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evergreen-dryad ¡ 16 minutes
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My secret to actually finishing publishing projects is that when I don't feel like working on them, I procrastinate by pissing around with the innumerable tiny housekeeping tasks associated with the project that would otherwise bring things to a crashing halt at the 99% mark, so that when I eventually do get to the 99% mark, they're already done.
Like, you don't feel like actually writing the thing?
Screw around with the layout and formatting of your credits and copyright notices page.
Put together a spec for an illustration you imagine you might one day commission, if you ever find yourself in possession of a budget.
Fire up your graphic design software and compose a completely unnecessary diagram or visual aid.
Tinker with the wording of the promotional blurb on the itch.io page you set up in a previous bout of procrastination even though the product doesn't actually exist yet.
Any non-trivial publishing project has a billion peripheral little tasks that need taking care of, most of them sufficiently small and sufficiently different from Writing The Thing that you can probably convince your brain that doing them when you "should" be writing counts as procrastinating – and that list may look a lot less intimidating when it's framed less as "a billion things I Have To Do" and more as "a billion things I can distract myself with to avoid actually writing".
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evergreen-dryad ¡ 2 days
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You can tell that Laios has an accent. His letters are more squishy and soft and Marcille's are more angular. He pronounces a ㅁ like it's an ㅇ.
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evergreen-dryad ¡ 4 days
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How to Convert Exposition into Ammunition
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Exposition is all the facts and information conveyed to the audience. It's facts about the setting, the worldbuilding, the characters, the current situation, the history, the magic or technology, or anything else that is straight-up information. Every story needs some exposition, but for all of us, it's been tricky to handle at one point or another.
One of the quickest ways to tell a beginning writer from an experienced writer, is how he or she handles exposition. Beginners often cram in too much too fast, leading to poor pacing, info-dumps, or maid-and-butler dialogue. Professional writers know how to expertly weave exposition into the story, so that the audience is fed information without hardly noticing it.
Last year, I did a post on how to use turning points to help you discern what info to put in and what info to leave out, when. I mentioned that in his famous book, Story, Robert McKee has a maxim: "Convert exposition into ammunition."
It sounds great, right?
But like some of the most meaningful writing advice, it can be difficult to wrap your head around. 
It sounds great, but like . . . how does one actually do that? And what does that actually mean?
Luckily, McKee does expound a bit on what he means, and today I'd like to expound on what he means by offering my own spin on it.
As McKee points out, "Show, don't tell" is key for exposition--we want to find ways to dramatize the information. Okay, great, chances are if you're reading my blog, you already know that. Still, it's often helpful to start with what you know.
McKee writes:
Dramatized exposition serves two ends: Its primary purpose is to further the immediate conflict. Its secondary purpose is to convey information. The anxious novice reverses that order, putting expositional duty ahead of dramatic necessity.
This is the part I want to emphasize: Its primary purpose is to further the immediate conflict.
Summed up into one simple line, this is what it means to turn exposition into ammunition.
But don't worry, I won't leave you with only that.
Cause if you know me, I like to go deep . . . 
Load the Ammunition! Exposition as an Asset or Problem
Ammunition is meant to be shot, dropped, or detonated.
It's not something you use during peaceful circumstances (unless, of course, the peaceful circumstance is just covering up a silent struggle).
Because we want to connect the exposition to the current conflict, this means that one of two (or both) battling forces is loaded with the ammunition.
The protagonist.
Or the antagonist.
And when I say "antagonist," I'm not just talking about the main "bad guy." 
The antagonistic force is whatever is opposing the protagonist in the pursuit of his goal. So while there is often a main antagonist, there will actually be lots and lots and lots of lesser antagonists. A rock may be an antagonist. A computer. A storm. A substance. A mouse. (Read more about this in "The True Purpose of Antagonists.")
Furthermore, the protagonist of a scene may not always be the main protagonist of the story (but more on that in a sec).
The protagonist is someone the audience is oriented toward (often the viewpoint character), who is pursuing a goal.
So, to simplify, the protagonist pursues a goal, and the antagonistic force opposes that.
This is what creates true conflict, which may or may not include flying fists or shouting matches. Conflict is simply the protagonist struggling to pursue the goal because of the antagonist.
When the protagonist is loaded with ammunition, it's an asset. He aims it at the antagonist to get the obstacle out of his way.
When the antagonist is loaded with ammunition, it's a problem. He (or it) aims it at the protagonist to get the protagonist out of the way.
This means that in order to make exposition into ammunition, we need to turn the information into an asset or a problem.
