latter for food and sacrificial purposes), diseases, suicidal ideations, homophobia, transphobia, body dysmorphia, possible self mutilation, swearing, attempted non consensual intercourse (this is not a definitive list of triggers!).
There will be trigger warnings at the beginning of each chapter.
This is a work of fiction. Wherever possible and plausible, I incorporate information that is available about how Germanic tribes lived, how Germanic slaves were treated, what life in a Roman city looked like etc.
However, especially about the Germanic tribes, and about the timeframe I chose, there is only very little information. They did have runes but only used them for ritualistic purposes, never to write anything down; they had no written languages. Because of that, actual legitimate information is extremely scarce, and the information that we have is mostly written from an "enemy" point of view - the Romans.
I might somewhat substitute with things we know about the vikings, which technically also were Germanic tribes, but they lived quite some hundred years after the timespan I aim for the main story of this IF to be set in (which is essentially shortly after/around 14 CE).
Other choices and possible changes of actual facts/information about the historical times and people are made for flavour and for the readers' comfort.
After a skirmish close to the Roman border, you are captured and transported to a city. Your capturer forces you into slavery and sells you off to a patrician family — wealthy Romans, in social and political standings only underneath the Emperor.
Desperately you try to adapt to these new circumstances — you don't even speak their language, know nothing about their culture... It's a whole different world for you. At first, you struggle to even communicate with the people that call themselves your "familia". Will you manage to live amongst them, or will you refuse to obey the rules and orders you are unfamiliar with?
What will your fate be? Will you stay with your new family, will you try to escape to your old family, or will you look for a better future elsewhere?
Will you try to abandon old beliefs and adapt to new ones? Or is the hold of the old Gods too strong on you to let go?
And what role does the person who enslaved you really play in all of this?
Customize your own Suevi — choose your sex, gender, sexuality, looks, the God you mainly pray to and your former occupation (depending on the tribe you are from).
Pick one of five love interests (includes one poly option):
Ing (Ingunn/Ingram), the quiet and angry Cherusci servant (m/f) [Tropes: Friends (to Enemies) to Lovers // Clueless Love // REDACTED]
Aquila (always named Aquila), the cheerful, friendly Roman artist (m/f/nb) [Trope: Sex first, feelings later — Fast burn fling, Slow burn romance]
D (Dewognata/Dagomaros), the Gaul weaver with a tragic backstory (m/f) [Tropes: Rescue Romance // (Not so) Secret Admirer]
Nefer (Nefertari/Neferkare), the chronically tired, sarcastic Nubian merchant (m/f) [Trope: Secret identity/Dark secret]
Xen (Xeno/Xenon), the gentle and wise Greek teacher (m/f) [Tropes: Single Parent // Child as matchmaker // Age gap]
Poly option: MC x Ing x Aquila
Find love, have a good time with no strings attached (flings!) or just do your own thing (and hopefully escape slavery).
FAQ
Support me on Patreon (extra content and early access!)
Support me on Ko-Fi (extra content and early access!)
Buy me a coffee (and have my eternal gratitude <3)
Popular tags (for each RO, RO reactions etc.)
Physical description RO's
RO Moodboards
Play the demo here!
Immersive playlist (Youtube Music)
Also, this is my first IF and I haven't written anything major really for the past 10 years — so I might be somewhat rusty in some parts and completely new to other parts (namely, ChoiceScript). If you have tips, tricks, resources to learn/get better and constructive criticism, or you found any bugs or mistakes in my demo, I'd love to hear from you!
Thank you so much for reading, I hope you'll enjoy my story!
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When writing a character struggling with shame
Shame isn’t guilt. Guilt says I did something bad. Shame says I am something bad. It’s corrosive. It rewrites self-worth. And most of the time, it whispers, not screams.
✧ Start with silence. Characters carrying shame don’t confess it on page one. They avoid. They deflect. They joke. They become perfect. Shame thrives in secrets. Let it fester before it speaks.
✧ Show the disconnect. They don’t feel lovable, even when they are. Compliments bounce off them. Praise feels like a setup. They think kindness is a trick. Show them flinching at affection.
