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#I have many characters. What's the appropriate number of options to provide?
kyndaris · 11 months
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Upholding the Masquerade
From having a vampire (correction dhampyr) as a team member in my superhero line-up, it was clear that the next game I played would need to feature a vampire. This it did in spades. Enter: Vampire: The Masquerade - Swansong, where I would play as three different vampires in the Boston Camarilla court over the course of three nights following a Code Red incident. Thrust into the shoes of Emem, Leysha and Galeb, I would need to figure out the events of the incident AND put a stop to the machinations of those that would put the Camarilla in danger.
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Unlike the other Vampire: The Masquerade games that I have played before (just putting it out there that I've never played the cult classic Bloodlines that released in the early 2000s although I am tepidly excited for Bloodlines II), which were dialogue-heavy visual novel-esque games, Swansong was much more action heavy with 3D character models and fully realised locations that the game plays out in.
Additionally, it helped introduce me to much more of the World of Darkness mechanics that were absent in the other games I played. In Swansong, I was greeted by character sheets and having to select certain abilities and skills to level-up after each chapter. These included, but were not limited to, dialogue options, environmental skills and vampiric abilities such as dominate and presence.
Another change from the New York games was that all of the characters had been vampires for a significant number of decades, if not centuries. These were not recently embraced fledglings, unsure of their place in the world of vampires, oh no. These were vampires that had made their mark on the world of the Camarilla and were familiar with the ins and outs of court machinations.
But getting back to the game mechanics, Swansong even included in-game dice rolls to see if certain dialogue options succeeded or not based on a percentage. This meant that I could save-scum certain dialogue choices with the hope of a success.
Yet, even if a dialogue option were to fail, Emem, Leysha and Galeb could still level up their traits, which would allow for a more favourable result in the future.
Beyond dialogue, characters could also pick locks and hack into computers and telephones. To do so, they would need to expend willpower. Often, though, I found it easier to look for a key or a code to unlock something that I wanted to gain access to rather than expend willpower as it was the only real resource that I struggled to manage as items that could replenish it were not as plentiful as I would hope and it was always easy to accidentally waste precious willpower on frivolous conversations that provided no additional information of use.
The other skills they had were deduction and education While they didn't offer much in practical use, I enjoyed certain dialogue options that cropped up that occasionally helped guide me to what would be the appropriate response in a given situation. That and the fact that certain 'education' checks were better able to flesh out the world that I found myself thrust into.
Gameplay aside, the story of Swansong was an intriguing romp through Boston as each of the three characters completed their missions for the Prince. As they pieced together the events of the Code Red incident, they stumbled upon members of the Second Inquisition that were attempting to eradicate, as well as eliminate, all supernatural threats.
This culminated in a series of missions that had Emem looking for allies among the Anarchs (a rival faction to the Camarilla) before infiltrating the base of the Second Inquisition to wipe out any and all information about the existence of vampires, to Leysha trying to rescue her daughter, and Galeb on the hunt for the leader of the Second Inquisition.
All of it was quite fascinating and there were many hard choices that I had to make - especially when it came to Emem seeking the aid of the Anarchs to help her. In all honesty, I probably shouldn't have followed through with the Prince's plan but I wanted to keep Emem safe, especially after her encounter with the Hartford Chantry made me very protective of the Clan Toreador vampire.
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But while I would have preferred playing through the game blind, I often found myself stymied by poor game design choices such as a lack of guidance. True, not all games need a minimap or a HUD indicator telling one where they need to go but the fact that the default movement speed was a leisurely saunter had me fuming. It was only when I was in Chapter 4 and struggling to get past slowed down gates that I learned that the ability to 'run' was a toggle feature that activated when pressing CIRCLE of all things.
Also, the volume was initially so low on my TV that I was forced to head into settings and change it.
Without a guide, I doubt I would have been able to have enjoyed my time with Swansong as much as I would have liked. And yet, by using a guide, I removed some of the wonder and splendour that would have come from a blind playthrough. The fact that one needed specific abilities in order to advance only served to mire my enjoyment of the game - as well as learning that if you released the werewolf, poor Leysha had a chance of being killed before she could save her daughter, Halsey.
