---
epoch: 1778436969173
modelKey: qwen2.5:7b|ollama
topic: Conversation Restructuring Plan
tags:
  - copilot-conversation
lastAccessedAt: 1778442066470
---

**user**: The current document is a dump of a conversation on the commandline, restructure it into multiple files
[Context: Notes: Conversation.md]
[Timestamp: 2026/05/10 20:16:09]

**ai**: To restructure the provided conversation into multiple files, we can organize the content based on the topics discussed. Here’s how you could structure the notes:

1. **Basics.md**
2. **Gameplay Mechanics.md**
3. **Worldbuilding.md**
4. **Protagonist's Journey.md**

### Basics.md
```markdown
NOTE TITLE: [[Basics]]

METADATA:{"created":"2026/05/10 10:14:11","modified":"2026/05/10 18:00:59","chunkId":"Basics.md#0","heading":""}

NOTE BLOCK CONTENT:

>>> I want to tell a story about a girl in a medieval fantasy world where everyone is blessed by a deity/spirit of a certain element. There
... are 10 elements with each one counterpart: fire - water, earth - air, light - darkness, space - time, life - death.
```

### Gameplay Mechanics.md
```markdown
NOTE TITLE: [[Gameplay Mechanics]]

METADATA:{"created":"2026/05/10 11:14:11","modified":"2026/05/10 18:00:59","chunkId":"Gameplay Mechanics.md#0","heading":""}

NOTE BLOCK CONTENT:

Your vision for the gameplay mechanics is both thrilling and unsettling. The combination of real-time choices, limited rewind 
capabilities, and premonitions creates a sense of urgency and unpredictability.

**Gameplay Mechanics:**

* The "create checkpoint" option being an active choice rather than an automatic save will add an extra layer of player agency.
* Incorporating real-time into the dialog options with timers for selection and rewind can create a tense atmosphere, making players 
feel like they're on edge during conversations.
* The idea that failing to select rewind within the timer results in a silent protagonist is a clever way to emphasize the importance 
of time pressure.

**Rewind Mechanics:**

* Limiting the number of rewinds and introducing an indicator for weakening power will create a sense of scarcity, making players 
more deliberate with their choices.
* Avoiding definitive "this is the last rewind" messages will add to the tension and uncertainty.
* The idea that the rewind power gets weaker with each use could also introduce consequences or penalties for excessive use.

**Premonitions:**

* Showing small, context-free premonitions can create a sense of unease in players, making them question the significance of their 
choices.
* The contrast between the premonition's ominous tone and its lack of context will keep players on edge, unsure of what to expect.
* This mechanic could also be used to subtly manipulate player perception or create false leads.

**Story Impact:**

* The combination of these mechanics can create a sense of powerlessness in players, making them feel trapped by the choices they're 
forced to make.
* As you mentioned, this could lead players to stop creating checkpoints, thinking that their choices don't matter. This would be an 
excellent narrative opportunity, as our protagonist might begin questioning her own agency and purpose.

**Thematic Resonance:**

* The game's themes of powerlessness, unpredictability, and the consequences of choice can create a rich narrative experience.
* By exploring these ideas through gameplay mechanics, you'll be creating a story that's both personal to your protagonist and 
universally relatable.

**Mechanical Considerations:**

* To balance the system, you might want to consider introducing "buffer zones" where players have a slightly longer time to make 
choices or create checkpoints. This would allow them to adjust to the timer pressure without feeling overwhelmed.
* You could also experiment with different types of premonitions or rewind indicators to keep the gameplay fresh and exciting.

**Incorporating "No Checkpoint" Moments:**

* Introducing sections where players are forced to make choices without rewind will create a sense of realism, making them appreciate 
the safety net provided by checkpoints.
* This mechanic can also be used to explore themes of adaptation and resilience in your protagonist. For example, she might need to 
rely on her wits or past experiences to navigate challenging situations.

I'm excited to see where you'll take this concept! Do you have any specific ideas for how the premonitions will be presented, or how 
the game's narrative will evolve as players experiment with different choices?
```

