#Structural Plan
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killjo-q · 2 months ago
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Harrowhark stuff I did a while back
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doyoulovememrcousineau · 1 month ago
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AND ANOTHER THING i loved that we FINALLY got to see the tiny tiniest glimpse of cocky, mean, competitive carmen with “he’s pretty good” “and what, you’re better?” “i smoke him” i am definitely not reading it as i cannot believe you actually considered leaving me for that guy when the only other person in this world who is on your level is me i am completely fine and normal about this
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thewriteadviceforwriters · 2 months ago
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🧩 How to Outline Without Feeling Like You’re Dying
(a non-suffering writer’s guide to structure, sanity, and staying mildly hydrated)
Hey besties. Let’s talk outlines. Specifically: how to do them without crawling into the floorboards and screaming like a Victorian ghost.
If just hearing the word “outline” sends your brain into chaos-mode, welcome. You’re not broken, you’re just a writer whose process has been hijacked by Very Serious Advice™ that doesn’t fit you. You don’t need to build a military-grade beat sheet. You don’t need a sixteen-tab spreadsheet. You don’t need to suffer to be legitimate. You just need a structure that feels like it’s helping you, not haunting you.
So. Here’s how to outline your book without losing your soul (or all your serotonin).
🍓 1. Stop thinking of it as “outlining.” That word is cursed. Try “story sketch.” “Narrative roadmap.” “Planning soup.” Whatever gets your brain to chill out. The goal here is to understand your story, not architect it to death.
Outlining isn’t predicting everything. It’s just building a scaffold so your plot doesn't fall over mid-draft.
🧠 2. Find your plot skeleton. There are lots of plot structures floating around: 3-Act. Save the Cat. Hero’s Journey. Take what helps, ignore the rest.
If all else fails, try this dirt-simple one I use when my brain is mush:
Act I: What’s the problem?
Act II: Why can’t we fix it?
Act III: What finally makes us change?
Ending: What does that change cost?
You don’t need to fill in every detail. You just need to know what’s driving your character, what’s blocking them, and what choices will change them.
🛒 3. Make a “scene bucket list.” Before you start plotting in order, write down a list of scenes you know you want: key vibes, emotional beats, dramatic reveals, whatever.
These are your anchors. Even if you don’t know where they go yet, they’re proof your story already exists, it just needs connecting tissue.
Bonus: when you inevitably get stuck later, one of these might be the scene that pulls you back in.
🧩 4. Start with 5 key scenes. That’s it. Here’s a minimalist approach that won’t kill your momentum:
Opening (what sucks about their world?)
Catalyst (what throws them off course?)
Midpoint (what makes them confront themselves?)
Climax (what breaks or remakes them?)
Ending (what’s changed?)
Plot the spaces between those after you’ve nailed these. Think of it like nailing down corners of a poster before smoothing the rest.
You’re not “doing it wrong” if you start messy. A messy start is a start.
🔧 5. Use the outline to ask questions, not just answer them. Every section of your outline should provoke a question that the scene must answer.
Instead of: — “Chapter 5: Sarah finds a journal.”
Try: — “Chapter 5: What truth does Sarah find that complicates her next move?”
This makes your story active, not just a list of stuff that happens. Outlines aren’t just there to record, they’re tools for curiosity.
🪤 6. Beware of the Perfectionist Trap™. You will not get the entire plot perfect before you write. Don’t stall your momentum waiting for a divine lightning bolt of Clarity. You get clarity by writing.
Think of your outline as a map drawn in pencil, not ink. It’s allowed to evolve. It should evolve.
You’re not building a museum exhibit. You’re making a prototype.
🧼 7. Clean up after you start drafting. Here’s the secret: the first draft will teach you what the story’s actually about. You can go back and revise the outline to fit that. It’s not wasted work, it’s evolving scaffolding.
You don’t have to build the house before you live in it. You can live in the mess while you figure out where the kitchen goes.
🛟 8. If you’re a discovery writer, hybrid it. A lot of “pantsers” aren’t anti-outline, they’re just anti-stiff-outline. That’s fair.
