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Want, need, lie, and stakes for bestsellers — reverse-engineered so you can get inspired.
    • All the Skills cover

      All the Skills

      Honour Rae

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All the Skills cover
All the Skills

Honour Rae

All the Skills

Honour Rae

Genre

Progression fantasy

Subgenre

Deck-building LitRPG

Published

2022

Beats

6

Tropes

6


Logline

In a world where every spell has been captured into a card, a boy from a border village that exists to shovel dragon dung comes into possession of a Legendary card a baron will kill to recover, and has to leave home to survive owning it.

Plot idea

The lowest person in a card-based magical economy acquires the most valuable card in the region and cannot tell anyone.

Comparable

A deck-building game rendered as a coming-of-age road story, closer to YA in tone than most LitRPG.

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Protagonist

Arthur — a young boy, physically unremarkable, living with his father, a fallen noble, in Border Village #49 on the edge of the deadlands. His mother and sister died of the scourge.

Antagonist

Baron Kane and the noble order that owns the cards, the land, and the labour.

Character core
Want

Keep the Master of Skills card hidden, learn how to use it, and get himself and his father out from under the Baron.

Need

To trade a survival mindset — hide, endure, do not be noticed — for the longer, riskier thinking that owning something valuable requires.

Lie

If I keep my head down, a boy from a border village can quietly get by.

Realization

The system is designed to keep border villages producing dung and dying of the scourge. Playing it safe is a slower loss, and the card is only worth having if he is prepared to be someone who has it.

Stakes

Execution if the card is discovered; his father's safety; and the village's continued grinding attrition under a baron who does nothing about the scourge.

Structure
POV

Third person limited on Arthur, past tense, in a clean and deliberately uncluttered style. Card mechanics are foregrounded and explained as Arthur learns them.

Structure note

Village-then-road construction. The first act establishes a closed, exploited community and the exact value of a card within it; the rest is a caravan journey that functions as an episodic training sequence. Notably light on combat — the progression is almost entirely about acquisition, combination, and concealment.


1
Inciting incident

Arthur follows the Baron's carriage and watches a riderless dragon destroy it and harvest the dead men's cards. A Legendary card ends up in his possession.

2
Midpoint

Concealment stops being sufficient. Arthur has to start using the card in front of people, which converts a secret into a reputation.

3
All is lost

Attention from people with the means to take the card forces him out of the caravan's protection.

4
Climax

Arthur solves a problem by combining skills in a way the card system was not obviously built for, which is the book's central pleasure.

5
Resolution

He is out of the village, allied with Horatio, and holding something that will define the series.

Story beats
BeatWhereHow it lands

A door closed behind them

Act I

Leaving the village is not reversible; the Baron's reach ends the option of going home.

Recognizing a face on a wanted poster

Middle

Recognition is a constant hazard — being identified is the primary threat, not being outfought.

Losing something small and irreplaceable

Act I

The mother and sister lost to the scourge are the specific, small grief under the whole book.

Discovering their gift was purchased or inherited

Throughout

Power in this world is literally inherited property, and the injustice is a matter of ownership rather than talent.

Discovering the empire built the roads they're using

Middle

The road, the caravan, and the trade routes all belong to the order Arthur is hiding from.

Asked to teach — and being bad at it

Middle

Arthur has to explain his skills to Horatio, and articulating them is how he understands them.

A door closed behind them

Act I

Leaving the village is not reversible; the Baron's reach ends the option of going home.


Recognizing a face on a wanted poster

Middle

Recognition is a constant hazard — being identified is the primary threat, not being outfought.


Losing something small and irreplaceable

Act I

The mother and sister lost to the scourge are the specific, small grief under the whole book.


Discovering their gift was purchased or inherited

Throughout

Power in this world is literally inherited property, and the injustice is a matter of ownership rather than talent.


Discovering the empire built the roads they're using

Middle

The road, the caravan, and the trade routes all belong to the order Arthur is hiding from.


Asked to teach — and being bad at it

Middle

Arthur has to explain his skills to Horatio, and articulating them is how he understands them.

Tropes
Skill Trees/Unique Abilities
PLAYED STRAIGHT

The card deck is the skill tree, made physical, tradeable, and stealable — the book's best structural idea.

Broken/Overpowered Unique Class
PLAYED STRAIGHT

Master of Skills is game-breaking and must be concealed, which converts the power into a liability.

Hidden Power Level
PLAYED STRAIGHT

Concealment is the plot for most of the first act.

Class Difference
PLAYED STRAIGHT

The card economy is a class system with a rules engine attached.

Loot Drops/Rarity Tiers
PLAYED STRAIGHT

Rarity tiers are economic facts within the world rather than reader-facing shorthand.

Weak-to-Strong Protagonist
PLAYED STRAIGHT

Conventional, and the least distinctive element of an otherwise inventive book.

Craft notes
Craft lesson

Rae writes a progression fantasy with very little violence and does not lose momentum, because the escalation is combinatorial rather than numerical. Every new skill multiplies against the existing deck. If your magic system is modular, escalation can come from interaction rather than from bigger numbers, and it reads as cleverness rather than inflation.

Common mistake

The book has been fairly criticised for a conventional young-hero arc. The lesson for writers is the inverse of the usual one: an inventive system does not excuse a familiar spine. If the mechanics are the draw, the character work has to be at least as specific as the card design.

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