Despite my misgivings with several aspects of the game, Swansong was a nice dip once again into the World of Darkness, serving to whet my appetite for Vampire: The Masquerade - Bloodlines II, which, surprisingly enough is now being developed by The Chinese Room with a possibility of release in 2024.
It is still concerning that the game has had such troubled development but here's hoping that it will turn out good and I can dive right into the complex world of intrigue, blood and vampires.
And even though I was always Team Jacob (granted, I never actually read anything past New Moon), I have to say I'm glad that VAMPIRES ARE BACK, BABY!
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Contributor application information
Contributor applications are open from March 5th to April 9th.
How many contributors?
We are looking for around 40 to 50 creators (moderators excluded), with a ratio of ⅔ artists and ⅓ writers. We aim to have around 5 merch artists. The final number of contributors will depend on the number of applications we get, and on the ratio of writers and artists that apply. 
What are the dimensions of the zine?
The dimensions of the zine will be determined after the contributors have been chosen and we have a better idea of what the ratio of text vs image will be. We aim to have a zine in B5 dimensions (17.6 × 25 cm or 6.9 × 9.8 inches), but it might turn into A4 dimensions (21 x 29.7 cm or 8.27 x 11.69 inches). 
Contributors will be informed about the dimension that is chosen and will be provided with guidelines and templates.
What kind of content is allowed in the zine? (ships, ratings, AUs, etc)
The zine will be aimed at people of age 15 or more, to allow mature themes such as death, violence, abuse, depression, which are all part of Tony’s story. This corresponds to Marvel comics’ rating of “PARENTAL ADVISORY – Appropriate for 15 and up. Similar to T+, but featuring more mature themes and/or more graphic imagery. Recommended for teen and adult readers.” (source: wikipedia)
The focus will be on Tony himself and his life, struggles, adventures, friendships and teams.
Non-canon romantic relationships will not be allowed. While canon romantic relationships are allowed, the focus should still be on Tony. Platonic relationships such as friendships or maybe mentoring the younger heroes can be explored in depth. Here, the focus should also be on Tony.
Content taking place at any time in canon is allowed, and encouraged. Whether you want to draw vintage Iron Man or write about Tony’s hair in the 2021 Iron Man annual, you’re good.
AUs will not be allowed. Canon-close canon divergence will be allowed. For example: “Tony Stark reveals his secret identity to Janet just after the rest of the Avengers” and “Tony dies after injecting Extremis into himself” are allowed, but “Tony’s father is actually Dracula and Tony becomes a vampire” or “Tony has three sisters and is best friends with Charles Xavier” are not.
What universes are allowed?
According to the results of the interest check, we will include both 616 and other comics universes. The aim is to have around 65-75% 616 works and 35-25% other comics universes. In your application you can choose several universes that you would like to create for. If you are accepted, we will tell you which universe to create for.
Who can apply to the zine?
Any contributor over the age of 18, regardless of popularity or how new they are to fandom are accepted. You do not need previous zine experience.
We encourage applications from all over the world.
What do I need to put in my application?
All contributor applicants are encouraged to showcase at least one example of a work with comics Tony in it. It is not necessary, but it will be to your advantage because it gives us a better idea of how you would depict/draw him. The work you show us in your application does not need to follow our zine specifications, but please warn for any NSFW content (explicit sexual content, blood, gore, etc). Use the application to show us what you can do. Concentrate on something in a style you’d also like to create for the zine, but you are also free to add whatever you think shows off your skills best.
What will I be allowed to create? 
Contributors will need to create a new piece that hasn’t been published before.
Creativity is encouraged: we have listed a few options of types of work that you can do, but if you have another idea, feel free to mention it in the relevant part of the application form. Since we can’t guarantee that we will allow that type of work in the zine, we encourage you to also pick at least one of the options we have given.
Authors can produce fanfiction, meta and character studies (example 1, example 2), poetry, fake articles and other in-universe written media (think interviews, blogposts, etc).
Artists can produce full page illustration (portrait format), spread page illustration (landscape format), a sketch page (example), a comic or art with text incorporated in it, technical specs or industrial design drawings (example). 
Artists can apply to create the cover art.
