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Fantasy Guide to Political Structures

A Horse! A Horse! My X for a Horse!
Let's be honest, fantasy authors love their kingdoms and empires. You can throw a rock in a bookshop or a library in the fantasy section and you will 99.99999% hit a fantasy book that will be set in or mention either of those structures. But what are they really? What's the difference between them all? Are there any more examples of structures that would suit your WIP better? Are you using the right terms? Let's have a closer look.
Duchy

A Duchy is a small territory ruled by a Duke/Duchess. While Duchies can be found in kingdoms, some duchies were sovereign states in their own right. Duchies are usually small by land mass but some duchies such as Burgundy were extremely powerful and influential. Independent Duchies were usually apart of a kingdom but grew so powerful that they eventually broke away to become a sovereign state in their own right. An example would be modern day Luxembourg, historic Milan and Burgundy.
Principality

A principality is territory ruled by a Prince/Princess. A principality is typically smaller than a kingdom and in some instances, can be apart of a larger kingdom or be a sovereign state. Principalities have a history of having broken away from a larger kingdom or eventually becoming apart of a kingdom. A principality within a kingdom is ruled by a Prince/Princess, usually an heir of the monarch and can be used to train them up to assume the throne in the future. Examples include Monaco, Liechtenstein and Andorra.
Kingdom

A sovereign state/country that is ruled by ruling King or a Queen. A kingdom is much larger and more powerful than a principality. Kingdoms can be feudal, meaning they are ruled in a strict hierarchy or an autocracy where the monarch rules alone with minimal input from the government or constitutional where the monarch is more of a figurehead and the government has a good chunk of control. Examples include England, Thailand and modern day Spain.
Commonwealth

A Commonwealth isn't a popular choice in fantasy but it is an interesting structure. A Commonwealth in its most basic form is a collection of states that are linked by either a shared culture or history. A Commonwealth can be a politically power or an economic power, with every state allowed to participate as much as they like. Not one state leads the others, it is all one group of equals. A Commonwealth can be a good idea for a group of nations that are more powerful together with them keeping their own independence.
Federation

A Federation is a political structure that is made up of united states or countries that are under a single government but each state is still independent and rules itself. Each state can have different laws, different cultures and economies but they all answer to the single government. Examples include the United States of America.
Republic

A Republic is a territory that is ruled by leaders and heads of state that have been elected on merit and by choice of the people. Republics are not just countries but can also be much smaller areas such as cities. Republics are democratic in nature, with the people having a say in who leads them in accordance to a constitution. There are many kinds of Republic: presidential, parliamentary, federal, theocratic, unitary. Examples of Republics include the Republic of Ireland and the city of Florence.
Protectorate

A Protectorate is a country/region/territory that is independent but relies on a larger, more powerful state for protection either in a military or diplomatic sense. A Protectorate was often used by Empires in order to maintain control over an area without annexing it. There are many reasons a larger state and the protectorate would agree to this, mainly the protectorate is much smaller meaning it is far more vulnerable to attack or it has very little power when compared to other states. A Protectorate allows the territory some power to rule itself but the larger state may feel the need or desire to interfere in the dealings of the territory. Examples of protectorates include the client kingdoms of the Roman Empire like Egypt before its annexation and Puerto Rico.
Empire