✧ Give it a backstory. Shame doesn’t appear from nowhere. Maybe they were told they were too much. Not enough. A mistake. Shame is always planted by someone else, then internalized. Find that origin moment and make it hurt.
✧ Let them sabotage good things. They get a healthy relationship? They run. They succeed? They downplay it. They get seen? They shut down. Shame convinces people they don’t deserve good things and they’ll act accordingly.
✧ Body language matters. Hunched shoulders. Arms crossed. Averted eyes. Shrinking into themselves. Shame has a physical posture. Write it.
✧ Watch their inner voice. Shame doesn’t sound like “I’m the worst.” It sounds like “Why would they care about me?”or “Of course I messed it up.” It’s casual. Constant. Cruel.
✧ Make healing slow and clumsy. Shame doesn’t vanish after one pep talk. It takes safe spaces. Relearning. A lot of awkward baby steps. Let your character accept one small good thing and then panic about it later.
✧ Let them rewrite their own story. Eventually, they’ll have to look at who they were and say, “Even then, I was trying. Even then, I deserved love.” Let them get there. Let it be earned. Let it feel impossible and then let it happen anyway.
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In a world where certain powers are branded as curses, those who bear them are quietly erased from public life—sent to an isolated institution disguised as a prestigious “private school.” There, they’re taught to suppress their abilities. To be safe. Palatable. Normal.
But behind the sterile courtyards and ever-watching eyes, something festers. The halls echo with stories no one dares to repeat. And some students… simply disappear. No one talks about them. No one asks. Staff gets colder, and the rules get stricter.
You are one of the cursed—harboring a truth even the institution doesn’t understand. As the cracks begin to show, you’ll uncover secrets buried beneath concrete and silence. But the deeper you dig, the more you risk losing yourself—to the power inside you, and to the place that wants to bury you with the rest.
Because here, being cursed isn’t the worst thing you can be. Being noticed is.
“They say it’s harmless, and I let them believe it. But if they ever saw what it costs me to stay this quiet… they wouldn’t just scream. They’d disappear.” — MC
Genre: Dark Academia, horror, mystery, supernatural, thriller.(+18)
Demo Release : To Be Announced

Customize your main character’s gender, appearance, personality, and sexuality.
Your choices will shape the MC’s purpose, morality, and ultimate ending.
Rebel against the system—or conform to survive.
Romance, befriend, or antagonize one of six uniquely powerful individuals.

Hadrian – 20 (He/Him)
Power: Can temporarily raise the dead, though they only obey him while reanimated.
Personality: Calm, burdened, protective, emotionally distant.
Appearance: Ash-brown, slightly wavy hair kept medium-length. Deep forest-green eyes. Pale skin with dark under-eyes and pronounced eye bags. 6'3
Style: Minimalist and somber—black turtlenecks, layered coats, heavy boots. Wears a silver ring on a chain from someone important.
Mannerisms:– Stands still while others move, like he's observing. Rarely speaks. Avoids eye contact when emotional. His hands are always cold.
Quote:
"You shouldn’t follow me into the dark. Not everyone comes back from it… and I won’t be able to pull you out."
—
Fenric – 22 (He/Him)
Power: Sees others’ fates and can alter them—at the cost of self physical harm.
Personality: Brave, impulsive, stubborn, self-sacrificing.
Appearance: Jet-black, slightly messy short hair. Piercing icy-blue eyes that shimmer when his power activates. Deep tan skin with cool undertones. 5'11".
Style: Urban-street layers—hoodies, worn sneakers, bandages. He wears a thread bracelet, knotting it each time he changes a fate.
Mannerisms: Winces at visions. Bites his cheek when frustrated. Uses sarcasm to mask pain. Frequently checks the time.
Quote:
"I already saw how this ends. But hey—just for you, I’m willing to rewrite it… no matter the cost."
—
Elias – 19 (He/Him)
Power: Feeds on strong emotions—leaving others drained.
Personality: Charismatic, sarcastic, intense; a wild card.
Appearance: Thick, tousled chestnut-brown hair. Hypnotic amber-gold eyes. Warm caramel skin with sun-kissed undertones. 6'1".