What are the content specifications? (wordcount, illustrations, comics, sketches, etc)
Authors will have a word count of maximum 3000 words, as a stand-alone piece of fiction or other text. Full page illustration and spread page illustration artists need to provide a fully finished piece of art, usually in colour. For alternative visual art formats (a page of sketches, armour specs, etc), corresponding requirements will be set. Comic artists will create a comic between 1 and 6 pages. 
The cover art artist will need to produce a fully rendered illustration with background. They will not need to add text (Title, etc) to the art but will coordinate with the Layout mod.
Merch artists will need to create one (or more, if desired) merch item, with clean lines and colour and an amount of detail appropriate for the merch item.
Can I apply for several roles?
You can apply for several roles. Please use the same username and email on each application so that we know you're the same person. You can change the username when the zine is produced (for example if your art account has another name than your writing account). You will be accepted for one role only.
Are collaborations allowed?
Collaborations in teams of two are allowed. They can be collaborations between artists and writers, between writers and writers, or artists and artists. Examples of collaborations are: fanfiction with illustration, comics with a writer for the text and an artist for the art, illustrations where one artist does lineart and the other does colouring, a fake interview where one writer writes the questions and the other writes the answers, and so on. 
Collaborative works will follow the same restrictions as works by one person, plus one page. For example, a team making a comic can create a 7-page comic if they want, a team writing together can write up to 3500 words (one page is around 500 words), and so on. 
A team will count as two contributors. This means that the maximum number of teams we can accept for the zine is 25. 
Applications: Each member of the team should apply separately. In the form there will be a question where you can show that you are applying as a team and tell us who you’re applying with. For example: JOCASTA and FRIDAY want to apply as a team. JOCASTA writes in her form that she applies with FRIDAY. FRIDAY writes in her form that she applies with JOCASTA. 
In the application form, you can choose whether you only want to be accepted as a team, or if you are fine with being accepted even if your collaborator isn’t accepted. This means that if only one of you gets accepted, you will have to create something on your own.
How do you decide who will be accepted?
We will decide based on your general skill. For artists, we will look at anatomy, the quality of linework (when art contains linework), and the use of colours and lighting (where it is relevant). For writers, we will look at general flow, grammar and spelling, and characterization. Since the mods are trying to have an interesting combination of pieces in the zine, the style and themes may also factor into the decision. There is always a subjective aspect present when art (be it fics or art) is judged, and you should not take any rejection as a proof that your art or writing is worse than what will be part of the zine.
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Magic Foundational Theory: The Three Realms
In typical D&D or Pathfinder we have the nine circles of magic.
(usually called "spell levels", but I like to say "circles" to reduce confusion since we are already dealing with "character level" and "class level" elsewhere.)
Every spell has a few definitional aspects: its circle, its school, its title. Following that is what I think of as metadata - the spell's casting time, permitted saving throws, components, range, effect, duration, and so on.
The nine circles provide a relatively smooth power gradient, going from acolyte mage to grandmaster. In a class based system, this is useful.
However, it is not necessary. In a point build system, or a sufficiently different world building frame, some of these lines can be erased.
This is where The Three Realms alters the game's mechanics. Spells of circles 1 to 3 are of the first realm. Spells of circles 4 to 6 are of the second realm. And spells of circles 7 to 9 are of the third realm.
(DMs are encouraged to be poetic and descriptive in naming these for their worlds. Acolyte / Journeyman / Master, disciplines / sciences / arts, year / century / aeon tiers...)
Anytime a magic user would gain a slot of a particular circle, they instead gain a slot of the corresponding realm. Anytime a magic user could choose a spell of a particular circle, they instead choose a spell from the corresponding realm.
Spells and class features may have to be adjusted a bit, especially in the highly desired metagaming cases like a level 1 mage learning Fireball, but overall it's a workable system.
(Fireball is actually a great example. You just run its numbers backwards - normally fireball does 4d6 or 5d6 the level it's learned. A caster gaining it at level 1 would deal 1d6 instead. By this principle, it's only slightly more dangerous than incendiary runes, a spell many magic users are already allowed to choose at level 1.)
Make no mistake, though, running The Three Realms in your setting will make all magic users more powerful - they'll have more options and fewer limits. In a Three Realms game it might be appropriate to have all magic-using classes be prestige classes, limit their available schools more tightly, etc.