An Empire is a collection of nations that are united under one sovereign head of state or government. An Empire is formed by one nation steadily taking control of other nations, either through straight invasion and colonization or acquiring them through marriage and other less violent ways. An Empire is powerful mainly because it can drum up more resources, more influence and more military power. An Empire might impose the traditions, beliefs and culture of its principal nation - the nation that started it all - onto its colonies for better control and feeling of uniformity. Empires never last, that is something to always remember. Empires will eventually fragment due to the vast size and sometimes revolt among the conquered states. Examples of empires include the Roman Empire, the Byzantine Empire, the Ottoman Empire.
#fantasy guide to political structures#kingdoms#empires#writeblr#writing reference#writing resources#writing#writing advice#writer#writer's problems#spilled words#writer's life#fantasy guide#creative writing#writing fantasy#writing community#writing inspiration#writing prompt#writing problems#on writing#writers#writing help#writing tips#wtwcommunity#writing guide
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How to Structure a Oneshot That Hits Like a Thunderclap
“A good oneshot is a single breath—sharp in, slow out.”
A oneshot isn’t just a short story. It’s a moment, a mood, a slice of intimacy that wouldn’t survive being stretched into a full-length fic. Here’s how to make it count.
Pick One Core Emotion
Build the whole thing around a single feeling. Obsession. Longing. Regret. Euphoria. Grief.
If a full-length fic is a symphony, your oneshot is a single piano note.
Ask: What should the reader feel when they finish?
Ex: “This oneshot is about the moment someone realizes they’ve already fallen in love.”
Limit the Timeline
Don’t span days. Or even hours, if you can help it. The strongest oneshots focus on a single scene or moment.
A kiss in a hallway.
A final goodbye at dawn.
A confession said too late.
Tight time = tight tension.
Start Late, End Early
Drop us into the scene already in motion—no lengthy set-up. And leave us just after the climax, not long after.
Don’t: “They met three years ago and…”
Do: “It’s raining the night he finally says it.”
Your oneshot should feel like eavesdropping on something private.
Structure Like This
ACT I: Setup (15–25%)
Who are we with? Where are we? What’s simmering under the surface?
ACT II: The Shift (50–70%)
Something changes. A kiss. A fight. A confession. A memory.
The mood deepens or flips—this is your emotional peak.
ACT III: The Fallout (15–25%)
How does it end? A single line. A final look. A choice not made.
Leave a lingering echo, not an epilogue.
Let Style Do the Heavy Lifting
A oneshot gives you space to lean into voice, imagery, and metaphor. Write like it’s the last thing you’ll ever write.
“He says her name like it’s a prayer, but the gods stopped listening hours ago.”
Mood. Matters.
#writeblr#writing community#writers of tumblr#writing tips#creative writing#vivsinkpot#amwriting#writing advice#oneshot#oneshot advice#fanfic writing#story structure#writing help#short fiction#fic writing#writing inspiration#writing resources#emotional writing#prose craft#oneshot writing#vivwrites
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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:
#writing#writing advice#writeblr#writers on tumblr#writing tips#writing help#how to write#story structure#writing process#plotting tips#writing guide#writing blog#writing community#writing support#tumblr writing community#writing inspiration#storytelling tips#how to outline#writing resources#novel writing#outline tips#plotting a novel#writing craft#novel planning#write a book#drafting a novel#writing motivation#first draft advice#fiction writing#character arcs
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Gero Schwanberg: helping hand balcony Location: Wien, Austria
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being aromantic is like. hey btw you're going to live a life that is the culmination of most of society's worst nightmares. sorry lol ✌️ but then you turn around and take a really good hard look at it and it turns out that living in that nightmare is fucking awesome and you get to wake up every day and take that fear that other people have and laugh and hold it close until it's a great joy for you instead. and being happy is a radical act that you define instead of someone else. and you're sexy as fuck that's just a fact of life i don't make the rules on that one
#aromantic people are just sexy i'm not making the decisions here it's just facts#course ur hot as fuck. it came free with the aromanticism#being sexy is just default settings for aromantic people 👍#hope this all helps. anyway i'm on my 'i hope i die alone <3 i can't wait to die alone <3' kick rn#i think the existential fear that people have of Not Partnering specifically is so. well.#obviously that shit is strong and it is SO awesome to be free of it.#realizing you're aro and you don't Want a partner can be such a hit to the solar plexus#cause society says that's the only thing that'll make you happy. so either you go without that thing or you force yourself#into doing something you don't want which would make you unhappy anyway.