Try using “signposts,” not full scenes:
Here’s a secret someone’s hiding.
Here’s the emotional breakdown scene.
Here’s a betrayal. Maybe not sure by who yet.
Let the plot breathe. Let the characters argue with your outline. That tension is where the fun happens.
🪴 TL;DR but emotionally: You don’t need a flawless outline to write a good book. You just need a loose net of ideas, a couple of emotional anchors, and the willingness to pivot when your story teaches you something new.
Outlines should support you, not suffocate you.
Let yourself try. Let it be imperfect. That’s where the good stuff lives.
Go forth and outline like a gently chaotic legend 🧃
— written with snacks in hand by Rin T. @ thewriteadviceforwriters 🍓🧠✍️
Sometimes the problem isn’t your plot. It’s your first 5 pages. Fix it here → 🖤 Free eBook: 5 Opening Pages Mistakes to Stop Making:
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siliconecuk · 1 year ago
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Get the Top Structural CAD and BIM Services in Birmingham, UK
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just-null · 2 months ago
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(LATE) MAID DAY!!!!!!!!!
extra:
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crescentfool · 5 months ago
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it's that time of year again...
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barabaraoranges · 2 months ago
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eddie: so you... actually want to help with repairs?
me, who just wants to see if i can fuck volt so hard there's a shortcircuit in the house: oh, yeah, uhhhhhhh, yeah.
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quess-art · 10 months ago
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Rain - The Dark Urge Memento Comic
⇐ Previous | Memento of The Dark Urge | Next ⇒
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c-kiddo · 2 days ago
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i wont lie i always just forget what i made previously so i forget i actually have made progress. like something has occurred
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(2021/2022 vs 2025)
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arc-hus · 2 months ago
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L’Atelier, Bordeaux - A6A
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quicksilversnails · 8 months ago
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Took some notes from the Wild Life retrospective episode of the Imp & Skizz podcast featuring Grian because I thought the behind the scenes info was really interesting!
(3:15) The wild cards were all kept totally secret from the players (apart from Grian), with the exception of the superpowers and finale (as they required the players to set keybinds)
(3:45) The players were given files containing the required mods each week, which were named things like "creeper rain" to throw them off
(4:12) Wild cards were a combination of data packs and mods
(4:38) Grian told them not to read the folder name to avoid spoilers (which is kind of impossible), so everyone fully believed there would be creeper rain lol. Grian was saying it in jest but everyone took it seriously and were apologetic about having seen it, to which Grian told them not to worry
(6:58) Grian originally contacted a data pack dev called Brace for help with programming the wild cards. Some, like the shrinking/growing could be achieved with minecraft attributes, but the snails were too janky and unusable. Grian still liked the idea though, so he reached out to mod developers Henkelmax and Breadloaf, who designed the pathfinding/behaviour from scratch
(8:49) They had a debugging mode used to test the pathfinding of the snails, shown in the podcast and in Grian's credits
(10:09) Grian wants most of the credit to go to the development team and artists, as he was mostly in charge of ideas & organization!
(10:39) Grian's only regret with the snails was that they were too fast in session 3, leading to unexpectedly many deaths. They were apparently not so difficult to get away from during testing, but perhaps the testers were more used to them than the players were
(11:44) Grian: "We did develop to the lowest common denominator" ie. prioritizing how players would struggle over how worrying about if players would do too well
(12:56) Oli's voice for the snails was iconic. It cost Impulse a life because he intentionally stayed closer to it to hear the voice lol
(13:42) Danny was in charge of the snail models and animations
(14:11) During testing, the snails just sounded like Oli, which made it feel weird. They pitched up his voice so that it'd be less immediately recognizable
(15:18) The snails' jumping attack was meant to be clearly telegraphed: they would stop, wiggle, make a "ooeee" sound before jumping. Many players had their friendly creatures volume turned very low/off (as cows and other mobs are loud), which made this attack much less obvious for them
(16:57) The growing/shrinking had the least testing done for it, as it was the simplest conceptually and to program. This meant that the falling off of blocks due to the shrinking hitboxes wasn't anticipated
(17:55) Before the 1st session, Grian told them that he didn't think anyone would die to the wild card. Pearl's death made Grian pretty nervous, as he didn't want everyone dying too early in the season
(19:29) 6 lives were given, knowing that many of the death to the wild cards were unexpected/unfair. The intent was for ~3 lives to be allocated for wild cards, and ~3 for PvP.