It all depends on what you want out of your story.
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ultra-maha-us · 2 years
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Study This Before You Buy Your Next Fragrance
Do you adore perfumes? Do you adore to play along with your fragrance possibilities from time to time? Have you got a scent range to fit your temper and the situation you are attending? Selecting the most appropriate fragrance for each and every situation can be quite expensive. Nevertheless, since you will need to exude an alternative character when the situation warrants, it is essential that you've at the least four kinds of fragrance in your fragrance wardrobe.
Sure, fragrance wardrobe. Getting and applying fragrance can be like getting and applying clothes that suit your temper and the situation you are using it for.
Many people use fragrance as a uniform, they utilize the same fragrance at work, in events and even during parties. Your friends may therefore know it is you Perfumes baratos by your smell. If this really is what you want, it is maybe not what authorities recommend, though.
Authorities genuinely believe that perfumes are influenced by many facets, such as:
e Personal facets - Wellness, temper and treatment - Wellness including your pH stability, hormonal changes, treatment affects your skin layer chemistry. Actually, temper shifts, which are intrinsic in a woman, affect her skin chemistry and ergo the choice of fragrance can vary depending on these factors.
e The current weather - cold temperatures or summer - Cold weather intensifies the smell of one's perfume. Throughout cold temperatures, it is advisable that you choose light fragrance but use it more frequently, just to stop you sensing good during the entire time or event, while the event may be. Throughout summer, your fragrance may simply evaporate and ergo you may need only a little tougher one. You may even need to re-apply.
e Instances - You can find occasions that you want to be as classy as you are able to and ergo your fragrance needs to follow. For occasions that you may want to experience light and hot, you might choose light fragrance. This could however be dependent on your temper and the people that'll be about you in these occasions. If you're in a party where your working environment peers and good friends are around, you might select a different fragrance from your own day-to-day perfume.
If you will need to follow the assistance of authorities to have a number of perfumes or a scent closet, it might be unpleasant on your pocket. To treat your problem, I will recommend that you buy perfumes at a discount price. Number, we are maybe not indicating you buy fragrance in quantity during sale season. It'll still run you also much.
What I suggest is for you to search for discount perfumes online. Why on the web? Since on net, opposition is stiff. Fragrance vendors contend for your obtain offering different sets of savings like free transport and different benefits. Advantages or promotions may be different and you may need to check out as numerous options as possible.
Several women have a buying spree in malls. Nevertheless, even the truth that you will find discount perfumes and colognes you may find at the mall, there is number way they are able to overcome the useless low discount perfumes online.
I would recommend nevertheless that you search for these discount and perfumes. If you have the ability to discover much, good campaign, and the truth that you may not need to fund transport, could you maybe not obtain on the web?
Discount or number discount for perfumes and colognes, let's give you an assistance on the best way to effectively choose the kinds of fragrance and colognes you'll buy online.
Recommendations on the best way to buy discount perfumes on the web
Whether you are getting on your own or as something special, you will find great things about getting online. Nevertheless, you may need to go to fragrance shops as well. Why? Allow me to solution that in a moment. Before that, allow me to provide you with the ideas on the best way to buy discount perfumes and colognes.
Choose the scents that you want. Smells contain Flowered, Fruity, Aquatic, Asian, or Woody. Some men choose the woody or marine fragrance for colognes. How do you select the scents? If you do not know of what the huge difference are, I suggest you go to the buying mall. Visit a couple of fragrance shops; check out the different perfumes and colognes. Know how they scent and when it speaks for you, you know what things to buy. If you fell in deep love with the fragrance and you want to purchase the fragrance there, then we won't stop you. Maybe you may not want the savings on the web perfumes have to offer.
For the ones that may obtain their discount perfumes and colognes on the web, checkout the internet. You can do a search for cheap perfumes or free transport on perfumes to get the best deals.
Ensure that you buy your fragrance months prior to the situation or if you are only getting for your fragrance closet, then there is number matter for you to speed the delivery. Pick free transport selection and take to to get just as much discount as possible. Allow me to state, opposition is firm in industries like perfumeries, vendors may strive for your purchase.