And it needs to become an asset or a problem for the current conflict. . . .
The Current Conflict
Okay, so, before we go much further, I need to briefly review a few concepts. If you've been following me a long time, I hope you won't want to aim your ammunition toward me, because we've gone over this a lot, but it's critical to make sure we are all on the same page, because everything builds off the basics.
Novelists often focus on the big main conflict that stretches through the length of the book, the global story or the narrative arc (depending on what terminology you prefer), and structurally, it looks like this:
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The conflict creates the rising action. If we were to zoom in, it'd be like this . . .
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But this isn't only true of the story as a whole. Story structure is a fractal, and this is true of smaller structural units as well.
This is true of acts (and the second act is commonly cut in half):
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And it's also true of scenes: 
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They fit inside each other, like a Russian nesting doll.
This means nearly every scene has a conflict.
This also means that nearly every scene should have a goal.
And nearly every scene should have an antagonist.
Because, rising action only happens when a character is pursuing a goal and running into antagonistic forces (obstacles). This is what creates the climb, the escalation.
The difference is that in a scene, all these components happen to a smaller degree, than the story as a whole.
So, the protagonist and antagonist of a scene, may not always be the same as the main protagonist and main antagonist of the global story.
The primary purpose of exposition is to further the immediate conflict.
The immediate conflict is what's happening in the scene. It's the current scene's conflict.
And yes, often that conflict is also feeding into the act-level conflict, which is feeding into the global story conflict. Because the smaller units fit inside (and even make up) the larger units.
So we best turn exposition into ammunition, by making it ammunition for the current conflict.
For the scene-level conflict.
Let's talk about how to do that. . . .
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Exposition as Ammunition
Just as that basic structural shape fits within itself, within scenes, so do all the basic elements of plot.
The primary principles of plot are goal, antagonist, conflict, and consequences (stakes & ramifications).
Every scene should have a goal, an antagonist, a conflict, and consequences.
Turning points are important too--those are the "climaxes" in the structures above--it's when the conflict hits a definitive outcome that changes the direction of the story. It turns it into falling action.
There are more plot elements that build off these, but these are the most important and most foundational. They almost always need to be there to create a great scene.
The way to turn exposition into ammunition, is to turn information into plot elements.
It's part of the goal. It's part of the antagonist. It's part of the conflict. It's part of the consequences. It's part of the turning point. (Or it's part of one of the other plot elements I didn't mention (I'm simplifying).)
Or even more simplistically speaking--it's an asset or a problem in the current situation.
Let's look at an example to demonstrate.
Example #1: Magic System Exposition into Ammunition
Say we have a magic system about shadows. Perhaps in it, if your shadow overlaps with another's, that person is more susceptible to your influence and manipulation. In your little fictive world, you think this is a cool idea, and of course, the audience needs to know about it.
But simply explaining it to the audience isn't plot. Exposition in and of itself, doesn't make plot. Exposition is just information, and it certainly isn't functioning as "ammunition."
How do we convert it into ammunition?
By connecting it to plot.
We make it the protagonist's goal to manipulate another character through her shadow. Now she watches light sources and where her shadow falls. Now she tries to get closer to this other person, without being obvious. It's interesting because it's relevant to what's happening at hand.
Or perhaps in this scene, this magic is part of the antagonistic force. Someone else is trying to stop the protagonist by manipulating her via shadow, and now she needs to make sure their shadows don't touch.
Or we bring the shadow magic into a different, current conflict. Maybe neither person originally intends to manipulate the other via shadow. They are arguing about something totally different. But as it escalates, one shadow falls over the other's and contributes to the situation. It helps the protagonist, or it creates more problems for the protagonist.
Or we tie it to the consequences. If the protagonist fails to outrun the antagonist (current conflict), the antagonist will force her down, then manipulate her to the point she's basically brainwashed via shadow magic.
Or, we make it part of the turning point. The current conflict escalates, and the way the "battle" is definitively lost or won is by manipulating someone via shadow.
It's not just information anymore. It's ammunition.
It's working as an asset or problem for the protagonist.
As the audience watches this play out, they barely recognize they are being fed information.
To them, they are simply being fed plot.
And it's scene-level plot. Meaning, it's immediately relevant. 
Suddenly what could have been a boring chunk of info-dump is exhilarating. It has the audience on the edge of their seats.
Let's look at another example.
Example #2: Backstory Exposition into Ammunition
Let's say your character has a history with another character in the scene. They were childhood neighbors, and one time as kids they got into trouble. They were throwing water balloons at passing cars, and one of the drivers got out and chased them. They got cornered in an alley and the driver called the cops.
