Lore - SuIT-pub/Mind-the-School GitHub Wiki
[!WARNING] Spoilers. This page reveals story background and twists: the backers, the vanished predecessor, Emiko, and how the campus is really being changed.
Home βΊ Lore
Audience: Anyone writing Mind the School content β base-game event authors and modders especially. This is the why behind the world: who the Headmaster is, what he is really doing, how the campus actually changes, and who stands in the way. School Levels tells you what each step feels like; this page tells you what is driving the steps so your content matches canon instead of quietly contradicting it.
Status marks. Not everything here is locked. Paragraphs are tagged: [Canon] β established, write to it; [Open] β deliberately unresolved, handle with a light touch and don't hard-commit a mod to one answer; [Convention] β a writing rule that keeps the fiction consistent; [Planned] β an agreed design direction that isn't built yet (the shape is settled; the details and the code are still to come).
Contents
- The premise in one paragraph
- The setting β Windstor Academy
- The Headmaster and the real agenda
- The backers
- The vanished predecessor
- The world and its cast
- How the change actually works β the two rails
- The school level as the record of it all
- The opposition β the regional inspector
- The shape of the ending
- Writing and modding to canon
- Open threads at a glance
1. The premise in one paragraph
[Canon] A new headmaster takes over a remote, half-ruined boarding school and, under the cover of genuinely rebuilding it, carries out a long-planned experiment in what he calls intimate conditioning β reshaping the whole campus climate, step by step, from buttoned-up and modest into an openly, joyfully sexual community. He was funded and installed by outside backers who believed in his theory. Officially he is here to restore the school's reputation. Unofficially, he intends to turn it into a sexual paradise, and this time nobody is going to stop him. The player is that headmaster.
The clever part, and the thing to keep in mind while writing: reform and corruption run on the same track. The school is broke and falling apart, so fixing it β reopening the kiosk, buying textbooks, patching the buildings β is what earns the reputation, goodwill, and legitimacy the Headmaster then spends on the real project. He is the hero who saves the school, and every rescue is cover.
2. The setting β Windstor Academy
[Canon] Windstor Academy is the default name (the player may rename it at the start). It sits deep in the woods, miles from the nearest city β a boarding school where students live on campus, share communal facilities, and are effectively cut off from the outside world. That isolation is not flavour; it is infrastructure. No town nearby, no easy way home, parents at a distance: a closed system is what makes it possible to rebuild an entire social climate over ten stages without the outside world noticing or interfering.
The school opens in bad shape. The previous headmaster shut down most of its facilities to save money β the kiosk closed, classrooms without textbooks, broken fixtures in the courtyard β and its reputation and academic standing collapsed with them. The story begins Monday, 1 January 2023, on the Headmaster's first day; the first in-game week is an inspection tour of the grounds.
3. The Headmaster and the real agenda
[Canon] The player character is the Headmaster β default name Mark Benson, renameable. On paper he is an unremarkable career educator. His one distinction is a set of "special methods" and a personal theory of intimate conditioning that he has never been allowed to test β every institution before this one blocked him. His day-to-day role is administrative and hands-on: he sets and enforces rules, patrols the campus, manages infrastructure and money, interacts with the students, and occasionally teaches a class. He does not hire staff or write timetables; he is the steward, not the machinery.
His intent is stated plainly in the intro and should stay the spine of everything: he will turn this school into a sexual paradise, and he is fully aware he has been warned not to. He is not a mustache-twirling villain to the reader β the tone is confident, appetitive, and self-justifying (he believes his conditioning makes people happier and more fulfilled, and by the endgame the fiction agrees with him). Write him as someone who enjoys the view, plays the long game, and reads his own project as benevolent.
Emiko Langley, the secretary, is his closest ally and confidante β already on his side from the start, warm and forward rather than someone to be brought along. She served the previous headmaster too, so she knows the school from the inside. Treat her as the Headmaster's right hand, not a conquest-in-progress.
[Canon] The lab is a converted storage room. The Headmaster brews in a small storage room in the office building that he turned into a lab (Emiko helps carry the lab table in). It is cramped and shelved, and it is not his office: planning and talks with Emiko happen in the office proper, the experiments happen in the closet-lab next door. Older drafts that describe "the office converted into a makeshift lab" are outdated. A proper lab (renovating the old lab building) is a separate, later step.
4. The backers
[Canon] The Headmaster did not land here by luck. Sponsors β impressed by his talks and theories β helped him take control of the school specifically so he could finally run his experiment. He owes them a result and does not intend to disappoint them.