#so you think it's a lose lose situation and you have to come to terms with what amatonormativity presents as the worst possible situation#but then! whoa! turns out personhood is inherently valuable in and of itself and romantic partnering is just a construct!#and that nightmare is now your life to do with as you please... define as you will... structure as you want...#best case scenario. is what i'm saying.#every day i wake up ready to spit all that amatonormative rhetoric back in life's teeth by being alone and being happy#and it's so fucking satisfying. every day.#fucking JUBILANT being by myself. and i love being a living breathing 'fuck you' to the romantic system#you need a partner to be happy? oh that's sooo fucking crazy guess i'll go be miserable then. in my perfect fucking dream life lmao#yeah obviously it's the worst possible outcome on earth to die without a partner. so terrible. can't wait for it :)#aromantic#aromanticism#aro positivity#aroace#arospec#sorry to bitches who are sad about not having a partner. i could not give a fuck though get better soon#you couldn't EVER pay me enough to go back to a mindset in which my inherent value wasn't enough by myself.#FUCK that shit. absolutely miserable and a bad life outlook in general. like genuinely do the work w/ amatonormativity and get better#life is something that can be so fulfilling whether someone wants to kiss you or whatever or not#i'm on antidepressants and i have people i care deeply about. what the fuck would i need a partner for lmao
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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 :)
#og post#wildlife#grian#impulse#impulsesv#skizz#skizzleman#imp & skizz#mc meta#wild life smp#wlsmp#life series#trafficblr#traffic smp#<- dunno which life series tags are most commonly used but i hope i got all the major ones#long post#“i should write down the behind the scenes!” i thought. “it'll be quick!” i thought :')#as someone who did had some critiques about the structure of the season#i found it really insightful to hear about the design decisions from a behind the scenes perspective#digging into why it was made the way it was and what exactly about it worked/didn't work honestly helps me to appreciate#it more for what it was!#and it helped to truly understand and appreciate all the work that went into it#i probably included more details than needed but i just thought they were all really fascinating#like trivia bot being designed to have the option to give lives in case the early sessions were too deadly!#i was also surprised that the snail merch wasn't planned ahead of time#and i also tried to keep all the credits grian listed bc i think it's important!#i would recommend watching the full podcast ep! i didn't include a lot of imp & skizz's commentary since i was focusing on the technical &#behind the scenes details but they had lots of great insight
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I am a very vocal hater of the whole "the game is just for the cast you can't criticize it ever!!" mentality, to the extent that even when it's in response to a take I think is awful, it will always bother me more than the original take. After some reflection, I've broken it down to five key reasons why it upsets me so much.
1) The obvious one is that the idea that the show is only being made for the cast is false. If they didn't intend to make a piece of entertainment, they wouldn't have posted it online. A lot of creative works are made with the creators enjoyment as the highest priority. That does not mean that's all it was made for.
2) The way these posts commonly focus on how the cast isn't obligated to do what other people want is a fundamental misunderstanding of what criticism is and why we make it. I assure you the vast majority of people do not think their complaints should be met with the cast personally kneeling before them.
3) It implies that something being made with love automatically makes disliking any element of it wrong. Which is a belief that is impossible to hold without becoming a hypocrite. There is no way in hell you have never disliked a piece that the creator(s) had fun making. I'm writing this post for my personal enjoyment. Have fun with that paradox.
4) There's this weird belief that all complaints are about specific desires that weren't met. There are actually a whole lot of posts about whether the story succeeded in doing what it intended to do, but I guess I can't expect people to read things.
5) This is my big one. Art deserves to be criticized. It's one of if not the most important way of interacting with a work. I don't believe saying actual play is uniquely exempt from critique is respectful of the medium. You are treating it as though it shouldn't be engaged with in the way we engage with all other art and is, therefore, lesser.
#i want it to be clear this is about a wide spread opinion not a specific post or person#also good critique (good in the sense of thoughtful and well structured not necessarily correct) prompts discussion#and those discussions can help you figure out what it is you personally enjoy about the show#it is not inherently a negative#i keep going back and forth on whether to main tag this and if the way i worded it was too pretentious#but yknow what fuck it being annoying is okay actually#critical role
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more progress
