serketers

i think at its core light as an aspect is about control. luck and knowledge both tie into this - light’s knowledge functions less as learning for the sake of learning and more illumination, finding answers, and knowing enough to be in control of a situation, and luck is used (most obviously by vriska) as a method of controlling the world around them and the fights they end up in. 

light players project idealized versions of themselves to the world as a way of controlling how people perceive them. vriska wants to be perceived as sly and manipulative and incredibly clever when she’s a disaster who doesn’t know the first thing about manipulating people (without the use of magic powers). rose and aranea both project images of themselves as smart, well-spoken, friendly therapists/psychoanalysts.

they all try to seize power and find answers because of a need for control and a lack of trust for anyone else to do things (which is part of why they don’t make great team players lmao). rose tries to control their session by fighting for answers and refusing to let it stay void, and aradia calls her the strategist out of her and dave. vriska obviously works hard to control their session at the beginning, and post-retcon vriska tries to control everything as the leader. the whole reason aranea steals the ring and comes back to life is because she wants to control the timeline and fix it so she can defeat lord english.

there’s also themes of, like, relevance here. light players are forced into situations where they don’t have relevance or control and they have to grasp at it and tear it from the clutches of paradox space. they aren’t made with the same kind of cosmic destinies say breath or hope players are, so they make those fates for themselves instead.

all things considered light is kind of a selfish aspect. light players are obsessed with control, and relevance and luck are both things where if you take it for yourself there’s less for other people. 

it’s 4/13
it’s 4:13
it’s time to post these assholes