(21:13) The developers were all fans of the Life Series!
(22:43) The shrinking/growing was intentionally pretty simple to ease players/viewers into the concept and build up toward more dramatic wild cards like the snails
(25:38) In the hunger episode, Grian didn't know which foods would be good
(25:58) Grian thinks that "it's unfair that Grian already knows everything" is valid criticism, but that it's important for him to be involved with the ideas. Having someone else do that is like having someone else record his videos: Life Series is his brainchild
(26:35) Well before the season began, while they were still developing the concept, Grian asked the other players for wild card ideas that would meet a few criteria. All of them ended up being unused for one reason or another. Impulse thinks his ideas were very "inside the box" because he was viewing things through what was possible in vanilla Minecraft. His idea was to have a scavenger hunt where the players would search to find a relic. The first person to find it would get a buff. Skizz's idea was for every player to turn into a random passive mob for every given interval of time. They would have to find every other player of the same mob type as them or else the whole group loses a life.
(29:44) The food qualities were weighted by the rarity of the item, so very common blocks like dirt and cobblestone would never give anything good. The other items were randomly selected
(30:23) Regular blocks/items cannot be made edible normally, so they had to circumvent that and custom code a fix for items not stacking correctly
(32:41) While a lot of players do want to win, the main priority is creating entertainment, which prioritizes playing recklessly
(33:20) The food wild card wasn't included in the finale because it would've felt like "too much". There was a higher risk of technical issues since it changed the data values of items, and Grian didn't want someone's last death to be because they ate their sword. In his mind, it was a good and fun wild card, but didn't need to be repeated in the finale. Impulse points out that they all would have collected more rare items by that point, removing the incentive to search for blocks to eat
(33:46) The wild cards in the finale were nerfed from their original sessions. The shrinking/growing had a smaller height range, the snails moved slower, etc.
(36:21) The personalized snail skins were a late addition by Danny, who made 18 skins very quickly
(36:49) Grian did not anticipate the snails becoming as popular with fans as they were. After the session released, they had the idea to release the snail merchandise, which directly funded the rest of the season
(39:20) Grian spent what "felt like every day" testing with the developers. They'd record the sessions on Tuesdays, meet up with the dev team, talk about what need to be done, testing, bugs, etc, edit and upload on Saturday, and would get a few days grace before starting again
(40:01) After the snail session, Grian was worried that the season would be very short due to all the deaths. They were considering toning down the later wild cards but ultimately didn't change them too much
(40:36) The time wild card was carefully balanced. If it had gone even a little faster, many players likely would have died because they wouldn't have time to react to threats like baby zombies or creepers.
(40:57) While sessions normally run for a variable amount of time, session 4 was hardcoded at 2 hours. Grian ended the session ~10 minutes early, just after they hit max speed, because he felt like things were getting dicey
(42:46) When the wild card first activates, it looks a lot like the server had frozen or crashed. Grian told the players before the session started that it would look like the game was broken, but that it isn't broken. Skizz tabbed out anyway and missed the beginning 😔
(43:30) Having the rain start just as the wild card began was a good visual indicator of time slowing down. This was a suggestion from the dev team (probably Brace)
(44:41) Impulse and Grian "cheesed" the end of the session by going branch mining. Grian wanted players to take advantage of the wild cards (eg. mining quickly, helping to kill someone), and not have them just be an annoyance.
