All stories
Design notebook

A friend can disagree with you

Why stubbornness, a reason to resist, and a way to repair matter to the friendship we are building.

Project notes

Alabaster and her rabbit familiar, two characters with opinions of their own

Give the disagreement a reason

A character who agrees with every suggestion soon has very little character left. XFriends is being designed around companions with preferences of their own. A stubborn friend might reject an in-world plan, propose an inconvenient alternative, or even sleep through a fictional battle. Working toward cooperation is intended to be part of the play.

The resistance needs to come from somewhere recognizable. A protective character may object because another person would be left behind. A careful one may want more information. Simply refusing at random would create friction without giving you anything useful to learn about your friend.

Three dispositions, several possible answers

Our working model treats mercy, wrath, and stubbornness as separate dispositions. Mercy is the willingness to offer another chance. Wrath describes the intensity of opposition when a meaningful value is violated. Stubbornness describes resistance to abandoning a position. These belong beneath the five-axis introduction, rather than adding new corners to the pentagon.

A character can be fierce about harm and still leave a path to repair. Another might react quietly but remain difficult to persuade. Mischief does not automatically mean stubbornness, and a forgiving response does not make a character weak. Distinct combinations should lead to distinct choices.

A keepsake is broken. What happens next?

Consider an authored encounter in which someone damages a community keepsake and admits it. The intended loop is a situation, a relevant value, an initial reaction, your choice, the character’s response, and a consequence that can be remembered. A later opportunity to make amends gives that consequence somewhere to go.

One character might insist on restoring the object. Another may first want to understand why it mattered. Hearing new information could change the proposed consequence without erasing the harm. This is a design example, not a playable quest or a published outcome table; the rules still need implementation and playtesting.

Keep the character, develop the relationship

The direction is to remember shared experiences while keeping stable identity distinct from familiarity, trust, rituals, and repaired disagreements. Repeating messages should not manufacture closeness, and taking time away should not count as betrayal. Paying for an activity must not purchase affection or obedience.

Fictional resistance also has a boundary: stopping, correcting facts, changing settings, and controlling real spending must remain yours. We want challenging in-world cooperation with a clear way to respond. Persistent encounters and bonding are still being built; the existing character notes are where you can examine the motives that will need to support them.