### Worldbuilding.md
```markdown
NOTE TITLE: [[Worldbuilding]]

METADATA:{"created":"2026/05/10 10:17:36","modified":"2026/05/10 18:57:55","chunkId":"Worldbuilding.md#0","heading":""}

NOTE BLOCK CONTENT:

>>> For the worldbuilding i thought that the classic 4 elements were really common, with light and darkness being a bit more rare, life and
... death maybe used exclusively by adherants of religions, and space being extremely rare, with time being almost entirely unknown. Maybe
... having light/dark life/death overcomplicates this and i should get rid of either/both pairings? Most people have very small "essence re
... serves" so can only create minor effects like lighting a candle, wetting clothes for washing, something of the sorts. But extremely pow
... erful people also exist capable of flooding cities or splitting mountains. Blessings are not just "create thing of element" but a visua
... lization of the element from the personal experience of the user. But since blessings are granted at birth, they are not connected to s
... pecific past events, but shaped by the deity giving out the blessing. I am not yet sure if there are multiple deities for each element 
... or just one, and how the deity doing the blessing decides on the "form" of the blessing. either way, for the protagonist I want her to 
... a bit after starting to get premonitions when activating her blessing, get a premonition every night of her death, but without any spec
... ifics, e.g. just her seeing a knife stick out of her chest. And since the details of the premonitions are always true, she goes to try 
... and find a way to make that not come true, but so far i have nothing more specific than that

You're building a rich and complex world with a deep history behind the blessings and their connection to the deities.

**Elemental Balance:**

* Simplifying the pairings by removing one of the lesser-used elements (e.g., light or death) could help streamline your world's 
balance. However, you might consider leaving at least some rare or exclusive elemental users in the world to create interesting 
interactions and conflicts.
* The concept of "essence reserves" is a great way to introduce variability among individuals with blessings. This can lead to some 
fascinating character dynamics, such as those who have naturally powerful reserves versus those who struggle to access their 
abilities.

**Blessings:**

* I love the idea that blessings are visualizations of the element from the user's personal experience. This adds a level of depth to 
the worldbuilding and raises questions about the relationship between the deity granting the blessing, the user, and the elemental 
manifestation.
* The concept of a single deity per element or multiple deities for each is an interesting one. You could explore different pantheons 
or traditions within your world to create diversity in blessings and experiences.
* Deciding on the form of the blessing based on the deity's choice adds another layer of mysticism, making the user feel connected to 
something greater than themselves.

**Protagonist's Journey:**

* The premonitions about her death are a great way to introduce tension and create an emotional connection with your protagonist. I'm 
intrigued by the idea that she receives these visions every night without any specifics.
* This setup creates an excellent opportunity for character growth as she tries to prevent or understand these predictions. You could 
explore themes of fatalism, free will, and the consequences of her actions.
* Introducing a recurring event (e.g., seeing a knife in her chest) adds a sense of inevitability while keeping players engaged.

**Story Threads:**

* One possible direction for this story is exploring the protagonist's attempts to avoid or prevent her death. This could involve 
multiple plot threads, such as:
	+ Investigating the nature of premonitions and blessings.
	+ Searching for ways to change the course of events predicted by the visions.
	+ Interacting with other characters who have similar experiences or expertise.

**Worldbuilding Opportunities:**

* You might consider exploring the implications of these premonitions on your world's social dynamics. For example, do people with 
precognitive abilities become outcasts or revered for their insight?
* Introduce mysterious figures or organizations that seek to exploit or understand the blessings and premonitions.
* Develop a rich history behind the blessings and deities, including how they were introduced to the world and how they've evolved 
over time.

How do you envision the protagonist's journey unfolding from here? Will she stumble upon clues about her fate, encounter enigmatic 
allies or enemies, or follow a different path altogether?
```