[Open] Who they are and what they ultimately want is deliberately unresolved. Why would anyone bankroll an intimate-conditioning experiment at a remote boarding school? It is the single largest empty space in the lore, and it is empty on purpose β good raw material for a story chain, not a settled fact. If you write toward it, leave room; do not name the backers or pin their motive as canon. A natural (but unconfirmed) hook: the sponsors, the regional government, and the school's oversight could turn out to be the same hand β see Β§9.
5. The vanished predecessor
[Canon] The previous headmaster bled the school dry β closing facilities, letting standards rot β and then disappeared mysteriously. His absence is why the player was invited in.
[Open] His fate is unresolved and is a loaded gun on the wall. Two readings both work and neither is locked: he stumbled onto something (an earlier version of the same experiment?) and was removed to clear the way; or the ruin was deliberate β the school had to be desperate enough to accept an outsider with "special methods" as its saviour. Emiko worked for him and knows more than she says. Handle any mod that touches this as speculation, not established backstory.
6. The world and its cast
[Canon] The cast, grouped as in game (see Characters):
- Students β Class 3A. The student body the campus climate is written around.
- Teachers. Staff who run classes; some resist the reforms early and are won over rather than defeated.
- Administrative staff. The Headmaster (player), Emiko Langley (secretary), Linh Nguyen (school nurse, later; see below).
- Parents. A small named group, physically distant from the campus.
[Canon] Who is on campus when. Check that a character exists in-fiction at that point of the story before you put her in a scene.
- Early staff = the five teachers (Zoe Parker, Yulan Chen, Lily Anderson, Chloe Garcia, Finola Ryan), Emiko and the Headmaster.
- Linh Nguyen is not school staff in the early game. She still works as a nurse at a hospital and has only visited once, as a guest for the students' general medical checkup. She becomes the school nurse later. Early events must not count her among the staff, put her in the staff room, or dose her.
- Parents: only Yuki Yamamoto's daughter (Soyoon) attends the school. Adelaide Hall and Nubia Davis have daughters too, but they are not at Windstor.
[Open] Why Adelaide's and Nubia's daughters aren't here is deliberately unwritten. A scene may drop a very subtle hint that there is a reason. Never explain it, never name the daughters, never invent the cause.
[Convention] The reserved starting cast is intentional. Many characters start shy, prudish or buttoned-up. That isn't a flaw in the cast; it's the raw material the transformation works on. What has to stay varied is the high end: each character opens up in her own way (quiet elegance surfacing, a flat deadpan that stays deadpan, a confidence arc), so the payoff doesn't turn monotonous.
[Convention] The world is all-female except the male Headmaster. Every other character is a woman, and romantic/sexual pairings among the cast are woman/woman β there is no male partner besides the player. But the fiction never explicitly calls Windstor a "girls' school." Don't label it one in dialogue or narration; let the all-female world simply be the world.
[Convention] Personality survives the climate. Rising school level changes how open and sexual the campus is, not who a character is. A loud, insecure attention-seeker at level 1 is a loud, exhibitionist attention-seeker at level 8 β same engine, pointed somewhere new. Read the character page first, then apply the level on top. See School Levels Β§6.
7. How the change actually works β the two rails
The campus climbs from modest to openly sexual through two parallel rails: a covert one (what is done to the campus) and an institutional one (what is voted for the campus). Both climb together; a scene usually touches one or the other.
The covert rail β conditioning
[Canon] The serum (the potions) is the primary long-term driver. From the intro's "first potion" onward, a conditioning serum is the main engine of the whole arc, and it becomes the dominant driver of progress from roughly school level 3β4 upward. It works passively and cumulatively β not a per-scene magic switch, but ambient, repeated dosing. The acute effect is short-lived at first ("it only lasts for today, until the serum settles in their bodies"); what makes the climate stick is repetition. The permanent residue of all that dosing is exactly what the school-level number records (Β§8). When you write the mechanism, write it as slow, quiet, and chemical β the background pressure the whole school marinates in, not a switch someone flips in a scene.
[Canon] What a single dose does. Every dose runs the same four beats:
- A strong, very short acute effect. The subject is visibly open and uninhibited, well past what the current school level would allow.
- It wears off quickly.
- Hazy memory. Afterwards she barely remembers what happened under the influence. She usually notices the next day, as gaps and a blur, not vivid recall.
- A small permanent residue stays. That residue is what moves the school level.
[Convention] Dose scenes vs. aftermath scenes. An acute-dose scene (the lab party, the faculty coffee, the PTA lemonade: the early dosing events before level 3) may legitimately go beyond the level's behaviour row. That is not a level bug. Level accuracy applies to the aftermath: hazy memory and only a slight shift toward the next level. No "I remember exactly how she tasted", no jump to level-6 behaviour the morning after. A stronger, catalyst-enhanced batch can be weaker in the acute phase and still leave the lasting residue.