Style: Ripped jeans, vintage tees, layered jewelry. Smells of smoke and sandalwood. Has tattoos that seem to subtly shift in certain light.
Mannerisms: Smirks constantly. Leans close when emotions are high. Always fiddling with a lighter or coin.
Quote:
"Careful, darling. Feel too much around me, and you’ll be left emptier than you knew you could be."
—
Lira – 21 (She/Her)
Power: Sees the future in her dreams.
Personality: Quiet, introspective, emotionally distant.
Appearance: Long, straight silvery-white hair, usually worn loose. Pale lavender eyes that glow faintly in sunlight. Porcelain skin with cool undertones. 5'5".
Style: Ethereal—flowing skirts, high-collared blouses, shawls. Often barefoot indoors. Wears a crystal pendant for protection.
Mannerisms: Blinks slowly while thinking. Hums to herself. Sometimes pauses mid-sentence when experiencing a vision.
Quote:
"I dreamed of you before we met. You were smiling… but the world around you was falling apart."
—
Nova – 24 (She/Her)
Power: Can twist or erase memories
Personality: Loyal, stubborn, protective, combative when provoked.
Appearance: Dark auburn hair tied back in a practical ponytail. Sharp hazel eyes flecked with gold. Deep brown skin with warm undertones. 5'9".
Style: Tactical streetwear—cropped jackets, combat boots, hidden pockets. Wears a utility belt at all times.
Mannerisms: Crosses her arms when thinking. Instinctively positions herself between others and danger. Rests her hand near her hip, ready to act.
Quote:
"I’ll protect what matters—even if that means taking something from your mind you weren’t ready to lose."
—
Selen – 20 (She/Her)
Power: Controls and manipulates emotions.
Personality: Calculating, cunning, deeply wounded by past rejection.
Appearance: Blonde hair, sleek and shoulder-length. Cold gray eyes. Smooth, cool beige skin. 5'7".
Style: Dark elegance— loves makeup, bold lipstick, sleek eyeshadows. Wears an intoxicating perfume. Can't go anywhere without her phone.
Mannerisms: Smiles when angry. Tilts her head while reading people. Uses touch strategically—to comfort or unnerve.
Quote:
"Don’t flatter yourself—I don’t need powers to make you feel something. I just know exactly which part of you to break."

Content Warning:
False Grace explores dark and mature themes, including emotional manipulation, trauma, mental health struggles, death, institutional abuse, gaslighting, and body autonomy.
May include references to:
Psychological distress
Violence and blood
Graphic depictions of death and corpses
Emotional and memory manipulation
Themes of disappearance, isolation, and loss of identity
Sexual content (optional)
Player discretion is advised.
—
If you’ve made it this far, thank you.
This is my first original interactive fiction—and honestly, my first original work ever. (I also don't know how to English cause....yeah..) I used to write fanfics (but we don’t talk about that…), so diving into something this big has been both terrifying and thrilling.
False Grace is still very much a work-in-progress. I’m learning as I go—coding, design, pacing, everything—but this project means the world to me. It’s my biggest undertaking so far… and probably my angstiest, too.
I’m nervous to share it, but also so excited to share it with the rest of you (hopefully soon)
@interact-if
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As a kalalav (death flower) harvester, you live and work in the holy land of Duutrepia. You've known nothing else since birth. The merciless disease's agonizing grip, your burning rage, and the crimson flowers—all share a grim connection. You don't know what freedom means. Will you ever get the chance to become your own person? But what will happen when the Abyss Forged descend? Cruel, demon-like creatures who have intelligence. This speaks of trouble for you and the other elves. They talk about the rightful gods, who will soon return and rule over the realm of Sar'saris.
