drachefly wrote:My 'tendrils' notion fits with that - everyone has a fate in the sense of they are going to make choices and something is going to happen to them, but not everyone's fate in that sense is one with such heavy implications that it sends signals back in time. As far as predictamancy is concerned, they haven't got a fate.
Tendrils, fixed points, strings, they all seem to be different aspects of the same thing. If we look at Narrative-Time like Einstein's idea of spacetime, we can see Fate acting like gravity. Every one and every thing has a different weight on the fabric of Narrative-Time. Some things barely make an impression, some things are so 'heavy' that they punch through and create singularities. These are Taz's
fixed points. Since this is a 4-dimensional weave, including chronological-time, singularities can punch through back to a previous time. Those are your predictions, and Drachefly's
tendrils. Since most of these objects move, an object's path can be traced through narrative time as it moves through the weave, interacting with other objects, being drawn toward the singularity (or singularities). Those paths would be my strings.
This works on a number of levels, since the fate of each individual object would interact with the fate of other objects, changing the courses of both objects. A system like that is largely mechanistic, a place where causality rules. You can account for free will by allowing for a certain amount of variation. Free will isn't absolutely free, especially in a place like Erfworld. In every situation, there are a limited number of responses available to every actor. So you leave a little play in the system and you account for an object bouncing this way instead of that.
This also handles Delphie's 'non-fated' units. It's not that they have no fate at all, it's just that their fate is negligible when compared to a fate-heavy object like Wanda or Jillian. They have plenty enough fate to affect those objects similar to themselves, when not under the influence of a greater force. E.g. our Jetstone archers and their romances. It also handles things like Battlespaces and Jillian's ambush fairly easily. If we look at Erfworld as something like LaPlace's deamon, it could take into account the possible variation (i.e. free will) in each object's path easily enough to be able to make accurate predictions.