In topic: "Light is Not Knowledge (A Classpecting Essay)"

Friday, October 24th, 2025, 0:10 PM11 days ago

I would also like to share an adjacent theory. If light is relevance and void is non-relevance, then there is a distinct positive-negative relationship. There is a similar relationship between Breath (freedom, non-attachment) and Blood (relationships, attachments), though we tend to put blood on the bottom because it makes more sense. Light and Doom are similar, but that's a story for another time. Anyway, If light is positioned at the top of the circle and void a the bottom, we get a whole new way of looking at things. Hope and Rage end up at the sides. Interestingly, the sides seem to be the ones that define any orientation, such as space-time being the most important pair in the original, (or heart-mind if life is on top) given that the sides are placed on equal ground, rather than one above another. In any case, without going into too much depth, I believe that the original wheel is designed with time and space in the most important positions because it is made for the game/the physical world, where time and space have the biggest influences. Breath and blood at the top and bottom because the interpersonal relationships between players are an integral part of the game. With Hope-Rage and Light-Void in the important positions, it becomes a wheel relating to the priorities of the narrative itself. Hope and Rage are of course essential to the way a character exists in the narrative (I could go into much more depth on this, but for the sake of time I won't), and Light and Void define how strongly they exist in said narrative. In any case, I wanted to submit for your judicious consideration, since you're talking about light and void. This is a simplified version, but I may write a more comprehensive analysis of aspect rotation in the future.

This is some straight up delirious biznasty, Dawg!!

AwSnapz404