(45:30) Keeping the client and server-side time stay in sync was challenging. The sky's motion was changed to be smoother on client-side. The players were also not as fast as the server (around 2x faster), the server was going faster than that, and the time of day was even faster
(46:56) The sounds were pitched up/down based on the speed to add to the effect
(27:46) In testing, if the players were made 7x faster, it would be basically unplayable, which was why it was capped at 2x speed. This made mobs very dangerous, as they were now faster than players and could catch up to you and kill you easily
(49:01) On several occasions, they had to extend the fuse duration of creepers to make them more fair. In the time session, their speed was only increased by ~10%
(49:39) Usually, Grian was the one to test the wild cards and notice when things like creeper speed would be an issue, since he was the one with experience making videos
(50:50) A challenge with balancing wild cards is accounting for the playstyles of so many players: reckless players like Scar and Skizz, "kind and gentle" players like Bigb who would stay off to the sides, and "the sweat squad" (Scott, Impulse) who play very cautiously
(52:48) Trivia Bot was the only wild card that was not planned in advance. Grian was struggling to come up with a wild card for that episode, and wanted to have a wild card available that could give people lives in case many people died to early wild cards without it feeling cheap.
(53:33) Trivia seemed a little boring on its face, so presentation was essential
(54:34) This one made Grian the most stressed due to all the moving parts involved in making it (coding and pathfinding mostly by Henkelmax, visuals by Hoffen, audio/music, questions)
(55:08) Trivia Bot's design was based on Grumbot and Mettaton from Undertale. Hoffen drew concept art shown in the video
(58:32) They show Trivia Bot's custom animation for becoming a snail and it's really cool
(59:12) The music was the most stressful part of the project. Grian spent 2-3 days looking through Epidemic Sounds for a Trivia Bot theme song and couldn't find anything good. He commissioned Zera @hopepetal for a theme song, which is played in the podcast. However, Grian realized he needed a full audio package, so he commissioned Oli late in development, who created the final soundtrack and many audio variations
(1:01:38) Grian wants to send appreciation for everyone who worked on the project, even if their work ultimately went unused
(1:02:58) Skizz was happy to give back however he could by staying on standby in the final episode as a zombie, as the players were able to "reap all the benefits" of the hard work of the development team
(1:05:21) Grian didn't know any of the trivia questions beforehand, which were done by fans of the series. The goal was for ~50% of the questions to be answered correctly, which was approximately met
(1:07:11) Players couldn't get questions about themselves because it would be too easy. This would encourage players to leave their bot, allowing other players to mess with them
(1:07:57) Grian felt a little left out from the discovery element of the wild cards, and decided to mess with Scar by hiding his bot. He wasn't expecting Scar to die from it, and could tell that he was genuinely a little upset by it. Grian felt bad about it, which led to a genuine in-game alliance between them
(1:12:32) Grian was very close to letting Trivia Bot give lives as rewards, but decided it would feel too cheap
(1:14:38) Mob swap was slightly toned down, with more camels and sniffers spawning
(1:15:07) Evokers didn't drop totems anymore. Instead, there was a minuscule chance a warden or wither would spawn, which would drop a totem if killed. Grian was a little disappointed that the warden got cheesed in the end
(1:17:45) Having the mobs start passive and turn hostile was mostly for the presentation, building anticipation, and so players could predict where mobs would spawn and react accordingly, making things feel less unfair
(1:20:32) There was no superpower made for Skizz (or Mumbo presumably)
(1:20:38) The superpowers were another late addition. There was a large design doc where Grian created all the powers, which were handed over to Henkelmax and completed over 4 days
(1:21:42) Grian avoided superpowers involving strength, that could cause someone to die easily. Most of the powers were social or movement-based, which couldn't be used for offence as easily
(1:22:25) Some powers were randomly assigned, others weren't. Impulse's was random. Cleo's, Bigb's, Lizzie's, Grian's were assigned.
