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design-relationship-matrix

Writing & research

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Updated 10-28 08:38

About this skill

Design Relationship Matrix

Model relationships as asymmetric state, not a single shared affinity score.

A → B can differ radically from B → A.

Core Axes

Use only axes relevant to the project:

  • affection
  • trust
  • respect
  • fear
  • attraction
  • dependency
  • resentment
  • debt/obligation
  • status/power
  • ideological alignment
  • knowledge/intimacy
  • jealousy/competition

Avoid reducing the model to numbers unless implementation requires them.

Pair Model

For each important direction A → B, define:

  • what A wants from B
  • what A admires
  • what A resents
  • what A fears B could do
  • what A misunderstands
  • what A knows that others do not
  • boundary B could cross
  • leverage A has over B
  • leverage B has over A
  • current unresolved tension

Relationship States

Define meaningful state transitions only where useful, for example:

Strangers → Useful allies → Trusted → Intimate → Fractured → Repaired

Do not assume progression is linear or universal.

For each transition define evidence, not just score thresholds.

Ensemble Matrix

Create a compact matrix summarizing the dominant relationship dynamic between each pair. Then expand only the pairs that drive drama or gameplay.

Interactive Procedure

  1. Identify central characters.
  2. Identify plot-critical pairs.
  3. Model both directions separately.
  4. Identify asymmetries.
  5. Identify triangles: jealousy, loyalty conflicts, competing obligations.
  6. Define likely pressure points.
  7. Define state transitions and evidence.
  8. Check whether different relationships reveal different aspects of each character.
  9. Identify underused or redundant pairings.

Output

Ensemble overview

Relationship matrix

Detailed pair models

Key asymmetries

Triangles and coalition tensions

State transitions

Pressure tests

Implementation hooks, if relevant

Failure Modes

Avoid:

  • one universal relationship score
  • assuming mutual affection/trust
  • relationships defined only by backstory
  • every pair having the same banter dynamic
  • romance replacing all other axes
  • state transitions without behavioral evidence
  • treating conflict as proof characters dislike one another

Final Quality Check

Ask: What does this character become around this specific person that they are not around anyone else?