Now, these characters find themselves together again, and they are planning what to do next on their way toward the main plot goal.
So I could just dump in that backstory as exposition. . . .
Or I could find a way to turn it into ammunition.
Rather than having them peacefully planning together, it would likely be better if they were arguing about what to do next. This makes the second character an antagonist for the protagonist, within the scene.
Each person is trying to convince the other that their idea is great and the other person's is terrible.
As things get heated, the second character blames the protagonist for getting the cops called on them as kids.
This is now ammunition that feeds into the fight--it's the antagonist shooting it against the protagonist in the current conflict.
Now they are arguing about the water balloon incident.
So what was originally just info about their pasts, is now contributing to the current plot.
Let's do one more example . . . 
Example #3: Character Exposition into Ammunition
Your character dreams of winning the upcoming beauty pageant. But that information isn't relevant to the current plot. Yet it's important information to know, because it conveys not only her interests but key skills she's going use in an upcoming scene.
You could try to shoehorn it in, or you could weave it into the current conflict.
Perhaps the current conflict is seemingly unrelated.
She has to walk home from work every day, and her goal is to get home before dark. She doesn't feel safe walking home in the dark.
Anything that delays her, becomes an antagonistic force.
She's facing stray dogs, street salesmen, and chatty acquaintances.
In her rush, she accidentally steps into a storm drain grate, which ruins her shoes.
The shoes she intends to wear to the beauty pageant (she shouldn't have worn them that day, but she had a nice presentation at work and took the risk). 
This is a cost, or consequence (ramification) of her pursuing her home in a rush.
It's "shot" her in a way that impacts her future. It's thrown her trajectory at least slightly off balance.
It's a problem.
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Contextual Exposition
Now, I want to acknowledge that not every single piece of information needs to be completely dramatized or "shown," and if it was, chances are the audience would feel like the story was lacking context.
Context is the information the audience needs to properly interpret the story. Without it, the audience feels a little blind. They need the narrator to guide them so they can appreciate what is unfolding. 
So, if Joe calls Mack, "Sam," the audience wants a clue as to why. Is Sam a nickname? Is Joe bad at remembering names? Is Joe doing this to be rude? The audience doesn't know. They can't properly interpret what just happened. They need more insight.
If Joe calls Mack, "Sam," to be rude, then the narrator needs to drop a line of exposition to explain that. This is not only acceptable, but necessary.
In a strange way, though, this kinda brings us full circle. 
Notice that this is providing context for the current conflict (or situation). 
It's not information for the sake of information.
Having this information adds power to the current scene. It will help us understand that scene's conflict.
It doesn't take away or distract us from that scene.
In the same book, McKee talks about how you must pass on information that ensures the reader won't be confused. This is contextual information. 
(Well, ensures the reader won't be unintentionally and unnecessarily confused. (In some rare exceptions, we may want the reader to be confused, but only briefly.))
McKee says, do pass on exposition if it reduces confusion.
Do write contextual exposition.
Even in my magic system example above, I would include contextual information. If I didn't, the audience wouldn't know to care two cents about the protagonist's shadow. They would probably feel confused on some level, when one character suddenly succumbs to the influence of the other, not understanding how or why.
Contextual exposition helps build the framework of the current scene's plot.
It may not be ammunition, but it's the material of the weapon that will hold the ammunition.
If there is no weapon, the ammunition doesn't do so much.
Reveal the information that will make the ammunition most impactful in the story.
When you do that, it's still relevantly tied to the current plot.
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evergreen-dryad ¡ 4 days
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I used to be a really passionate writer and really enjoyed crafting language but it's been years since I've written anything that's not for school. I really want to start writing again but I don't have any story ideas that I'm excited about. What should I do to start writing again?
When you want to start writing again, but aren’t sure how to start:
1. Read a variety of books.
Various authors, various genres, the more you expand your examples the better because it means exposure to more ideas. Don’t be afraid to take up books you may not like since there’s a great deal of learning to be found in why you dislike something, and the depth it gets you thinking can help contribute to your own ideas. The “spite write” is also a thing, where you hate something, or some part of a thing, so much that you go off and do it yourself.
2. Engage with a writing community.
Every writer likes a different level of engagement, but writing communities can be extra helpful at providing idea discussion. It’s also okay if it takes a while for you to find the right one. Some writers are happy with the ones that are for pure fun and keep away from real critique whereas others want detailed critiques and a push to be better. The community you’re part of needs to align with your goals for writing. 
