November 2025 Writer Support Thread

In this best-case-scenario of the scene variant, the Regretful Traitor [W] comes on their own to the conclusion that they would, in fact, prefer the Team Good to win. The result is not pretty. The MC doesn't know any of that, and instead stumbles into a situation they don't understand.

You move slowly, carefully, methodologically through the compound. The silence is unnerving. It’s not like you’re not running into people (enemy combatants, to be more specific) every now and then— it’s just. They’re not… They’re not exactly combatants anymore. Or alive, for that matter.

Blood of the elder gods. You’re not the attack force, here. You’re the cleanup team. And you can’t, no matter how hard you try, understand what could have happened here. What swept through here to leave behind this carnage.

It gets worse. Oh, it gets so much worse. When you reach the central chamber, you start recognizing signs of battle— claw marks, plasma burns. Bullet casings slip under the boot, and you stumble. Someone catches you, before you fall; you don’t really have the bandwidth to recognize which one of your fellows it is. It doesn’t matter.

You could swear you can hear someone breathe out an almost-inaudible “[C],” but that can’t possibly—

“Contact!” rings in the air. Someone from team B. No shots fired; someone alive, not fighting.

You sweep your half of the room, then gather together around the survivor. They’re slumped against a pillar, half-sitting, half-lying, half-dead. Breathing… barely. Bloody all over, pistol fallen to floor on their side. One of the enemy combatants —former combatants— not just anyone, [W]. It’s [W]. Blood of the elder gods.

“[W],” [C] says, crouched in front of your former comrade, snapping his fingers at his face. “[W].”

At first, nothing happens. Finally, [W] opens his eyes, then his mouth as if he’s trying to say something, but instead he just cougs blood on the floor. He stares that for a moment, then looks at [C] again. The hand resting in his lap, palm down, half-fist, not his gun arm but the other, twitches (so much blood) and turns slowly— his fingers curl open, and he’s holding something on his palm, although from your position you can’t really tell what it is.

[C], however, can. Or so it seems like. He stares at the offering for a moment, then carefully picks it up, closing his fist around it. On his other hand, he clasps [W]'s shoulder. Then he gets up.

Nobody moves. Nobody knows what to do.

“What,” [C] says, voice low, “are you all standing around for? We have work to do.”

7 Likes

Just reached 221k words for my current project. It does not feel all that impressive, given that I’ve completed a 700k word game less than a year before, but it means my pace is steady once again. Hopefully I’ll be able to push an update this week.

16 Likes

5 Likes

Oh wow! So many words. That’s so amazing! Can we see it?

5 Likes

This is a good little article from Jon Ingold of inkle:

12 Likes

I plan to make a non verbal character, how should I go about integrating ASL in the text?

Like Go.

Or Go.

Or <Go.>

Or something else.

4 Likes

Definitely 1st, 3rd looks odd imo and the second won’t be as easy to distinguish.

6 Likes

I think if you establish early that the character is nonverbal and knows sign, you could just use regular quotation marks with tags like “words,” they signed. And at some point it would be implicit that they are always signing rather than speaking.

But if you wanted distinguishing text, I’d go with italics since that’s whats typically used for written dialogue and telepathy, I’d have an easier time recognizing it as nonvocal communication.

10 Likes

Also using “signs” instead of “says” as a dialogue tag.

11 Likes

This could work, but my main issue with this is that the character in question will speak once in the story. This is a big moment for them, and I want to have it be differentiated in the text and story.

5 Likes

Guys, how many personality stats do we actually need for an MC?

Like, after a certain amount these stats kinda overlap. Like I have honest/dishonest and Virtuous/Curupt. Wouldn’t being honest be the same as being virtuous? It would fall under the same category wouldn’t it?

You can’t be dishonest and Virtuous at the same time.

Same as kind/selfish. Every stat basically symbolizes good vs bad. To me they all feel too similar. Is it weird that this bother me?

How can you balance the personality stats so they don’t come out meaning the same thing?

5 Likes

Not necessarily.

Oskar Schindler has entered the chat.

This, I think, might be your issue here, because you’re thinking of “good” and “bad” as a binary. Instead, I’d suggest asking yourself, “what causes people to do good acts, or bad acts?”, and base your personality axes on those. For example, that honest/dishonest dichotomy works pretty well for that. There are times when lying would be a “good” act, and times when it’d be a bad act - likewise with telling the truth.

That way, you can provide players with the freedom to choose to be “good” or “evil” based on their own definitions, while fleshing out their reasons and methods for being so.

In The Dragoon Saga, I use idealism/cynicism and mercy/ruthlessness as my two axes. It is certainly possible to be cynical and ruthless and still be a “morally upright” character - that ruthlessness could come in the form of punishing those who do harm, and that cynicism could be just as useful in fending off the propaganda of bad actors who use idealism as a recruiting tool. Likewise, it’s possible to be idealistic and merciful and simply have that be an excuse to be passive, or complicit in the face of an obvious evil.

If you’re not aiming to create a world with a purely black-and-white moral landscape, then having that complexity will help.

15 Likes

Not weird! Stats work best when they don’t overlap, and can make sense whatever the combination. It can be worth streamlining stats so that the player doesn’t spread themselves thin over several different ones that mean similar things.

I don’t think Honest/Dishonest necessarily mean the same as Virtuous/Corrupt but they may end up with overlap. I tend not to use moral-value in stats but lean more towards how the PC interacts with the world. Maybe have a think about what Honesty and Dishonesty means in practice - how would a player increase their Dishonesty trait and how do they use it? Is their Virtuous score an objective measure (and what does that mean) or is it about their outward reputation in their society?

12 Likes

I feel this also applies to most kinds of thrillers. Especially spy ones.

6 Likes

Interesting :thinking:. I guess there are times where you CAN lie for a good cause. Or maybe let’s say you made a mistake and did something bad, then get asked about it and lie and say it wasn’t you to avoid scrutiny. You could be a good person but still lie to save your butt.

Or maybe you withhold a terrible secret to save someone. You are dishonest but you are doing it for a good cause.

When I look at it from that aspect, what you said makes complete sense.

W

This part made something click. Thanks!

8 Likes

If I may, anyone wanna take a peek at this and share a little feedback on the intro? It’s just intro and the prologue up right now.

I always wanted to write a martial arts game based on the dynasty eras of medieval China. This one I hope to keep more grounded in terms of abilities. I wanna add some political elements to it and maybe some clash of ideologies.

For this game I wanted the player to have a little more knowledge of the world before going all in. But I hope I didn’t info dump too much.

If you guys wanna add some cool looking texts to you games without adding any complicated codes :wink: here’s are some links to the stuff I use.

7 Likes

Dude, didn’t you just submit velocity? your on fire man.

Seriously tho, Ima read this when I wake up, I only looked at the prelude and its sounds awesome.

EDIT: Also if you click on survival stats, it takes you straight back to the story.

6 Likes

I hear that, right now I’m trying to teach myself how to properly write :slight_smile: I keep having all these ideas but then throwing them away because I don’t know how to portray them.

I thought that might be the case with the stats, just thought I’d mention it just in-case it was a coding error.

Sidenote: I swear like a few weeks ago I played some random bleach fan fic that I saw on cogdemos, was that yours? It was cool just a bit empty but I couldn’t find a forum post abt it.

8 Likes

My game has a forum thread. People are very much allowed to see it.

What if I’m aiming for a world with a purely black moral landscape, where everyone is irreedemably evil? Does having that complexity help, or nay?

8 Likes

At that point, your best bet is to make each of the evillest characters hot, in different ways.

13 Likes