(1:24:25) Grian gave himself the mimic because it could easily backfire (like in Grian's fall damage death), and because it would've been confusing for a player who wasn't aware of the other powers. They likely would've spent the episode just figuring out how everything worked and not actually using the power to its best ability
Lots of discussion about the superpowers and how they interacted in the episode itself, go watch if you're interested :)
(1:33:38) Talk on how the series "standard" rules evolved since 3rd Life. There was no keep inventory, and no restrictions on enchanting levels or potions, which created slow or unbalanced fights
(1:36:23) 3rd Life was designed to be an experimental series, which made Grian eager to improve it. For example, some people just weren't dying in 3L, leading to the boogeyman in LL, and so on
(1:37:17) The goal with the seasons isn't to one-up the previous one, but to create a different experience every time, which keeps things engaging for the creators
(1:38:31) At the end of each session, Grian would ask the group if they had fun and how they felt about the wild cards. According the Skizz, the answer was "a resounding yes"
(1:39:08) Grian had moments throughout the season where he personally felt like things didn't go well for him, and was anxious for the rest of the group's episodes. Things worked out while editing the raw footage, though. His issues were never with the wild cards themselves, but his own actions (traps not working, spending too long branch mining), but would always find funny moments in his footage
(1:43:41) Everyone in the Life Series cast genuinely likes and genuinely respects everybody else in the group. This allows them to make the show and get mad at each other, because they know it's all just in-character
(1:44:50) It'd be hard to top Wild Life in spectacle, and Grian doesn't want to start an arms race with himself. The next season could potentially be closer to 3rd Life, but Grian's not sure yet. For Grian, Wild Life was the most enjoyable
(1:45:20) Grian: "As long as people keep enjoying [the Life Series] then I'd love to keep doing it"
(1:49:35) With the finale, Grian knew how the wild cards played out the previous sessions and was able to adjust them
(1:49:56) Grian's goal was to create safe chaos where everyone knew what was happening and wouldn't die to them, which didn't go entirely to plan. The snails were 60% of their original speed and people still died
(1:51:03) Grian made a precise timeline of when each wild card would start/stop, it wasn't randomized.
(1:54:16) All the superpowers were randomized, with Bdubs' power being removed from circulation because it didn't have much use in a finale setting
(1:56:10) It was important for Grian that in the final moments, the wild cards were removed, so there were no interruptions. The timing worked out well because there were a few people left and it ended within ~10 minutes (this implies that the change wasn't based on # of players alive, as people had speculated based on Gem's death)
(1:58:48) The players all randomly switched to zombie skins throughout the session to mess with people on NameMC. Well-played :)
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glowettee · 4 days ago
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✧・゜: she studies. she plans. she glows. :・゜✧
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hey lovelies,
i need to tell you something that changed my life: you don’t glow by accident. you glow because you chose to live with intention. and behind that intention? there’s always structure. softness needs structure. dreams need systems. the glow doesn’t last if there’s no fuel. and that’s why she studies. she plans. and then, she glows.
i used to think planning made me rigid. that studying was something i did to survive school. but now? it’s sacred. planning is self-devotion. studying is energy refinement. it’s how i stay rooted in who i’m becoming.
⋆.ೃ࿔:・ study like a girl who knows what she wants ・:
studying isn’t just for students. we’re always studying, ourselves, our habits, the world, patterns, people. studying is the art of paying attention. and when you start doing it on purpose? you become dangerously clear.
here’s how i study now:
1. i study myself. daily. i treat my thoughts like data. i track what energizes me. what drains me. what time of day i spiral. what triggers my self-doubt. what environments make me feel beautiful. this is a full-time subject. i don’t wait until a breakdown to learn my patterns.
2. i study things that build the life i want. if i want soft mornings, i study slow living. if i want a glowettee brand empire, i study content strategy and brand psychology. no more “i’ll figure it out eventually.” i study with intention. curiosity is a power tool, use it.
3. i study people who already have what i want, but i don’t copy them. i look for structure, not aesthetics. what systems are they using? what rituals do they repeat? what don’t they waste time on? i learn their rhythms, not just their results.
⋆.ೃ࿔:・ plan like a goddess in her strategy era ・:࿔
some non-basic planning truths i live by:
✧ weekly glow rituals > daily to-do lists every sunday i set intentions based on how i want to feel, not just what i need to get done. i ask:
what energy do i want to lead with this week?
what will keep me rooted?
where can i be more gentle?
what’s the one thing that would move the needle?