3. Write what you know… so know interesting things.
Blatantly stolen from my own TbaBW post, but if you think your life is too boring for inspiration or you want to write about something but don’t know how, then get yourself out there and learn. Find new experiences, ask willing people about their lives, try new things even if you aren’t sure about them, research new subjects; increase your inspiration and well of knowledge so you can write what you know. You’re limited by your own knowledge and creativity, so work hard to make sure that limit does not exist.
4. Find prompts or guided writing exercises.
A lot of writers use prompts or guided exercises to get their writer's muscles moving. Aside from providing the base idea for you, they don’t require commitment and are just a form of practice, but can be turned into more polished stories if it really works out. The best use of these isn’t just reading them and deciding if you instantly like it or not, but taking some time to really think about how they can unfold.
5. Brainstorm.
While there are times when ideas just come to you, it’s common for creative people to have to brainstorm and put real effort into coming up with decent ideas. Brainstorming activities can look like, but aren’t limited to:
Inspiration from music. Some songs tell stories, some paint a scene, some capture a mood, and some are just good background music. Listening to music can be a good source of inspiration for writing.
Talk it out. Ask your friend and family what kind of stories they like to hear and why, or ask them anything about stories that you think will get them to talk. You may not want to write those exact things, but the dialogue can get some ideas thrown out there.
Inspiration from art. Similar to music, take a look at paintings, sketches, or maybe even dances that can provide something. Especially pay attention to the details and what the artist could potentially by trying to convey.
Ways to Develop Plot Ideas (link embedded) covers more idea generation!
6. Productivity can be worked on.
Most writers naturally go through a cycle of interest and disinterest in their projects or even writing in general. I have these linked posts for general info on increasing productivity:
Tips for Improving Writing Productivity, Pt 1
Tips for Improving Writing Productivity, Pt 2
Tips for Improving Writing Productivity, Pt 3
Tips for Improving Writing Productivity, Pt 4
You may also want to check out the Motivation and Discipline tag since there’s a lot of info related to productivity and getting back into writing, especially when you aren’t feeling so great about it.
7. Don’t be afraid of not being great.
It’s been a while since you’ve written and it’s normal for skills to get rusty. Your skills before may not even have been where you wanted to be, but all you can do is compare yourself to where you once were rather than other writers. Writing is personal journey and can be a tough skill to build, so don’t beat yourself up if you have trouble. You have to be bad at something before you’re good at it.
Good luck with your writing!
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evergreen-dryad ¡ 4 days
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Pacing your Story (Or, How to Avoid the "Suddenly...!")
Arguably *the* most important lesson all writers need to learn, even for those who don’t give a damn about themes and motifs and a moral soap box: How your story is paced, whether it’s a comic book, a children’s chapter book, a doorstopper, a mini series, a movie, or a full-length season of TV (old school style), pacing is everything.
Pacing determines how long the story *feels* regardless of how long it actually is. It can make a 2 hour movie feel like 90 mins or double the time you’re trapped in your seat.
There’s very little I can say about pacing that hasn’t been said before, but I’m here to condense all that’s out there into a less intimidating mouthful to chew.
So: What is pacing?
Pacing is how a story flows, how quickly or slowly the creator moves through and between scenes, how long they spend on setting, narration, conversation, arguments, internal monologues, fight scenes, journey scenes. It’s also how smoothly tone transitions throughout the story. A fantasy adventure jumping around sporadically between meandering boredom, high-octane combat, humor, grief, and romance is exhausting to read, no matter how much effort you put into your characters.
Anyone who says the following is wrong:
Good pacing is always fast/bad pacing is always slow
Pacing means you are 100% consistent throughout the entire story
It doesn’t matter as much so long as you have a compelling story/characters/lore/etc
Now let me explain why in conveniently numbered points:
1. Pacing is not about consistency, it’s about giving the right amount of time to the right pieces of your story
This is not intuitive and it takes a long time to learn. So let’s look at some examples:
Lord of the Rings: The movies trimmed a *lot* from the books that just weren’t adaptable to screen, namely all the tedious details and quite a bit of the worldbuilding that wasn’t critical to the journey of the Fellowship. That said, with some exceptions, the battles are as long as they need to be, along with every monologue, every battle speech. When Helm’s Deep is raging on, we cut away to Merry and Pippin with the Ents to let ourselves breathe, then dive right back in just before it gets boring.
