no the only time the sub value should apply is when she is challenged on her authority... and either she backs down or loses the challenge out right. So and example would be: she gives the the girls the girls freedom to do something, but one presses for even more, if she gives in, then that would be a sign of submissiveness... or maybe someone breaks the rules, if she does nothing, that would be seen as weakness... on flip side, maybe you have an event where they meet a rival school and somekind of challenge is made or bet.. if she backs away completely or loses that could be seen as weakness...
The best way ive seen this type of game done, is in conversations, provide a good amount of possible responses ranging from complete bitch to strict or kind to weak and pathetic answers... im not saying you have to render out every response different, but just change the wording and provide stats that reflect the choice made...then when you get to main events, change them and provide different outcomes based on how the player played.... if she was to much of a bitch, it could mean her own people around her dont like her and actively sabotage her... if she was way to nice and weak, she could be seen as easy to push around and take advantage of.
Right, then maybe instead of having only Kindness VS Dominance, I can also have 2 duality concepts:
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Kindness VS Harshness
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Submissive VS Dominant
Kindness vs Harshness
This duality reflects how the protagonist is perceived by her team and how she interacts with them. It defines whether she leads with empathy, support, and understanding (
Kindness) or with severity, strictness, and tough love (
Harshness).
Implications:
- Kindness: Fosters trust and emotional connection with the team. The group may feel valued and more willing to support her emotionally, but this approach risks undermining her authority if taken too far or perceived as weakness.
- Harshness: Commands respect and enforces discipline. The team might follow her out of fear or a sense of obligation, but it can also breed resentment and cause fractures in relationships.
Examples in Gameplay:
- Kindness: Encouraging a struggling teammate with gentle reassurance.
- Harshness: Criticizing the teammate sharply to motivate them to improve.
Submissive vs Dominant
This duality focuses on the protagonist’s personal dynamics in relationships, sexual encounters, and confrontations. It measures whether she yields and adapts to others’ desires and demands (
Submissive) or asserts her control and dominance over situations and people (
Dominant).
Implications:
- Submissive: Creates moments of vulnerability, showing a softer, more compliant side. This approach can build intimacy with certain characters or diffuse tension but may lead to being taken advantage of in some scenarios.
- Dominant: Demonstrates strength and control, asserting her desires and boundaries. While this can inspire admiration or fear, it can also push others away if perceived as overbearing or aggressive.
Examples in Gameplay:
- Submissive: Letting a partner take the lead in a romantic encounter or agreeing to someone else’s plan in a confrontation.
- Dominant: Dictating the course of events in a relationship or insisting on her way during an argument.
How They Work Together:
These dualities interact to create a multidimensional character. For instance:
- A Kind and Submissive character might nurture trust but struggle to command authority.
- A Harsh and Dominant character could lead with power but alienate allies.
- A Kind and Dominant character might strike a balance between empathy and leadership, inspiring loyalty without fear.
- A Harsh and Submissive character could surprise others with a mix of compliance and tough love, creating unique relationship dynamics.
That could lead to four distinct endings depending on Elena's alignment (not counting smaller events that might also influence the outcomes).
Haha, that reminds me of D&D alignments! But I can't make it that complex