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pact-ideas · 4 years
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Ways your characters can transition between genders within the mechanics of dnd
this is not at all what this blog is usually about but I recently watched Identity: a trans coming out story by philosophy tube and like a true nerd I saw a moving and breath-taking piece of art and immediately attempted to apply it to Dungeons and dragons.
1. The Witches brew
The viscous green liquid within the cauldron bubbled as a wizened hand stirred with a gnarled wooden spoon “Sip once a day, every day for a year” croaked the witch “but never during the full moon”
A potion or blessing provided by the local wise woman/witches coven/hag that will slowly but surely transform the subject. This idea is maybe less steeped in the mechanics of dnd but this idea seems so classically witchy i had to include it plus this would likely be the only method of transition available for the common folks in your average dnd setting, for DM’s a fun level 1 adventure for your hero's could maybe include a character wishes to brew a potion of transitioning but is missing a vital ingredient and the party must set off on a quest to find it or it could be more of a long term thing, maybe one of the PCs is using such a potion and must occasionally either return to the witches hut to stock up or gather the ingredients themselves, lots of possibilities.
I thought that a slower transformation was appropriate since witches are fairly low level in the grand scheme of things however hags are known for making deals so maybe your character has bargained for a faster transition but then the question is what did they offer in exchange?
2. By Divine Favour
You kneel and whisper a prayer as you had done a thousand times before but this time something was different, from the sky, a beam of golden light falls down upon you and you feel power deep within your bones.
The gods are the most powerful creatures in the lore of dnd but with that comes a degree of separation, the gods are not likely to grant your wishes just because you asked so your best bet is to go to a cleric or become one yourself, spell wise however there is little they can do for you unless the dm has a very generous interpretation of the term ‘restoration’ luckily clerics have the divine intervention feat where they roll a d100 and if the number they roll is below their cleric level they can call on their deity for aid with a specific task, this task can be anything from drying out the laundry with some sun beams or alleviating dysphoria with a godly transfiguration. clerics get this ability at level 10 which means that there's a one in ten chance of success from the beginning and they can perform it once per long rest so just hang out with them for a fortnight and wait for luck to turn your way.
3. A Pact From Beyond
You hang in space as if swimming in an ocean and flying through the clouds all at once. You feel a mind older that time and vast enough to swallow a city whole asks you “what is it you desire?”
Here we are at my bread and butter. Eldritch pacts have been made for much less than a definitive change of identity so you could also throw in that your friends and family will only remember you as your new identity or you could just have anyone who ever deadnames you sucked into the nine hells.
There are other option if you don’t want to base your entire pact on transitioning. At second level you gain access to eldritch invocations one of which could be mask of many faces which allows you to cast disguise self at will without using a spell slot, what this means is that you can decide how your character looks 100% of the time. disguise self only lasts an hour but you can just cast it again and again. obviously this is a low level ability so it does have limits, the main draw back is that the spell is only an illusion. you can make your character look a certain way but you can’t change their body, at least until 7th level when you can get the sculptor of flesh invocation that allows you to cast polymorph but sadly you do have to use a spell lot for this invocation so even though you will have a proper transformation it will at most last an hour.
but hey the situation isn't hopeless I’ve heard that unfathomable eldritch beings are very reasonable creatures as long as you are willing to negotiate.
4. Find a wizard
“The ritual lasts an hour and requires you to be completely submerged” Said the kindly old man as he excitedly hopped around his arcane laboratory showing off his research which is complete gibberish to you “the magic of the clay will sustain you but if you are uncomfortable with the sensation of not breathing I have some improvised wooden reeds which you could use to breath through however a foreign body within the ritual may require me to take a little extra time to...” 
You silence him with a wave of your hand “Don't worry about it.” You lie back on the table “Lets begin,” 
Wizards have access to a larger amount of spells that other classes but only a few of those spells are fit for our purposes, Wizards have access to disguise self which we discussed in the previous section as well as alter self which would be perfect for our needs if it wasn't for the hour long time limit, if you can find a way to keep the alter self spell up indefinitely through either a magic item or a round the clock team of spell casters who take turns casting every hour, you would have a better time but even then it is an ongoing magical effect so it can be cancelled either by a dispel magic spell or an antimagic field but fear not dear reader! for wizards have the ultimate trans spell... Widowgast’s Transmogrification.
