There's no particular assumption that all companions become as close as True Companions — fiction varies right across the spectrum from grimly functional partnerships to friends who are as close as family. So a subversion doesn't make a lot of sense. Trope is said to be played straight later on, but no details are given: moving to discussion. I'd suggest ditching the subversion and providing details for the implied trope example. See How To Write An Example for more on detail requirements.
True Companions: Subverted, despite what you'd expect. Your party spends most of the game split up. Characters like Rogurd and Nephi only join out of their own interest. It helps that Nephi is actually double-crossing you. However, by the end of the game the trope is played straight.
There's no particular assumption that all companions become as close as True Companions — fiction varies right across the spectrum from grimly functional partnerships to friends who are as close as family. So a subversion doesn't make a lot of sense. Trope is said to be played straight later on, but no details are given: moving to discussion. I'd suggest ditching the subversion and providing details for the implied trope example. See How To Write An Example for more on detail requirements.
- True Companions: Subverted, despite what you'd expect. Your party spends most of the game split up. Characters like Rogurd and Nephi only join out of their own interest. It helps that Nephi is actually double-crossing you. However, by the end of the game the trope is played straight.
Edited by Camacan