#rug hooking#my mom (unprompted) said it reminded her of the rainbowfish book so goal accomplished mdfjghf#ended up not going wiht the grid scale thing but still wanna try it out on something else#brain got grumpy when I tried doing little squares of solid color instead of being more freeform#wip#dunno about the fins yet besides it being a lighter color#and the fin lines being the same as the eye maybe#OH also I splurged back in october and got a barnett hoop and it arrived yesterday and I love it >:'D#got a bean bag base that's magnetic so it can rotate too and that's been super helpful#-squints- might take out that aqua blue above the fin haha#also hmm dunno if I wanna take out/redo the body part we'll see hAHA want it to feel more structured a little#like the head/operculum part
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DPXDC CFAU Headcanon: Ghostspeak Edition
Ghosts in the Infinite Realms who saw Jason and Danny together called them "luzdra", a term in ghost speak that directly translates into the words "shared soul". It's literal definition is; "two ghosts with a bond so deep that it was as if they had split their souls in half and given one to the other", but in general it just means two ghosts with a profound, indescribable bond.
Luzdrus is the singular form of the word, and refers to only one ghost in the bond. While "luzdra" is plural and either refers to both of them together, or the relationship as a whole. It depends on the context of the conversation and who they're saying it to.
There is no romantic, platonic, or familial connotation behind the word. It just means "someone who shares a deep bond with someone" and can be between anyone.
It also does not mean soulmate, and if you say that you'll be corrected. Soulmates implies that their bond was destined by the universe, luzdra are two people who developed and built that bond themselves. It's a relationship forged between two (or more) people.
Some of Danny's rogues -- like Kitty and Johnny, who might've seen the two together and are possibly luzdra themselves -- still call him 'luzdrus' even after Jason's disappearance from the Zone. Danny doesn't know how to feel about it.
#dpxdc#dpxdc crossover#dp x dc#dp x dc crossover#dpxdc headcanon#dp headcanon#ghostspeak#danny fenton is not the ghost king#childhood friends au#cfau#vehemently refuse to call cfau danny and jason soulmates because in my eyes it weakens the magnitude of their bond lsajfh.#they were forged in blood not stars#i dont have a written conlang yet for ghostspeak but this may just be the start of it. especially now that i've figured out HOW i wanna#set up the way the orthography and phonology is structured. 'luzdras' is the word 'shared soul' spelt backwards with the spelling changed#to look different while still keeping some of the original backwards sound. so i've got one part of the conlang structure set up so far#'lous derahs' -> 'lousderahs' -> 'lusdrahs' -> 'luzdrus'#then my friend Navistar helped me come up with the singular and plural form when i asked her for help#ghost speak is funky and imo doesn't always have a written way to describe a word. it's based on vibes and vibes alone. any word thats able#to be made out is accompanied with other sounds that drown it out. like static or ringing or beeping or glitching. lots of sound effect
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A Linked Universe meets The Dark Crystal AU! I don't even remember what started it at this point. I remembered that the Dark Crystal and Age of Resistance are things I like, blinked, and woke up three days later with an AU and a bunch of art.
The designs and the story are a wip and for fun so expect a lot of variation! (I have a few different beginnings, ideas for different designs, etc)! :D
In addition to #linked universe I'll be using the tags #the dark crystal lu au and #courage of the dark crystal!
#linked universe#tdc aor#the dark crystal lu au#courage of the dark crystal#lu au au#lu legend#lu hyrule#lu four#lu wind#I've made an au of the au I've gone too far help help-#I gotta get better at drawing gelfling! Their facial structures are very distinct#ALSO I went really big with the ears here lmao#the hugest ears ever seen on gelfling#TRANS ROOLIE TRANS ROOLIE TRANS ROOLIE YIPPEE!!!!#I drew this last month (except for Four) sO HAPPY PRIDE! Roolie gets WINGS! :D#I'm SO pleased with Wind's design! he's a lil fishy! and Four with the horned headband/armor in place of the lil ups in his bangs#gonna try to put the aureyal or symbol of the conjunction and triangles on all of them#IF YOU HAVE QUESTIONS ABOUT THE AU PLS ASK THEM#I'd love to tackle some worldbuilding mayhaps?!#I'm thinking of placing them somewhere before the first battle of stone-in-the-wood in the arathim wars#or after the events of the comics with Kensho and Thurma somewhere#and just figure out another reason for the crystal to be shattered. so many possibilities!#where's the crystal shard this time and how can I split it between them? >:3 niiiiine shards made whole >:3#quest for the ~~triforce~~ crystal#Hello from summer camp also! Lots of shenanigans!#I'm surprised I was able to draw Four at all last weekend I've been so busy!!!#having fun tho!!! we're having a lunch cookout at archery and campfire is tonight!!! It's going good! see ya!!!
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Ok so this is going to come off as rude...but as the one who came up with the concept of theriform I have to specify;
It is not an identity label.