✧ i schedule pleasure, not just productivity if it’s not in the plan, it gets pushed to the side. so i block time for:
doing my makeup with no rush
journaling with tea + a playlist
going outside to look at the sky
pinterest moodboarding just for fun this isn’t extra. this is fuel.
✧ i create systems for my future self i don’t plan in chaos. i plan for ease. that means:
organizing my folders so i can find things fast
having templates for content so i’m not starting from zero
using rituals (like matcha, same playlist, same candle) to signal “it’s time to work”
⋆.ೃ࿔:・ glowing is the result of living in alignment ・:࿔
the glow isn’t makeup. it’s not good lighting. it’s alignment. it’s what happens when your actions are in sync with your purpose. when your days reflect your values. when you stop running in five directions just to look busy, and instead move in one clear, beautiful direction that’s yours.
you glow when:
your nervous system is regulated
you’re clear on your priorities
you don’t betray your energy just to be seen
your rituals keep you anchored
your goals are connected to your self-respect, not your ego
⋆.ೃ࿔:・ let me be real for a sec ・:࿔
i don’t always feel put-together. i still spiral. i still cry on the floor sometimes. but the difference now is, i don’t stay lost. i have a system that brings me back.
my plans hold me when i start to slip. my study habits sharpen me when i’m confused. my glow reminds me that i’m doing this all with love.
so if you’ve been floating, flailing, forcing, pause. make it gentle again. make it strategic again. study with intention. plan with softness. glow without apology.
xoxo, mindy 🤍
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thewriteadviceforwriters · 1 month ago
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📊 How to Use Tropes Without Turning Your Story into a YA Checklist
You can tell when a book was written by vibes and TVTropes alone.
It’s got: ☑️ the reluctant chosen one ☑️ the love triangle ☑️ the mysterious brooding boy™ ☑️ the sassy best friend ☑️ the dead parents ☑️ the villain with daddy issues ☑️ the scene where someone says “you don’t know what I’m capable of” and walks away dramatically
And like… that’s fine.
Tropes are tools. But here’s the thing: they are starting points, not story goals.
If your plot reads like it was drafted by a checklist in a Pinterest caption, it might be time to recalibrate. Here's how to actually use tropes without turning your book into a YA Mad Libs generator:
─────── ✦ ───────
🧩 Tropes Are Patterns--Not Presets
A trope is a pattern, not a requirement. It’s not a law. It’s not a plug-and-play feature. And it’s definitely not your plot.
The “enemies-to-lovers” arc? That’s a container. What you put inside it, that’s where the originality lives.
The goal isn’t to avoid tropes. It’s to do something interesting with them.
→ Why are they enemies? → What does the “love” cost them? → What happens if they fail to become lovers?
Tropes don’t carry the story. The conflict does.
─────── ✦ ───────
⚔️ Complicate the Familiar
Here’s a trick: if a trope feels too easy, break it in half.
Examples: → “Reluctant chosen one” → okay, but what if they wanted it, and then hated it once they got it? → “The mentor dies” → cool, but what if the mentor fakes their death to manipulate the protagonist? → “Sassy best friend” → no. Make them real. Give them pain. Give them depth. No more walking punchlines.
Tropes are scaffolding, not shortcuts. Add weight. Add doubt. Add betrayal.
─────── ✦ ───────
🕳️ Interrogate Why You’re Using It
Ask yourself: → Do I love this trope or do I feel like I have to include it? → Am I doing this because I’ve seen it done… or because it serves my story? → Is this trope the only interesting thing about this scene?
If your answer is “because that’s what YA stories do,” delete it. Go deeper.
─────── ✦ ───────
💔 Tropes Aren’t Substitutes for Character Arcs
You can’t use “grumpy x sunshine” and call it development. Tropes are flavors, not meals.
Give us: → Choices with consequences. → Conflicting values. → Character growth that costs something.
Otherwise? Your grumpy guy is just a Pinterest moodboard with a pulse.
