Some informal things I consider when designing Fraymotifs
No one specifically asked for this, but I figured I should bring this up just because it's something I'm going to continue to reference. Obviously, this stuff is more going forward, as I didn't really have any of this in mind when I was designing the earliest Fraymotifs.
Mandatory disclaimer that none of this is canon bc Hussie did not come up with many canon things about Fraymotifs I made this shit up for my own benefit okay cool
Partybreakers: much like a Classpect verbiage, they'll [break the party and break through the party]. Using your allies as weapons is just as viable for attacking the Target as using weapons on your allies is when Partybreakers are involved. It's less of a "the partybreaker player engages with the Fraymotif in XYZ ways," and more like "this Fraymotif has XYZ qualities, which makes it a 'partybreaker.'" So not all Thief/Prince/Bard/etc Fraymotifs would necessarily result in a partybreaker, it's just that a Fraymotif that has themes of wielding your teammates as weapons (/neg) and/or treating your teammates as obstacles or indiscriminately to the Targets of the Fraymotif is going to be classified as a partybreaker.
Resonances: So Class and Aspect symmetries are really important to how Classpecting works, which is something that Homestuck has explicitly stated. And because Classpecting is the core of Fraymotif design, it only makes sense that it would impact them too. There are 3 kinds of Class/Aspect relationships within a Fraymotif that result in that Fraymotif being exceptionally powerful:
Complementary Aspects - Two heroes with opposite Aspects (e.g. Breath and Blood). This Resonance can be understood as the Aspects balance each other out and the Class dynamics/abilities are exemplified. The Prince/Knight relationship is a great example of this Resonance as seen in Blind Cavalier's Fanfare.
Complementary Classes - Two heroes with paired Classes (e.g. Knight and Page). This doesn't mean they do opposite things; it's more of a matter of how Active/Passive they are with their Aspect, and this resonance can be understood as the Classes balance each other out and their shared role is exemplified. I haven't specifically addressed this kind of Resonance yet in a Fraymotif, and the only example I have is pre-THE SHIFT so I didn't design it with this Resonance in mind, but Progression Ostinato is a Witch of Breath + Sylph of Life combo where the Witch and Sylph share the role of Controlling their Aspect (the Witch through conduction of their Aspect and the Sylph through the induction of their Aspect). In that example, the heroes jointly Freely Control the Healing of their teammates.
Compounding Classes - Two heroes that share a Class (e.g. a Witch of Breath and a Witch of Life). This Resonance can be understood as the Classes overlap and the interaction/dynamic between their Aspects is exemplified. When you get, say, two Princes together, you're going to have an Even Bigger Destruction on your hands than if you only had one. Expiring Vivace is a good example of the kind of compounded potential two Witches have.
Compounding Aspects are not possible in Fraymotifs, as each Fraymotif only has one player of a given Aspect.
Below is a small, very small, very very small, snippet of what my Fraymotif Checklist Spreadsheet looks like. The first image is of the Breath Classpects (x axis, sorted by Activity) and Life Classpects (y axis, sorted by Activity) pairings. The red-shaded cells are the Complementary Class Resonances (Blame Hussie for why the Class pairings are janky like that) and the green-shaded cells are the Compounding Class Resonances. The second image is of the Breath Classpects (x axis, sorted by Activity) and Blood Classpects (y axis, sorted by Activity) pairings. It's the same as the other screenshot but all those cells are shaded blue, because Class Resonances and Aspect Resonances are independent of each other.
also for all the nerds out there my checklist is topologically a conical surface.
Anyway, that's my rant thank you for listening :3. If anyone has thoughts, I'd be happy to hear them!