Subject: I was going to say "be careful with meta" but then...
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Posted on: 2017-12-08 01:24:00 UTC

I realized that most of the overpowered meta characters are the ones that can actually manipulate the world outside the game, and that where you're going is a good direction to go with it. However, characters can also be Mary Sue or just really annoying when they only are aware of everything else, so you have to set a good limit for how much your character knows (or has a gut feeling to do, guessing by your word choice) that the player knows. For instance, if the player uses online guides, from my perspective, she should know some of the strategies the player picks up, but nothing about whatever NPCs there are that she didn't learn from in-universe experiences (motives, etc.) I remember being part of a collaborative work back on Scratch where I (deciding to function as a villain) stated my in-universe motives in the comments of a project and another guy (functioning as a prominent protagonist) made his in-universe self know them a couple remixes later, even though I hadn't said anything in-universe about them. It wiped out all the drama and conflict of the side plot that I wanted to create in the span of one line of dialogue, and it was just frustrating. So yeah. Don't make your character know any NPC's motivations, that's Sue territory.

The whole thing about saves and reloads is tricky territory to navigate. I suggest you analyze some Undertale characters, canon and original, to get a feel of where that works and where it doesn't.

I do like where you're going with the gut-instinct thing (and if that's not what you were going for, then consider that my suggestion!) This seems like an interesting idea for a character, and I have a feeling that since we all care about how well we write, this will come out well (even if you must make a few errors to get there.)

-Twistey

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