The IF will discuss the following topics and a few others that some players may find uncomfortable. Please read at your own risk. ➤ Slavery ➤ Pregnancy ➤ Hunger ➤ Mental, physical, and emotional abuse ➤ Familial issues ➤ Blood ➤ Gore ➤ Anxiety, depression, and suicidal thoughts ➤ Deaths ➤ Animal deaths ➤ Child deaths ➤ Religious themes ➤ An oppressive atmosphere (especially in the starting chapters) ➤ Lack of freedom and detailed mentions of dominance assertion
You can choose your MC's: ➤ Gender (Female/Male) ➤ Eye colour ➤ Skin colour ➤ Hair colour, hair length, and hair type. ➤ Height ➤ Outfit ➤ Main Path (Rage/Compassion) ➤ Religious Belief (Believer/Disbeliever) ➤ Relationship Path (Shy/Flirty) Note: There are a few hidden stats that don't show in the stats menu, but they will affect the game's plot mildly and majorly.
YLVERAS/YLVERA CAISYS: The famed dragon rider hailing from Duutrepia. Composed and genuine. Though quiet, their eyes speak volumes. They burn with an intensity of untamed fire. What a curious individual. IMRAI/IMRA RORA: The descendant of a long line of oracles. Though when one first sees them, it's quite difficult to believe that fact. Charming and flirtatious. However, their actions don't match their words sometimes. What is their actual goal in life? KATRYK/KATIR GRERA: The leader of the association. They desire nothing more than power, fame, and money. Confident and goal-oriented. However, their expression sometimes tells a different story. They require something else, something different. SYV/SYVI WYNDI: The exiled noble from Hishuy. They observe from the shadows and don't seem too fond of forming relations with others. Haughty and introverted. The scar on their porcelain face tells a painful story.
A few notable side characters are: ELANIL ARAVBI: Your mother and a gifted healer. She's kind, caring, and adores you more than anything and anyone in this world. But your beloved guardian is hiding a secret, one she isn't ready to tell you yet. NALAEA EKRAS: The esteemed alchemist from Neptule. She's playful and incredibly smart. Nalaea dreams big and has many hopes for herself. You wonder just how many of those will come true for her. THEDOMAR ALTRIS: The fearless gunslinger and Nalaea's partner. He's always seen walking around with a self-assured grin and looks like nothing in this world will ever shake him. NUUVIAN NORVAN: The sarcastic yet talented healer. His witty nature and sharp tongue make up for his short height. Nuuvian takes pride in his ability. You can drop the fear of dying when he's there.
➤ PATREON • MONTHLY PROGRESS REPORTS
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DEMO RELEASE DAY
DEMO LINK | INTRO POST | ROMANCE OPTIONS
The Garden of Bones demo is very much in-progress and it will undergo more edits as the story continues. I also plan to continue upgrading the CSS and aesthetic of the game right alongside everything else! EVERYTHING is subject to change and nothing is final, especially the worldbuilding.
So expect some retconning and even small personality changes for the ROs as the story moves along...
There is at least one known error that I'm working on where you might get a repeating passage, but it won't break the game. Also it's not currently mobile-friendly although I anticipate adding that with the next update, so you'll need to play on a different device for now!
That said, I'm very excited to present the first chapter to anyone who might wish to play it! I've been working on this project since October and it feels great to finally have a shareable version.
I hope you enjoy version 0.1.0!
IN THIS DEMO
Design your character.
Catch the eye or ire of the Younger Twin.
Earn one of three achievements - maybe.
Flirt - or don't.
Be friendly - or resentful.
Unlock a journal page.
Endure involuntary imprisonment.
Try to remember what you've forgotten.
Play approximately 45 minutes of the game.
FEATURES
50,000+ words
a few original background WIPs
journal page under construction
4 in-progress personality variants
one hidden achievement
MUSIC + AUDIO
The soundscape is important to the experience I'm attempting to cultivate for you and my beta readers have really enjoyed it, so my earnest recommendation is that you give the audio at least one chance to win your affections - but if you aren't someone who likes music in your IF games or you have your own playlist, you can always mute the game!
NOTES
Ignore if you don't want any spoilers!
If you're hoping to befriend (or romance) the Younger Twin, don't sweat too many of your decisions in this chapter... within reason. Most of your attempts will be deflected by their natural inclination to hate everything.
That said, you can definitely make them hate you slightly more.
If you were hoping to meet the Elder Twin you'll have to wait a bit longer - but that doesn't mean won't get any information about Z in the first chapter!
