Here's something a little different:
Misty Browder:
Misty's Origins
So, once upon a time, my plan actually was not to last-second ditch one of my established cast members in favor of a "Wait, who?" In fact, Misty was in a lot of ways my intended backup character. I may have mentioned it, but Juliette, Sven, and Phillip were always bound for the island. Alton was always headed for Meanwhile. Lavender was in flux, but the core of her arc/character was something that spoke to me most strongly in a Pregame context (maybe more on that some other time, maybe not; it's less interesting).
Somewhere in there, discussion turned to the character cap, and the possibility of it being raised to four. To be frank, I didn't expect it to happen--seemed like a lot of work, and we were already projected to be bigger than V6 at three-cap. But at the same time, I didn't want to write off the opportunity, in case it did get bumped up.
This meant I had to make a character who I wouldn't be too bothered to see die horribly in-game, but also one who I had at least something vaguely interesting to do with in Meanwhile if what I expected came to pass and I only got to bring the three I had locked in. So, in looking for inspiration, I dug into the niches that were unfulfilled at the school, and thought what we were lacking was some of the more subtle, line-dancing forms of political provocation. At the same time, I pulled into play a headline I saw during the 2016 election that struck me and stuck with me particularly.
- [+] Misty In A Nutshell
Basically, I wanted to play with the nuances of a character who for various reasons supports a cause that is actually in many ways counter to their own interests. Misty has thrown her lot in with a cause that seeks to oppress her, and is smart enough to see that, and hates it, but is at the same time too afraid of the alternatives and too caught up in the emotional release it does offer her to truly hash through the cognitive dissonance of her positions.
Also, I dig the neofolk genre of music, but exploring it is a
constant game of dodge-the-nazi (I'm pretty strongly opposed to funneling money to literal nazis). This means a lot of research to make sure bands are on the cool list--which in turn entails a lot of research into those who are not. The nasty fascist side of neofolk was in many ways a preview of wider cultural shifts in recent years, bringing what was before shoved into the dark corners out into the light in all its ugliness. This seemed an appropriate thing to throw into the mix.
Misty On The Island (Or: Why Misty Is Not On The Island):
The thing is, all that thematic stuff with Misty created a specific niche for her in Pregame: conflicted antagonist. In the context of high school life, she's a villain, antagonizing and hurting others because it's what she knows and it props up her self esteem and squeezes her insecurities back under the bed. This was fun to work with, but also it pretty quickly became apparent that it was going to be an absolute trainwreck trying to develop in-game.
See, I saw two potential ways to go with Misty in-game: comeuppance, or redemption arc. Neither would've been very good.
Comeuppance is, like, the part where all of Misty's horribleness comes down on her and she dies horribly for such a jerk to everyone. The problem is, as characterized in Pregame, Misty's someone who can be very nasty but not mindlessly so. She's not stupid enough to lean on bigotry when doing so is literally risking her life--in much of what she does, there's an element of cowardice and ducking direct consequences (see: her insincere Truth or Dare apology). Plus, the math doesn't add up. The karma would not be balanced--it'd feel too revenge-fantasy-esque to kill her for her Pregame crimes if she didn't up the ante in-game, but if she
did do that it'd be too simplified, too flat villain. So that side was dumped.
Redemption arc was even worse. See, to find any sort of narrative redemption/peace, Misty would have to grapple with
the things that make her a bad person to begin with, which is being a bigoted troll. But the SOTF island is not really a place that lends itself to deep, sincere introspection on these topics without it feeling pretty forced and heavy-handed (and besides, I basically played that arc out in PV1). If Misty went and tried to do nice stuff and help people 'cause it's right, hey, cool, points for that I guess but
it wouldn't change the fact that she spent Pregame doing gleefully bigoted stuff, and just hand-waving that all away because back against the wall she helped people wouldn't feel right. Yeah, doing good could complicate stuff a bit I guess, but... not in a way I'd feel at all good about digging into. Just way too much room to erase or ignore the problematic stuff she did, which I feel demands grappling with.
There was of course the neutral path, where she just sorta drifts aimlessly, gets rolled, and dies, but like... I felt that would be pretty disrespectful of the heavy themes I poked at with her, and also I have zero interest in writing fodder--have to be all-in on a character's island plan for them to be worth my time these days.
So basically, the problem was, it turned out Misty's themes were actually extremely ill-suited for the game, and the lack of a good way to approach them meant that if I did bring her, she'd end up the unfavored child, the one sitting in the corner twiddling her thumbs waiting for someone I liked better to get rolled so she could be Swapped/Heroed in. But, at the same time, because I'd wanted a backup plan in what I perceived as the likely event I couldn't even bring her if I wanted to, I actually had a fairly coherent, much more personally satisfying set of things to do with her
not in the game (only the very start of which has been done so far--someday I will catch up on my bazillion Meanwhile plans ><). So the only choice was to dump Misty, and I had this other idea I'd been kicking around as hypothetical, and thus the events that led to my actual fourth character.
But What About That Witchcraft Thing?
So, Misty's
other big notable trait was her witchcraft interest. I did loosely toy around with the idea of bringing it into play on the island, but the thing is, again due to Misty's particular character traits, it would be fairly blatant affectation as coping mechanism, if it manifested at all--she has specific beliefs about belief itself and such, but there's a real awareness of (and use of) a measure of artificiality. In short, I didn't think I could do it justice (if you want to read someone who
is doing it justice I'm just gonna casually plug MS' Violet Schmidt here for getting into the subject in a more involved, cogent, and fascinating way than Misty ever could've). Indeed, much like her problematic personality traits, Misty's occult leanings became a thing I felt could only really be explored in a rounded way in a situation where her life
wasn't on the line, where her actions are uncoerced and there's no grand guidance to fall back upon.
In short: I actually enjoyed writing Misty a lot but her themes and character were such that it became pretty clear to me that throwing her into the island would be a hot mess that failed to pay off setup I very much did not want to shrug away. She was made to pull double-duty depending on the cap changes, but Meanwhile!Misty ended up the more cogent path, so that's the way things go.
Proofreading at 2:30 am is for nerds so I'm just clicking Submit. Might clean this up later but for real probably won't.