It is a term to allow us to talk about members of our species whose bodily structure and levels of sapience are typical for that of our species, without using invalidating terms like 'biological (animal)' or 'real (animal)'.
If those who were born into differently shaped bodies with human-level sapience start to use it too the term becomes meaningless and inaccurate.
Please do not use it as an identity label.
#I know I can't stop anyone but I need this to be known in case people are confused#I saw someone compare it to cisgender and how they considered calling themselves theriform because it helped with their dysphoria#and whilst I sympathise that's not what theriform is for it's for ease of discussions only#and it's not comparable to cisgender when theriform literally suggests a completely different bodily structure and level of sapience#if you were theriform you couldn't be on Tumblr#theriform#alterhuman#otherkin#therian#nonhuman
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one of the most important things terry pratchett has taught me is that it's okay to be angry. no one has ever said that to me before. he taught me that anger was an engine. that you can use that anger. that it goes hand in hand with love. he taught me to never underestimate my anger, because it's one of my strongest points. he taught me genuine anger was one of the world’s great creative forces. he taught me i shouldn't be fighting my anger, but what caused it. he himself said rage underlines everything he wrote. i never heard anger talked about so openly like that before and it's freeing, i suppose, to realize you are truly, truly not alone in your rage at the world. you never were.
#“Granny Weatherwax was often angry. She considered it one of her strong points. Genuine anger was one of the world’s great creative forces.#But you had to learn how to control it. That didn’t mean you let it trickle away. It meant you dammed it carefully#let it develop a working head let it drown whole valleys of the mind and then - just when the whole structure was about to collapse -#opened a tiny pipeline at the base and let the iron-hard stream of wrath power the turbines of revenge.“#not a moment goes by that im not thinking of that quote#ill stop going on about anger and pterry i promise it's just that im angry all the time and he's the only thing that has helped so far and#you dont get over that sort of thing#gnu terry pratchett#discworld#terry pratchett
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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:
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🧩 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.
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⚔️ 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.
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🕳️ 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.
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💔 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.
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🧨 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:
#writing#writing advice#writeblr#writers on tumblr#writing tips#writing help#how to write#story structure#writing process#plotting tips#writing guide#writing blog#writing community#writing support#tumblr writing community#writing inspiration#storytelling tips#how to outline#writing resources#novel writing#outline tips#plotting a novel#writing craft#novel planning#write a book#drafting a novel#writing motivation#first draft advice#fiction writing#character arcs
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hopelessly romantic over the concept of information
#the ancient is a design i made up for someone that srs could talk to#just wanted to explore a robots love thru computation and physicality 😇#and how the extent of this is deranged when not literally a supercomputer#how would the ancient even hold wnough pearls to contain the entirety of their structure 😭#srs rain world#seven red suns#iterator rain world#rain world iterator#rain world#why did i pick srs? nsh too busy fucking around lttm doesnt really care for the ancients and 5p isnt capable of love. hope this helps💛
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Hello! I'm just a lowly bystander who really enjoys your art(love the art style)^^
I was hoping we could see Dokja with a character named Ayin(from a game called Lobotomy Corporation)? They sort of look EXACTLY the same, so honestly, I was suffering from the lack of reference to put the two apart, ha-ha.
Thank you for your amazing art here on tumblr :D
Hi!! Apologies for the delayed response, but thank you so much for liking my art :D I’m happy that you like my art style!
I looked up who Ayin is and omg you are so right, he looks exactly like KDJ… Thus, I thought the best way to draw a comparison between these two is through this meme.
You also get this little comic!
I hope you like them! Once again thank you for enjoying my art! ^_^
#kiwimint ask#orv#omniscient reader's viewpoint#lobotomy corporation#lobcorp#not going to lie but I kind of got intrigued by lobcorp after seeing how similar Ayin looked to KDJ lol#I watched a 50 ish minute video summarizing the story of lobcorp and gods it’s kind of crazy#this was also a good practice in trying to draw different facial structures to help differentiate characters with similar designs
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