This is all early access, my first attempt at coding anything ever, and my very first IF, so please be kind! You can read the intro post HERE or jump straight into the...
DEMO
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Well of The Divine - a work in progress Interactive Fiction Story
Well of The Divine is a 18+ fantasy text-based game built using ChoiceScript. Rated 18+ for explicit language and optional sexual content.
This is my first time writing anything in ChoiceScript (first time coding in general) so please bare with me as I learn and thank you for your patience 💛
The Well of The Divine has been compromised. Once the source of the Gods strength, it is now closed off to them leaving them truly vulnerable for the first time in their long existence. They are scared.
What does this have to do with you?
Found as a new-born, abandoned by those that brought you into this world, you never knew your birth parents. Only those who took you in. The problems of the Gods had never involved you until now. Divine blood flows in your veins. An encounter with your Godly parent brings death to your village. Those who hunt the Gods have come for you too.
Now, who are you?

Features:
Play as male, female, non-binary or trans, straight, gay, bisexual or asexual
Customise your character's appearance and personality
Learn who your Godly parent is from one of five options
Gather allies, both divine and mortal to travel with you
Forge relationships with your companions, friendships, rivalries and more
Choose from five romance options to pursue, creating a deep romantic or platonic bond
Improve your skills including your control over your demigod powers
Discover who is hunting you and decide the fate of the Gods

DEMO: TBA
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*emerges from the other room covered in blood* you should see the word document
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--The hungry mouth of Bridehall Manor lets out its clarion call. You have been compelled to answer.
You play as the youngest child of the Simonson family, born out of infidelity-- a perfect Victorian scandal. Due to your unfortunate birth circumstances, your parents have decided to send you away to take up a position as head housekeeper/butler at the remote Bridehall Manor after the previous one's untimely (and altogether strange) passing. You expect your time in the mansion in the Catskills of New York to be uneventful and isolating.
You'd be wrong.
The longer you stay at Bridehall, the more secrets you find hidden behind its mahogany doors, beneath its ornate wallpaper, under its rich hardwood floors, and especially within the denizens of the house themselves.
Just be careful not to drown in the deep, deep black of its shadows.
+ Customize your MC-- what's their attitude towards society? How do they feel about working at Bridehall? What are their thoughts on the supernatural?
+ Also, choose your gender,* interests, personality, name, and more.
+ Discover more about the (troubling) history of Bridehall and the people that have lived in it.
+ Experience the world's most uncomfortable carriage ride.
+ Romance 1 of 5 ROs-- the matriarch, the minister-in-training, the runner-up, the major, or the phantom.
+ Befriend those who live there, or make enemies. Connection is a fragile thing, especially in a place like Bridehall.
+ Blood sacrifices! If you're into that sort of thing.
TW: Gore (not extremely descriptive), mentions of infidelity, violence, brief suggestive content, mentions of animal death, mentions of drug use. This IF is recommended for those 15+.
================================================*Disclaimer: Because this IF is inspired by the 1880s, gender roles are still sort of a thing. There is an option to play as femme/masc non-binary, but based on your presentation, that affects whether you are the housekeeper/butler and how you are treated in society. However, there will not be any transphobia/intentional misgendering in this IF. It's just not something I want to write. I'm not non-binary myself, so I'm very open to suggestions on things to change relating to this topic.
================================================
🌑Harriet Margrave -- the matriarch -- (she/her) {FMCs only}
| Assured. Respectable. Intimidating. The wife of Amos Margrave, although she doesn't like it when people bring it up. She runs the house, some might say with an iron fist. She seems to have taken a dangerous liking to you.
| However, beneath her strong, cool exterior, she's not all that she seems-- you catch glimpses of something dark and curious lurking. It's up to you to decide whether it should never see the light of day or, perhaps, to be consumed entirely by it.
| Harriet is in her late 40s, with ash brown hair always kept in a neat, complex updo and deep blue eyes that shift with tones of green in different lights. She has a light but rosy complexion and stands at around 5'7. She tends to wear a lot of black, as if she's in perpetual mourning, although she doesn't mind an occasional blue accent.