─────── ✦ ───────
🧨 Use Reader Expectations Against Them
You want to use a trope and not make it predictable? Weaponize it.
Example: → Start with a love triangle. Let the MC fall hard. Then have both love interests realize they’re in love with each other. → Use the “chosen one” trope… but make it about dismantling that myth entirely. → Introduce the “villain redemption arc” and let them choose to stay bad because it makes more sense for them.
Set up the pattern. Then snap it in half. That’s how you surprise a jaded reader.
─────── ✦ ───────
Final thoughts from your local trope goblin:
→ Tropes aren’t the problem. It’s treating them like a checklist instead of a narrative engine. → A good trope doesn’t make your story good. How you twist it does. → If a story reads like it was built from Tumblr quotes and nothing else—it’s gonna flop.
So go ahead. Use the trope. Then ruin it. Make it weird. Make it hurt. Make it yours.
—rin t. // story mechanic. trope thief. YA bingo card burner. // thewriteadviceforwriters
Sometimes the problem isn’t your plot. It’s your first 5 pages. Fix it here → 🖤 Free eBook: 5 Opening Pages Mistakes to Stop Making:
🕯️ download the pack & write something cursed:
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spampai · 2 months ago
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‘Tholus Paradisi’
Inspired by ceiling fresco
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orionhelluvaranting · 5 months ago
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And remember, kids, you should prioritize wisely!
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Alright. I had some kind of tolerance toward these two before. Hell, I had been liked Ozzie even! Unfortunately, after "Mastermind" has released I can't stand them (or the way they're written, to be more specific) anymore! 💢
Bee and Ozzie both are supposed to be that nice and well-meaning individuals who actually care about the commoners unlike the other (bad) capitalists. In fact, they're just two bratty kids who'd rather bully some loser than do philanthropy. But Viv with the standom are so desperate to prove us otherwise. And that's so annoying!
Evidently Bee is a party gal. She's chill 'n cool. But most importantly, despite of being a royal she doesn't give a damn about stupid rules. She considers hellhounds as her equals and throws a parties for them. She cares about her people very much! And of course - OF COURSE! - she'd like to help Loona and co. but... Sigh! Her paws are tied! Besides, there are more important things to do. Like putting Mammon in his place. When else could you find perfect time for this if not at the court, right? Plus, Bee supports slave trade. Just saying.
And Ozzie... Uuuggh, please don't even get me started on him! The topic deserves a separate post because it's large and I don't mean to go deep into this right now. Instead, I'm going to rant about how Bee and Ozz stand up for Blitzø vs how they attack Mammon. So we could figure their true top priority out.
<<< Tw: acephobia and occasional sarcasm under the cut >>>
How they defend Blitzø:
Say "this lil imp guy isn't bad, let him speak up" (they immediately forget about this the moment Mammon interrupts them)
Rise a hand to vote for hearing out the testimonies (and there's nothing special since M&M and Loona did the same)
Bee gives four middle fingers to the crowd of pompous nobles... Wow. That was so edgy cringy!
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Geez, what a great performance! So brave,so rebellious, so selfless! These guys are the bloody legends for real! The true defenders for all the oppressed souls. I think they dropped this 👑
Cough, cough! Excuse me, seems like I had a sarcastic attack. Cough, cough!
Okay, where was I? Oh, right! As you can observe the whole defense from Bee and Ozzie seems pretty weak. It's a bare minimum. You disagree? Then let's see...
How they attack Mammon:
Ozzie yells and threatens him with a literal fireball ​immediately
"Nobody wants to fuck you!" Yikes, that was EXTREMELY acephobic* from your side, Bee...
Bee throws a dick-shaped popsicle at Mammon (fail)
"Why won't you keep fucking yourself?" Woah, another corny insult! Bee, could you please stop acting like a cringy acephobic bitch?
Bee throws a dick-shaped popsicle at Mammon again (success)
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There are a lot more passion and persistence, ain't it? And what has Mammon done to cause that kind of reaction? Well, he interrupted Ozzie's speech like this:
"Shut up, you two! We all know you enjoy slumming it with the low class plebs. Unlike the rest of us..."