[Canon] Hypnosis is a second, rare mechanism β reserved for a few special events. It is not a passive driver and not a general tool. Use it for occasional, spotlight set-pieces, not as the everyday way anyone is changed.
[Open] The exact how and when of hypnosis is not worked out yet. Keep it scarce and don't build a mod's core loop around it until the design settles. Other conditioning mechanisms beyond these two may be added later; potions carry the bulk of the arc, hypnosis is the spice.
The institutional rail β the PTA
[Canon] New rules, clubs, and building unlocks must pass the PTA β made up of the school council, the teachers, and the parents (in current scenes: Adelaide Hall, Nubia Davis, Yuki Yamamoto, the teachers, the Headmaster, and the student representative Yuriko where it fits).
[Planned] A representative of the regional government is meant to sit on the PTA as well, but he exists only as a concept. He is not in the game. Leave him out of scenes entirely: don't mention him, don't foreshadow him. This is the sanctioning gate: it is how covert conditioning becomes official policy. The sex-ed introduction (which sets the school to level 2) runs exactly this way β resistance, discussion, then a vote. Mechanically this rail is the Building Unlockables PTA-vote system.
[Canon] The PTA corrupts over time. It is a convertible internal front, not a permanent wall β its members come around as the climate rises, and what needs a hard-fought vote early becomes routine later. That fits the project's antagonist philosophy: internal resistance is won over (which unlocks it), never kept as a standing enemy. Once he is built, the planned government representative is the natural bridge to the external opposition in Β§9.
8. The school level as the record of it all
[Canon] The school level (0β10) is both the game's progress bar and, in fiction, the accumulated record of the conditioning. It is the campus climate: how students dress, how they talk about sex, and what they will do in public versus behind a door. Level 1 is Pure and Innocent; level 5 is the public/ private hinge where the campus goes openly sexual; level 10 is Sexual Paradise.
Everything in Β§7 exists to move this number, and the number is why the change is permanent: the serum's daily effect fades, but its residue accretes into the level, and the level is what the art, the dialogue, and the gates all read from. School Levels is the mandatory companion to this page β it is the tone bible for every step.
[Convention] The level is meta, never in-fiction. The number exists for the player and the engine. The characters don't know it exists and never reference it. "I'm level 5 now" or "you knew me at level two" is a bug. Show the level through how people act and talk, and anchor any "how I used to be" beat in in-world time ("when you first showed up", "back in my first year").
9. The opposition β the regional inspector
[Canon] The standing external antagonist is a regional inspector (RegionalprΓΌfer). He visits the school regularly and controls things like state subsidies and the supply of textbooks β leverage over the school's money and legitimacy, the very resources the Headmaster spends on his agenda. He is the one obstacle the two rails cannot easily touch: he does not live on campus (no steady serum exposure) and he sits above the school (no PTA vote reaches him).
He is designed as an antagonist to the goal (school reform), never as a block on cast content β no student or teacher gets locked into a permanent-enemy role for his sake, and nobody is put off-limits. Prefer several smaller parallel pressures over one looming villain; the inspector is the concrete one.
[Open] How he is ultimately handled is undecided. Current thinking leans toward him being turnable β "bribed" or corrupted by certain means β rather than a wall you only ever route around. Note that a bought inspector is more useful than a beaten one: he becomes a compromised ally with his own leverage, a recurring pressure who can pull support if his price isn't met, without ever blocking seduction content. But the endgame is genuinely open β keep him immune and play around him, turn him via bribery/leverage, or a final hard conversion. Do not write any one of these as canon yet. This is also where the backers (Β§4) could tie in: a side-deal with the inspector might really be a deal with whoever put the Headmaster here.
Planned gameplay realization
[Planned] The visit is built as a recurring Situation β the system made exactly for a bar that drifts over a window, is nudged by time-limited player measures, and ends in a resolution. The intended shape:
- Two layers. A persistent Scrutiny value carries suspicion between visits (raised by level jumps, openly sexual programs passing the PTA, and incidents; lowered by reform investment, time, and successful cover-ups). Each visit is a per-visit Inspection Situation spun up fresh each term β the recurring mini-Situation pattern.
- The tension is the start value. The visit's
readinessbar starts harder the higher the school level and the more Scrutiny has built, and easier the more the player has poured into Education and Reputation. Reform and exposure pull against each other on one bar. - The prep window = the Situation's measures. Clamp the campus down (safe, costly, dips happiness and stalls progress that week); charm/distract (spend reputation/charm, or send a character at him); or bribe (a strong push that builds a corrupt relationship and raises his future price).