"Low and deep Spake in mine ear her voice: "And didst thou dream, This could be buried? This could be sleep? And love be thrall to death! Nay, whatso seem, Have faith, dear heart; this is the thing that is!" Thereon I woke, and on my lips her kiss." -- snippet of Assurance (1887) by Emma Lazarus
================================================
🌒Ansel Margrave -- the minister-in-training -- (he/him)
| Flighty. Devout. Gentle. A hopeful future Methodist minister, he's recently been plagued by supernatural visions (or so he says,) and your arrival and the circumstances surrounding it do nothing to calm his worries. You may be able to reassure him otherwise.
| As you get to know him, he may reveal that he has far better reasons to be afraid than you might think. Will you walk with him through his troubles, or leave him to wander the solemn corridors of Bridehall on his own?
| Ansel is in his early 20s, and he looks much like his mother with his ashy brown hair and pale complexion, although due to its lack of rosiness it sometimes borders on ghostly. He'd like to dress more vibrantly but fears reprisal from his clerical peers, thus, he usually sticks to muted greens and browns. He stands at around 5'9, and wears spectacles.
"In solitude profound, As shadows fall, what memories, Thick as dew-drops on sun-risen meadows Troop around thee!" -- snippet of Night In Egypt (1880) by George Vaughan
================================================
🌓Cecil/ia Blumenthal -- the runner-up -- (he/him or she/her)(corresponds to the MC's gender)
| Independent. Scrappy. Creative. C's been working at Bridehall for practically their whole life, climbing the ranks until they could finally reach the position of head butler/housekeeper they deserved-- until you came along. In their eyes, you have everything you want on a silver platter, and how much work have you done to get it? None. In short, they've got a real bone to pick with you. Will you play into the feud, or maybe try to change their feelings? Honestly, best of luck on that one.
| Because of how long they've been at Bridehall, C knows more about its history and secrets than they let on. Much, much more.
| C is in their mid-20's, with shiny brown curls that F!C keeps in an artfully rushed bun and M!C keeps just a bit too long. They have coffee-brown eyes and warm, tanned skin dotted with freckles. They stand at 5'6. They prefer to dress for convenience rather than style, but they always wear a tarnished silver brooch in the shape of a bird-- F!C pins it to her collar, while M!C pins it to his lapel.
"I was angry with my foe: I told it not, my wrath did grow. And I waterd it in fears, Night & morning with my tears: And I sunned it with smiles, And with soft deceitful wiles. And it grew both day and night. Til it bore an apple bright. And my foe beheld it shine, And he knew that it was mine." -- snippet of A Poison Tree (1794) by William Blake
================================================🌔 Marshall Ward -- the major -- (he/they)
| Outgoing. Empathetic. Perfectionist. A new arrival at Bridehall like you, he's an old family friend of the Margraves who plans to stay for the autumn. He's the perfect picture of polite society-- porcelain smiles and impeccable manners. Despite the divide between him as a guest and you as the help, he insists on making a connection with you. One that may be a bit too strong for his own good.
| Now, you don't know much about the military yourself, but it is a bit odd that a non-retired military officer was permitted leave for an entire season, and whenever you ask questions surrounding his arrival, you only get heavy silence in return. It's as if there's a tight wire of secrecy underlying his sunny veneer, and the more you press, the more it's likely to snap.
| Marshall is in his early 30s, with pushed-back blonde hair and an impeccably combed mustache. They have light skin and have a small scar running across their cheek, and he stands at 6'2. He is very meticulous in the way he dresses and is particularly fond of red ties with embroidered patterns on them.
"Volleyed and thundered; Stormed at with shot and shell, While horse and hero fell. They that had fought so well Came through the jaws of Death, Back from the mouth of hell, All that was left of them, Left of six hundred. -- snippet of The Charge of the Light Brigade (1854) by Lord Alfred Tennyson ================================================
🌕Annabelle -- the phantom -- (she/her)
| Mysterious. Quiet. Ethereal. Every so often, out of the corner of your eye or the reflection in a mirror, you catch a glimpse of her. Is she even real, or is she simply a product of your own mind, spiraling ever deeper into instability? Whatever she is, you feel an indescribable, intangible pull to her that may become very hard to resist.
| Annabelle is inextricably linked to the house and its history. If you dig to learn more about her, you may unearth the very roots that Bridehall stands on. Roots that it would very much like to keep underground.
| Annabelle appears to be in her mid-20s, although the semi-translucent, filmy aspect to her makes it a bit hard to tell. She has very dark skin that glitters and shines under moonlight, and she seems to be perpetually wet, as if she had just been thrown in a pond. She wears a pale pink dress a decade or so out of date, and stands at about 5'3.