And excuse me, but, uh... Where's the lie? Bee and Ozz both are banging with the lowest of the lowest. That's true. Their reaction seems kinda "You ask me for facing the truth, but you do it without respect" in that instance. Like??? Are they embarrassed by being called out? Or do they've got offended because Mammon marked their lovers as "the low class plebs"? 🤨
Well, sweeties, I have a bad news for you! There's the class system in your society. That system implies division into classes - low and high. Hence your baes belong to the low one. And they won't stop to belong to it even if you pulled them out of that environment. You can't "fix" them like that. Because the moment you've got bored with them they'll be left with nothing. As far as the system is still alive. The system in whose existence you - Bee and Ozz - are involved as deeply as Mammon. And his words about the "plebs" isn't just his individual opinion. It's the whole upper crust's point of view. So maybe you should try beating up the system? What's the use of your hassle with Mammon? You don't even reproach him for bigotry - that would be valid - but for being unfuckable. This whole situation seems not like fight for justice but like expression of your personal aversion. If so, then why the hell are you getting distracted from the court where the fate of one commoner is decided?
Oh! By the way Bee and Ozz doing it right in front of Satan. You know, that horrible and tough dictator who would shut anyone up the second they dare disobey him. Defend Blitz? Woooah, nooo, no way! Satan is a big meanie, he won't allow this! Bicker with Mammon like there's no tomorrow? Ha, easy-peasy! Satan won't mind. And surprisingly he actually doesn't! Instead, he just... suggests to take the vote + facepalms a bit later. Is this some kind of punishment for inappropriate behavior or is Satan simply fine with the whole nonsense he's surrounded by? I mean, Satan has brought Sins together for this event and now these idiots are sitting behind him and not paying attention (Bel's literally sleeping!). Can't this be seen as disrespectful? No?! Apparently Satan could get mad only if Ozzie speaks the truth out, right? Great 😒
Anyway, let's get back to Bee and Ozz. They were doing that childish nonsense... and what have they achieved? Well, they've managed to make Mammon suck a d. Wow, the true heroes we deserve! Now all the imps and hellhounds rotting in poverty and slavery could breathe easily. Bravo!
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And look how frigging cheerful these mfs are! May I remind you they're doing this right after the Goetias have voted for Blitzø's execution and now...
HE'S ABOUT TO FUCKING DIE!!!
What were they even thinking about at that exact moment?!
"We've failed to help this imp and now he's gonna die??? Awww, nooo, poor thing... Anyway! Let's push a dick into the greedy pig's throat! Yeah, we're so cool and edgy. Besties goals!"
And then we're supposed to hate Mammon because he doesn't care about the trial and messes around. But when Bee and Ozz do the exact same thing we should root for them? Really!?!!?
My honest reaction for all this crap:
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Conclusion: The narrative (and Viv) wants us to regard Bee and Ozz as the good capitalists, although they put in almost no effort. They do the bare minimum and the standom is justifying them by lack of power and "Satan is the law". However, the lack of power and "Satan is the law" don't stop them from bickering with Mammon in the middle of the trial.
Thus Bee and Ozz prefer to get distracted by stupid childish nonsense without any significant value (and they do this enthusiastically) instead of helping Blitzø and his team. They don't try to noticeably change the status quo on a daily basis as well, even support it (Bee's slave trade). Still, they're admired by the whole fandom as if they're victims of circumstance who are simply deprived of the opportunity to do anything. And this hypocritical rhetoric is pissing me off so much.
*No, I won't take the arguments "But Mammon is closeted! Bee didn't know he's ace! She would never say that if she knew!" Yeah, she didn't know, alright... But guess who did know about Mammon being the ONLY grown-up asexual character in the whole show? Vivziepop! Oh, also SHE wrote this episode. So she was the one who has approved the idea of a "positive" and beloved character mocking an asexual for not getting laid. Therefore the fact Bee PROBABLY didn't know doesn't really make this better for me.
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juliaknz · 9 months ago
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