- The visit fires on a deadline as a branching event. Pass β subsidy paid + textbooks delivered (money / education / reputation up). Conditional β a small payout plus a constraint that hardens the next visit. Fail β budget cut and a lingering probation penalty until worked off. Never a school-level step-back β that is a hard rule of the Situation system; the inspector threatens money and legitimacy, not progress.
- Two payoffs fall out for free. At the top levels the school's real Education and Reputation are high enough that inspections pass on merit β the functioning utopia (Β§10) becomes officially unassailable with no special case. And a bribed inspector stays a recurring threat: skip an upkeep payment and a blackmail beat fires β bought, not beaten.
- Hypnosis hook. Because he lives off-campus and never gets steady serum exposure, a single hypnosis special event (Β§7) is the lore-clean one-shot way to break him β exactly the rare, spotlight use hypnosis is reserved for.
[Open] One implementation choice is undecided: whether Scrutiny is stored
as plain game-data, promoted to a full school stat (so stat_weights and every
change_stat touch it automatically), or left implicit (derived from school level
plus reform stats). Start simple; promote it to a stat only if it should become a
visible part of the play feel.
10. The shape of the ending
[Convention] The destination is a joyful utopia, not a dystopia. At the top of the ladder the school is fully, openly sexual and still functioning β people study, work, make art, hold real conversations, and stay warm, articulate, and themselves; the sex is woven through ordinary life, welcomed and consensual. The corruption arc bends toward flourishing, not degradation. Write the high end at full, generous volume β everyone fulfilled and the world thriving around them β per School Levels Β§6. Even the Headmaster reads his project as benevolent, and by the endgame the fiction lets him be right.
11. Writing and modding to canon
Do
- Keep reform and corruption on the same track β improving the school is how the Headmaster buys the room to change it.
- Treat the serum as a slow, ambient, cumulative pressure, strongest from level 3β4 up. Let the school-level number be the thing it permanently moves.
- Route new rules/clubs/unlocks through the PTA (Building Unlockables); let the PTA soften as the level rises.
- Point the regional inspector at the school's money and legitimacy, not at individual characters' availability.
- Write a dose scene past the level if you want, but keep the aftermath level-accurate: hazy memory, a small shift (Β§7).
- Check who is on campus at that point of the story (Β§6).
- Set lab scenes in the storage-room lab in the office building (Β§3).
- Match the three things every scene must agree on:
LevelCondition, the<school_level>art, and the dialogue tone.
Don't
- Don't make hypnosis an everyday mechanism β it is rare and spotlight-only, and its rules aren't settled.
- Don't name the backers or explain the predecessor's disappearance as settled fact β both are open (Β§4, Β§5).
- Don't lock the inspector's fate (immune / bribed / converted) as canon.
- Don't call Windstor a "girls' school" in-fiction, and don't write a male partner besides the Headmaster (Β§6).
- Don't lose a character's personality to the level, and don't write low-level shame into a high-level scene (or vice versa).
- Don't write the high-level campus as degraded or joyless β it is a working, happy utopia.
- Don't let a character mention the school level β it is meta (Β§8).
- Don't write Linh as school staff in the early game, and don't put the government representative in any scene.
- Don't explain or name Adelaide's and Nubia's daughters.
12. Open threads at a glance
| Thread | Status | Guidance |
|---|---|---|
| Identity & motive of the backers | Open | Leave room; don't name or resolve. |
| Fate of the vanished predecessor | Open | Speculation only; Emiko knows more than she says. |
| Hypnosis β how and when | Open | Rare, event-scoped; don't build a core loop on it yet. |
| Inspector's endgame (immune / bribed / converted) | Open | Lean is "turnable," but undecided β don't hard-commit. |
| Inspection as a recurring Situation | Planned | Shape settled (Β§9); not built yet. |
| Scrutiny storage (game-data / stat / implicit) | Open | Start simple; promote to a stat only if it should be a visible value. |
| Additional conditioning mechanisms | Open | Possible later; potions remain the backbone. |
| PTA government representative | Planned | Concept only; keep him out of scenes. |
| Why Adelaide's and Nubia's daughters aren't at Windstor | Open | At most a very subtle hint; never explain or name them. |
Related files
game/scripts/intro.rpyβ the intro: premise, the agenda speech, the backers, the predecessor, the first-day meeting.game/scripts/events/intro_events.rpyβ the first-week tour and the "first potion" events (the serum introduced).game/scripts/events/sex_ed_intro.rpyβ the PTA-gated sex-ed chain that sets the school to level 2 (the two rails working together).game/scripts/character.rpyβ the"school"character whose level is the campus climate.- School Levels Β· Characters Β· Building Unlockables Β· Building Situations Β· Conditions Β· Developer Guide