"For the moon never beams, without bringing me dreams Of the beautiful Annabel Lee; And the stars never rise, but I feel the bright eyes Of the beautiful Annabel Lee; And so, all the night-tide, I lie down by the side Of my darling-- my darling-- my life and my bride, In her sepulchre there by the sea-- In her tomb by the sounding sea. -- snippet of Annabel Lee (1849) by Edgar Allan Poe
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God I need like a writing buddy who I can yap about my works with, and who can tell me about their stuff. I miss that :<
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Innovative Relationship Stats in Interactive Fiction
This is the write up I've been most excited to do--this is one of my favorite things in interactive game design--doing cool stuff with stats. I really, *really* wish someone had told me this stuff when I was starting out.
The most ordinary way to handle a relationship stat is to track it with a number that goes up and down according to choices and tests in some predictable fashion. So, for example, if I do something that Gilberto likes, according to some reasonable option, like “support Gilberto in the argument,” I get:
*set rep_gilberto %+10
And this makes sense to everyone. I gave Gilberto a gift, I get reputation points with him. I showed that I’m good at swordfighting, this impresses him, and I get a higher number.
Similarly, if I insult him, if I’m nice to his enemy, if I do something stupid in front of him, I get
*set rep_gilberto %-10
For my first game, this is the only kind of relationship stat I used. It was the only one I knew!
So the relationships were very simple to track and very simple to test. If, by the end of the game, Prenzie likes me 72 much, and that’s over the romance tester of >= 65, congratulations, Prenzie and you can have a happy ending together.
You can write a totally fun game never using anything weirder than that. But I thought it would be fun to share with you some other interesting ways to conceive of relationship stats.
A character who only goes to 0 or 100. That's it. Her relationship stat with you is essentially a boolean true/false. You can do everything for her, but the second you do something she doesn't like, it's down to 0. She loves you or she hates you. This is very character defining. The number tells you everything you need to know about the character.
That same character, who only goes to 0 or 100--except that you can do something over the course of the game to change them, to allow them to have a broader range of relationship numbers. Suddenly there can be shades of relationship. You did something to help them mature, to understand people better.
A hidden relationship number. If you look at the stat screen, whatever you do, nothing will change their number. They neither like you nor dislike you. They are professional, perhaps, and nothing more. However, you can do something to break down their shield or facade, and then, you can see the number moving; or perhaps the number doesn't move at all until that shield is broken.
The above, but in reverse. Something happens to chill someone's heart, and then nothing you do can affect the number. Or perhaps it can only go down, and then you are in a constant battle of attrition where you can only lose affection from someone.
When you reach a certain level of love and trust from someone, the bottom of the scale raises permanently. No matter how much I annoy my true love, the number just bottoms out at 40.
A relationship number that can be tapped as a resource. The bartender at the Noble Gases Club likes me reasonably well. Let's say she likes me 60 out of 100 much. When I need something in an emergency, she can do astonishing things. If I have over 35 relationship with her, she'll help me. Each time I use her, it depletes her by some amount depending on how big a favor it is. So this one is interesting, because now I have to balance whether I want to keep her liking me because I want to pursue this relationship, or whether I just really need her help right now.
A relationship number that can be a catch-all variable for a test. If you have a high relationship with Toppers, the club millionaire, I can throw that in as a variable in a test to see if you can impress someone by talking about high finance on the grounds that you may have had a conversation with Toppers about her money in the past. (*if intellect + toppers >= 50) Then, if you pass the test *because* the Toppers variable made you cross the threshold, you can add flavor text talking about that conversation with her. This is very, very good, because it tells the player that the game has taken into account your having done things to get close to Toppers (and there's a reward for it--you passed the test, sure, but...here's more content, too!)