Now technically this spell isn’t part of official dnd material however the world the spell exists in is an official dnd world so I consider it cannon by proxy. Widowgast’s transmogrification is a spell that permanently transforms a willing humanoids body into another type of humanoid body this means you can change the race and/or gender of the subject. So you essentially get to look exactly how you want to with no magical baggage. There are some drawbacks of course this is a 6th level spell so you need to be at least an 11th level wizard to be able to cast it or you need to find a trustworthy wizard which is a challenge in of itself plus the spell components are costly but in my opinion the pros of the unique spell outweigh the cons.
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with-love-anu · 4 years
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Some tips to start a fandom blog (for writers)
Okay, before I begin I will like to say that I am no expert or am 100% sure these are bound to work. But these are some things I learnt over time that might help you out! 
1. Tagging posts.
This one is one of the most important points! You must tag everything properly for your content to actually reach as many people as possible. 
Do your research! Search up common/popular tags people use for the content you want to post and use them wisely. 
Use no more than 20 tags because tumblr will not show them up. When you post something, make a quick search of any of the tags you used and go to the recent section to see whether your post actually showed up. If not, try posting again.  
For new blogs- don’t start posting as soon as you make a blog. Your posts will not show up. Instead, reblog some content (gifs / moodboards / fanfiction etc) for a week or two along with tags! 
Tags I use for my fanfiction**:   #character full name   #character first name   #character full name fanfiction   #character full name x reader   #character full name x you   #character full name x y/n   #character first name x reader   #character first name x you   #fandom name   #side character full names (excluding oc)
**I’m currently writing for HP, Marvel etc. 
2. Taglists.
Now this is a tricky topic because there’s never a straight answer to this. I’ll just list down the some things I’ve learnt about taglists.
A long taglist does not equate to more number of notes. While taglists help your readers to be notified about your content, I know for a fact that it doesn’t mean everyone mentioned will interact with the post. Some might do, some might just leave a like while some might not read at all. 
Taglists work only when the people you tag, read and reblog and are actually active. Otherwise not so much. 
Tagging will take at least 10-15 minutes, copy pasting a taglist doesn’t work. You have to click on each individual user so tumblr tags them. While tumblr has updated by adding the filtering activity option, there is still a good chance that the person might not get the notification at all. 
Is there an alternative? Well, what I’ve done is that I’ve made a side blog. Whenever I post some new content- I reblog it over there. If people have the notifications on for that blog, they get notified whenever I post. It technically works the same way as taglists. 
Another thing you can do is submit the link to your post to @catching-the-train-to-hogwarts to be promoted to a large number of readers. PSA: Only for HP fandom.
3. Posting time.
Yes, this is important. Search up the time tumblr or the specific fandom is most active. Post during that time or a little later, so that people could see your works on their dashes. 
Schedule your timezone reblogs strategically. 
4. Interact.
Interact with your mutuals, with other writers. Comment and reblog their works and talk to them. Don’t be afraid to seek help or ask something if they welcome that- you are always free to send me asks. It’s better when people know you because that way it’s more likely that they’ll read and see your work. 
I am not telling you that anyone is bound to reblog your work because you do the same or the fact that they are your friends. I’m trying to say that sometimes a little support goes a long way. I wouldn’t be here if my mutuals didn’t help me out in the beginning.
5. Post format.
Okay so what I’ve found while searching and reading up fanfiction is that I personally was more likely to read a fanfiction with a summary and mentioned word count. 
Use a keep reading option or tag it with #long post. If your fanfiction is more than 1K words and/or contains nsfw/smut content- use that, it’s monotonous to see a wall of text on your dash. It’s the three dot box on a new line  adjacent to the insert gif in case you’re using the website. If you’re using the app, type :readmore: on a new line and press enter.
Use warnings. It is essential- mention it if there are none. 
6. Miscellaneous.
Participate in challenges. Enter in different challenges while making new content because one, it will give you exposure and two it will be great way to promote your work. 
If you’re starting a completely new blog, it’s better to have content made up in advance. Because firstly you need time so that tumblr recognizes that you’re not a bot so you’ll have to reblog posts for a week or two with appropriate tags. Then posting content consistently does give you a boost because more content (maybe at a gap of 3 days) means more followers, more people who read your works. 