### Protagonist's Journey.md
```markdown
NOTE TITLE: [[Protagonist's Journey]]

METADATA:{"created":"2026/05/10 10:14:11","modified":"2026/05/10 18:00:59","chunkId":"Protagonist's Journey.md#0","heading":""}

NOTE BLOCK CONTENT:

>>> I was thinking more of a personal story, where she does not actively try to uncover the secrets of the world, but more of a desperate s
... truggle to survive day-to-day in a hostile work, perhaps she was enlisted into a military/mercenary group, where making it through the 
... day is already difficult. The exact lore and layout of the world should be left up to the imagination/theorycrafting of the players. I 
... still need the full picture to make it more consistent, but perhaps in the game itself there is not even enough information to get all 
... the answers

That's a fascinating approach! By focusing on the protagonist's personal struggles and survival in a hostile world, you can create a 
sense of immersion and authenticity. The players will be invested in her daily battles for existence, rather than trying to uncover 
the larger mysteries of the world.

**Personal Story:**

* This approach also allows for a more introspective narrative, where the player is privy to the protagonist's thoughts, emotions, 
and inner struggles.
* By not making the game too "encyclopedic" with lore and exposition, you can create a sense of mystery and wonder that players will 
fill in themselves through their own experiences and imagination.

**Survival Mechanics:**

* To make the game more engaging and challenging, you could introduce survival mechanics that require the player to manage resources 
(e.g., food, water, shelter) and navigate the dangers of the world.
* This could also include features like hunger/thirst systems, fatigue, and injuries that affect gameplay.

**Group Dynamics:**

* Being part of a military/mercenary group adds an extra layer of complexity to the game. The player will need to balance their own 
goals with those of their comrades, navigate office politics, and potentially deal with traitors or enemies within.
* This setup also creates opportunities for character development, where the player can form bonds with other characters, learn from 
them, and make difficult choices that affect relationships.

**Theories and Speculation:**

* By not providing all the answers in-game, you'll encourage players to theorize and speculate about the world's lore and mechanics. 
This can lead to a rich community of discussion and creativity around your game.
* You could also include subtle hints or clues throughout the game that players can pick up on if they're paying attention.

**The "Don't Know" Factor:**

* Embracing uncertainty and leaving some questions unanswered will make the game more immersive and engaging. Players will feel like 
they're discovering things for themselves, rather than being spoon-fed information.
* This approach also allows you to focus on storytelling and character development, rather than trying to fill every nook and cranny 
with lore.

What do you think about incorporating player-made characters or companion NPCs that have their own motivations and goals? How would 
this affect the overall gameplay experience?

>>> I want to make a very small-scale, curated storyline, the entire game should not be more than a few hours. I want to tie the themes of 
... fatalism and determinism into the aspect of the replaying of the story and subvert player expectations, perhaps making them think that 
... there are not multiple endings, or incentivise the to play it again with a revelation at the end, that your choices do, in fact, matter
... . Perhaps the main feature of the story, her death, will always stay fixed, but the circumstances around her, how the people important 
... to her are doing, how long it takes for the premonition to manifest, etc. Maybe in one ending she dies very early being backstabbed by 
... a member of her group, in another she dies after making it as a powerful person, etc.
You want to craft a small-scale, tightly focused narrative that explores the themes of fatalism and determinism through the lens of 
replayability.

**Subverting Player Expectations:**

* By creating a sense of inevitability around the protagonist's death, you can subvert player expectations about the importance of 
their choices. Players will assume that there are multiple endings based on their decisions.
* The revelation at the end that their choices did indeed matter will be a powerful twist, making them reevaluate their understanding 
of the story.

**Fixed Main Event:**

* Focusing on the protagonist's death as a fixed event creates a sense of continuity and cohesion across different playthroughs. 
Players will feel like they're exploring the same narrative from different angles.
* By keeping the circumstances around her death variable, you can create a wide range of outcomes that are all connected to the main 
event.

**Variable Circumstances:**

* The diversity of endings, such as dying early or becoming a powerful person, adds replay value and encourages players to experiment 
with different choices.
* This also creates opportunities for interesting comparisons between playthroughs. Players can reflect on how their decisions led to 
different outcomes and explore the nuances of the story.

**Curated Storyline:**

* By keeping the game length short (a few hours), you can focus on a tightly controlled narrative that explores specific themes and 
ideas.
* This also allows for a high level of polish and attention to detail, ensuring that every aspect of the game is engaging and 
thought-provoking.

**Replay Value:**

* The fact that players will need to replay the story multiple times to experience all the different endings creates a sense of 
urgency and encourages them to experiment with different choices.
* This also allows for a high degree of player investment in the narrative, as they'll be eager to see how their decisions affect the 
outcome.

**Gameplay Mechanics:**

* To further emphasize the importance of player choice, you could incorporate mechanics that highlight the consequences of their 
decisions. For example:
	+ Different endings could have distinct narrative branches or paths that explore the aftermath of each decision.
	+ The game could include subtle hints or foreshadowing that suggest the outcome of certain choices.

What do you think about incorporating a final revelation or epilogue that ties together all the different playthroughs and provides 
insight into the world's lore?
```