A degrading relationship stat is incredibly powerful and characterful. This stat declines, scene by scene unless you do something to raise it. This is a "what have you done for me lately" person, and even though it take a little setting up, code-wise, it's really powerful, and your player will feel smart for figuring out that's what's going on. Also, it's stressful. If you want to create that stress, this a great way.
You can, of course, do the opposite--this is how you code your biggest fan. I like you, and I just keep liking you more and more and more and more!...until you do something to halt that, at which point, the growth shuts down, which is a gut punch. The numbers tell such a story here.
Finally, numbers that seem to tell a different story than the narrative. Players are going to look at numbers; they are going to look at the stats. Not everyone, but a lot. And so they are part of the story, they just are. So you can make them part of the push-pull of romance, for example, or rivalry. What does it mean that as my relationship number with Haze goes up, they are more and more standoffish? Does their scale mean something different from other people's, and if I figure out out, will I understand them in some sense? Perhaps there's a tremendous amount of pushback in the 60-75 range, but once you get through that minefield, something changes?
More musings on game design and other Jolly Good stuff here (I just wrote up a thing on "hidden relationship stats and their use")--I'm on a relationship stats kick today, I suppose:
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Seven Hard-Won Tips Specifically for Writing Interactive Fiction
This is pretty fun, putting together these lists of writing tips. Today's list is explicitly about interactive fiction.
The trick to writing great interactive fiction that anticipates, foreshadows, introduces themes early, and has interesting choices that set up later events is to *go back and rewrite the earlier chapters* after you’ve written later chapters. That way you look like a genius who can plot things out way in advance, but in fact, you just went back and made it seem that way. Good writing is recursive, and that’s just how it is.
I start with an outline, then I write a code skeleton, leaving blanks for the prose, and then go in and fill in the prose. This way I’m either in code-brain or prose-writing-brain. I don’t like switching between the two. Then, after than phase, I go back one more time and I do the callbacks—you know. Might the main character be wearing a feathered boa in this scene? Here’s some custom text. Might the main character be limping? Here’s some more custom text. If you do that after you write the prose, you’ll have the leisure to think of anything fun and specific you can use.
Callbacks tell players that their choices are unique, important, memorable, and valued by the writer. It tell them that their choices have led them down their own particular path that the writer is rewarding with unique prose. It doesn’t have to have a stat effect or create a new fork in the narrative. Great prose is the reward.
Find an group of alpha readers to read your work early and often and then shut up while they read it and just listen to what they say and comment. You must resist the urge to explain because you won’t be there at everyone’s house when they are playing your game or reading your narrative.
Make rules for yourself about how you are going to name your variables. Don’t do what I did, with a horrible blend of sometimes calling a chracter “gil” in the variables and sometimes “gilberto”; sometimes “fitz” and sometimes “fitzie”; sometimes “metvyv” and sometimes “met_tabby”—ugh! This is self-torture. Don’t do what I did.
Keep your initial creation of variables super organized. Write comments in there explaining what these variables are and when you might need them. I comment most when I am creating variables. You might create a variable in chapter one called “mustardallergy” that you don’t need until chapter eight, so write a comment that says “variables for chapter eight” and stick that “mustardallergy” variable under it. I didn’t do this for my first games, and I regretted it.
Use generic variables and make your life easy. If you are writing a scene at the racetrack, just make a “xrace” modifier and add and subtract to it willy-nilly to represent just general ups and downs of fortune. Stub your toe? -5 xrace. Wear a fine hat? +8 xrace. Throw around some money at the bar? +12 xrace! Eat some bad shellfish? -15 xrace! Then add xrace to every test. It’s a way of tracking just the ups and downs of fortune. You can omit it when it doesn’t make sense, but it’s just a great way to make tests and rewards and penalties cumulatively meaningful without having to have a billion variables tracking every last *reason* for the rewards and penalties.
Discover more mini-essays about writing interactive fiction, writing in general, and the process of writing the forthcoming Jolly Good series below.
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