The Hobbit Trilogy: The exact opposite from LotR, stretching one kids book into 3 massive films, stuffing it full of filler, meandering side quests, pointless exposition, drawing out battles and conflicts to silly extremes, then rushing through the actual desolation of Smaug for… some reason.
Die Hard (cause it’s the Holidays y’all!): The actiony-est of action movies with lots of fisticuffs and guns and explosions still leaves time for our hero to breathe, lick his wounds, and build a relationship with the cop on the ground. We constantly cut between the hero and the villains, all sharing the same radio frequency, constantly antsy about what they know and when they’ll find out the rest, and when they’ll discover the hero’s kryptonite.
2. Make every scene you write do at least two things at once
This is also tricky. Making every scene pull double duty should be left to after you’ve written the first draft, otherwise you’ll never write that first draft. Pulling double duty means that if you’re giving exposition, the scene should also reveal something about the character saying it. If you absolutely must write the boring trip from A to B, give some foreshadowing, some thoughtful insight from one of your characters, a little anecdote along the way.
Develop at least two of the following:
The plot
The backstory
The romance/friendships
The lore
The exposition
The setting
The goals of the cast
Doing this extremely well means your readers won’t have any idea you’re doing it until they go back and read it again. If you have two characters sitting and talking exposition at a table, and then those same two characters doing some important task with filler dialogue to break up the narrative… try combining those two scenes and see what happens.
**This is going to be incredibly difficult if you struggle with making your stories longer. I do not. I constantly need to compress my stories. **
3. Not every scene needs to be crucial to the plot, but every scene must say something
I distinguish plot from story like a square vs a rectangle. Plot is just a piece of the tale you want to tell, and some scenes exist just to be funny, or romantic, or mysterious, plot be damned.
What if you’re writing a character study with very little plot? How do you make sure your story isn’t too slow if 60% of the narrative is introspection?
Avoid repeating information the audience already has, unless a reminder is crucial to understanding the scene
This isn’t 1860 anymore. Every detail must serve a purpose. Keep character and setting descriptions down to absolute need-to-know and spread it out like icing on a cake – enough to coat, but not give you a mouthful of whipped sugar and zero cake.
Avoid describing generic daily routines, unless the existence of said routine is out of ordinary for the character, or will be rudely interrupted by chaos. No one cares about them brushing their teeth and doing their hair.
Make sure your characters move, but not too much. E.g. two characters sitting and talking – do humans just stare at each other with their arms lifeless and bodies utterly motionless during conversation? No? Then neither should your characters. Make them gesture, wave, frown, laugh, cross their legs, their arms, shift around to get comfortable, pound the table, roll their eyes, point, shrug, touch their face, their hair, wring their hands, pick at their nails, yawn, stretch, pout, sneer, smirk, click their tongue, clear their throat, sniff/sniffle, tap their fingers/drum, bounce their feet, doodle, fiddle with buttons or jewelry, scratch an itch, touch their weapons/gadgets/phones, check the time, get up and sit back down, move from chair to table top – the list goes on. Bonus points if these are tics that serve to develop your character, like a nervous fiddler, or if one moves a lot and the other doesn’t – what does that say about the both of them? This is where “show don’t tell” really comes into play.
4. Your entire work should not be paced exactly the same
Just like a paragraph should not be filled with sentences of all the same length and syntax. Some beats deserve more or less time than others. Unfortunately, this is unique to every single story and there is no one size fits all.
General guidelines are as follows:
Action scenes should have short paragraphs and lots of movement. Cut all setting details and descriptors, internal monologues, and the like, unless they service the scene.
Journey/travel scenes must pull double or even triple duty. There’s a reason very few movies are marketed as “single take” and those that are don’t waste time on stuff that doesn’t matter. See 1917.
Romantic scenes are entirely up to you. Make it a thousand words, make it ten thousand, but you must advance either the romantic tension, actual movement of the characters, conversation, or intimacy of the relationship.
Don’t let your conversations run wild. If they start to veer off course, stop, boil it down to its essentials, and cut the rest.
When transitioning between slow to faster pacing and back again, it’s also not one size fits all. Maybe it being jarring is the point – it’s as sudden for the characters as it is for the reader. With that said, try to keep the “suddenly”s to a minimum.
5. Pacing and tone go hand in hand
This means that, generally speaking, the tone of your scene changes with the speed of the narrative. As stated above, a jarring tonal shift usually brings with it a jarring pacing shift.