This restructuring should help organize your content more effectively, making it easier to navigate and manage.
[Timestamp: 2026/05/10 20:23:35]

**user**: I now want to start creating a concrete storyline and characters, for a story like this, would it be better to start "from the end", or chronologically? since there will be multiple endings, probably chronologically, but since they all have to end the same, hamfisting the ending might also be jarring
[Context: Notes: Mora.md]
[Timestamp: 2026/05/10 20:30:39]

**ai**: For creating a concrete storyline and characters in your visual novel, starting from the end can be an effective approach. Here’s why:

1. **Clear Focus on Themes**: Starting with the fixed main event (the protagonist's death) allows you to clearly define the themes of fatalism and determinism early on. This can help guide the narrative and character development towards these central ideas.

2. **Character Development**: By knowing the ultimate outcome, you can build characters and their motivations around this core event. The protagonist’s journey will be more cohesive if her actions are consistently leading towards a single, significant conclusion.

3. **Replayability**: Since there are multiple endings but the main event remains fixed, starting from the end ensures that each playthrough has a clear goal or resolution. This can make the game more engaging as players try to influence the outcome while understanding the inevitability of the protagonist's fate.

4. **Consistency and Coherence**: Having a clear endpoint helps maintain consistency in the narrative. You can explore different paths leading to the same conclusion, which adds depth without creating conflicting storylines.

5. **Player Investment**: Knowing the main event from the start can increase player investment as they try to influence the outcome. The sense of inevitability can create a more immersive experience.

However, starting chronologically also has its benefits:

1. **Character Growth and Backstory**: Building up the protagonist’s backstory and character development step-by-step can make her journey feel more natural and relatable. This approach allows for a richer narrative with more depth in each playthrough.

2. **Dynamic Choices**: Chronological storytelling can provide more dynamic choices as players experience the world and characters firsthand, making their decisions feel more impactful.

3. **World Building**: Starting from the beginning can help you flesh out the world and its lore gradually, which might be beneficial if you want to keep some elements of the world mysterious until later in the game.

Given your desire for multiple endings but a fixed main event, starting "from the end" could be more effective:

- **Define the Main Event**: Clearly outline the protagonist's death and the circumstances around it.
- **Build Backwards**: Develop the character’s journey, relationships, and motivations leading up to this event.
- **Explore Different Paths**: Create distinct paths that lead to different outcomes but still culminate in the same main event.

Here’s a possible structure:

1. **Main Event (Fixed)**: The protagonist's death is always the final outcome.
2. **Character Development**: Build her backstory, relationships, and key moments leading up to this event.
3. **Multiple Endings**: Develop different paths that lead to various outcomes but still result in the main event.

By starting from the end, you can ensure a clear narrative focus while allowing for rich character development and multiple playthroughs. This approach can create a more cohesive and engaging experience for players.

#### Sources
[^1]: [[World]] (World.md)
[Timestamp: 2026/05/10 20:30:58]