Designing Rivalry Without Villains
Not Every Opponent Is Evil Conflict doesn’t need a villain. It needs tension. In Lanista, rivalry emerges from the world itself. Limited…
Why choices were made
What inspired a faction, arena, city, or system
Constraints you imposed on yourself as author
Not Every Opponent Is Evil Conflict doesn’t need a villain. It needs tension. In Lanista, rivalry emerges from the world itself. Limited…
Refusing the Reset Forgiveness makes storytelling easier. It resets the stakes. It spares characters from consequence. I rejected it. The world behind…