A character might get in a car crash while speeding away from an abusive relationship. A character who thinks they’re safe from a pursuer might be rudely and terrifyingly proven wrong. An exhausting chase might finally relent when sanctuary is found. A quiet dinner might quickly turn romantic with a look, or confession. Someone casually cleaning up might discover evidence of a lie, a theft, an intruder and begin to panic.
--
Whatever the case may be, a narrative that is all action all the time suffers from lack of meaningful character moments. A narrative that meanders through the character drama often forgets there is a plot they’re supposed to be following.
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evergreen-dryad ¡ 4 days
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so back when i was teaching, one of the things i learned to look for were the "mood makers", as i liked to call them, of the classes. there were always 2 or 3 per class, and it was easy to find them in the first few days. you got those kids on your side, and it was a ripple effect with the rest of the students - they would all follow. so winning those kids over was huge when it came to how the year would play out. and from time to time, whenever the class was sort of faltering - middle of winter, of a big project, burn-out high - i would lean back in on those mood makers again to turn things around.
one particular class, when we had a big multi-month group project happening, were just... really struggling with getting their shit together lol. they were supposed to be practicing their presentations (english speaking class) and they were doing pretty much anything but, and their presentations were supposed to start the next class day. they were also PANICKING as i started giving out some feedback - which was NOT GREAT - as they were running through the lines they were supposed to be remembering. after realizing all of them needed so much extra work, i decided we needed to have a turn-around, so i invited one of the mood makers up to the front. i held out a cup to him, with two papers inside.
"one of them," i said, "says tuesday, and if you draw that, presentations go as planned. but one of them says thursday, and if you choose that one, everyone gets extra time to practice."
everyone was like OH SHIT. OKAY. THIS IS IT. and this mood maker, he was a big personality (they usually are) so i knew he'd really ham this up, and he did. we made a huge deal, with drum-rolls and everything, of him picking one out of the cup. he opened it up the paper and announced THURSDAY to a round of huge cheers. he was the class hero. everyone had TONS of motivation to work super hard on this gifted extra day, and really put the time in. their presentations were great. morale SOARED.
the plot twist was that both papers said thursday, because they all needed the extra time. my forever teacher advice: find creative ways to make things happen so that you get the buy-in from the class.
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evergreen-dryad ¡ 4 days
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Im sorry I do this to every fandom im in
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evergreen-dryad ¡ 4 days
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I will never be over the fact that tbhk really takes place in 2015
We know that AidaIro published the first chapter in December 2014
The Yugi Twins were in the 66th Festival in 1968 and the curent present have the 113th Festival.
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On this panel, it's written that the 1st of September was a Tuesday. The closest years to the manga airing having this date being either 2009 or 2015.
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Bonus:
Which means: the 1st year (Aoi, Akane, Nene) were born in 1999, Teru in 1998 and Kou and Mitsuba in 2000.
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evergreen-dryad ¡ 4 days
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teru plush still exists :3
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evergreen-dryad ¡ 4 days
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soooo to laios chilchuck is roughly the size of his dogs. huh. i am so normal about this.
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evergreen-dryad ¡ 4 days
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There’s a teaching in Judaism that one should carry two notes, one in each pocket. One should say “I am but dust and ashes,” and the other should say “the whole world was created for me.” They are seen as opposites; you check one when you’re feeling down on yourself and the other when you’re feeling especially full of yourself. The idea is to maintain balance, but I think the way to achieve full harmony is to realize how they are saying the same thing.
That’s why I have imagined them as a carbon atom. Carbon is a main component of dust (and ashes), but also one of the main building blocks of life. Carbon simultaneously encompasses all. It’s in us, it’s in the stars, the planets, the trees. We are built to exist, yet we are also the building blocks of existence. If we keep both in mind, we can live in balance all the time.
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evergreen-dryad ¡ 5 days
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Lamb to the slaughter
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evergreen-dryad ¡ 5 days
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What if I introduced the theory that the reason Itachi stays uncritical of Konoha even after death is bc of this
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evergreen-dryad ¡ 6 days
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A second serving of Falin, Chimera style!
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evergreen-dryad ¡ 7 days
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I'm a lover and a father, I'm not 'half' of anything.
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evergreen-dryad ¡ 7 days
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I've never seen this posted here and I always have a hard time finding it. wanted to make sure everyone knew that the party spent hours binging a romantic drama together
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evergreen-dryad ¡ 9 days
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the face of a woman who just realized her crush dragged her party through a bunch of dangerous bullshit just so he could have an excuse to talk with this other guy he is obsessed with, and he is not even gonna confront him about stealing their stuff because he wants the other guy to like him
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