When to make masterlists? People are usually quicker to follow when they see a masterlist made so it’s an advantage to make one when you’ve posted about 3-4 works. But if you make a masterlist later- after posting about 10-15 works, it will give you a boost in the activity because new users will be able to see your works and binge. The choice is upto you.
There are users who would say that it’s good to take as many requests as possible because it helps you grow. While it is true to some extend, I don’t find it to be useful. Because when I first begun, taking in all types of requests burnt me out and lowered my motivation because there were scenarios I didn’t relate with at all but still wrote them. The quality of my content decreased too. Again, it’s up to you.
I used to write headcanons during writing blocks. Headcanons are usually easier to deal with and not to mention the fact that they are fun. That way I could provide for more content and still not stress out.
Most of all, take it easy. It’s not your job- you are not supposed to create content every time. You, your health and happiness comes first. People will adore and love you even if you stop posting for months straight. Have fun, okay?
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thatringboy · 3 years
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I’m having too much fun writing Golden Visions so here’s an excerpt from an upcoming chapter!
Word count: 522
Characters: Lesser Lord Kusanali, Amber, Collei, Cyno and Mona Megistus
There was something to be said in the emptiness of the grand hallways of the academy sitting in the sand. Outside, there was a loud and bustling crowd scurrying around to provide aid to those injured in the battle only a few days before, but sitting around the table in the War Room, not a single person spoke.
“So,” The green haired Archon broke the silence, the voice of Amber’s grandfather filling the room—at least for her. “do we have a total causality number?”
Amber watched the jackal hat-wearing man named Cyno shuffle through some pieces of parchment before setting the pile down on the table. “Thirty-Two lives lost, Fifty-Eight missing, Twenty-Four injured. And the outer walls are still crumbling.”
Haya—no, Lesser Lord Kusanali— took a shaky breath as they repeated their general’s report in a whisper. Amber felt Collei’s hand grasp her own under the table.
“My Lord, you understand that with the Abyss’ army just waiting us out beyond the desert, you can’t stay here.” Collei’s purple eyes were dull and tired from using so much power in the battle.
Amber wondered who’s voice the green haired girl heard from the Dendro Archon. She heard her grandfather, Mona heard her old teacher, Fischl heard the voice of the real Fischl from the book series (Amber assumed she just heard her own voice) and Bennett heard Master Cyrus of the Adventurer’s Guild. She would have to ask the short girl at a later, more appropriate time.
Kusanali sighed and sunk down in their chair, their milky white eyes sagging from stress. “I know, I know. My Gnosis should come first, but I cannot leave my nation and my people alone...”
They were stuck between a rock and a hard place. Either the Archon flees Sumeru with their Gnosis and leaves the Academy wide open for another attack, or they stay with their students and risk the Abyss striking again and with so many of the army unable to fight and Collei’s Archon Residue depleted for a while, that wasn’t an option either.
Amber chewed on her lip for a moment. “What if we… what if my team and I took your Gnosis with us and we ran? We have four Vision wielders, we can defend it with our lives. We can take the Gnosis back to Mond and defend it there with the Knights of Favonius!”
The rest of the table perked up. Cyno looked impressed for once and Collei squeezed Amber’s hand tighter with a smile.
“That won’t work.” Kusanali’s voice was filled with despair.
“Why not?” Cyno raised an eyebrow at his god.
The Archon touched the spot on their chest where their Gnosis hid. “Unlike the other gods, I was a human before taking a seat in Celestial 500 years ago. If I were to be separated from my source of godly powers for too long, age will catch up with my body and I would be reduced to dust. I refuse to leave my nation Archonless like Liyue.”
“And Fontaine and Inazuma…” Mona mumbled under her breath. The rest of the war room grumbled in agreement.
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lunarfly · 3 years
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Hermione as Harry's Light (by Evaluna)
Hello! This is an essay written many years ago, before the release of HBP&DH. It doesn't belong to me so credits to the original writers(Evaluna, Turambar & Mad-I Moody)! It was written on the CoS forum, I'm not sure if it's still saved there but I have a word document with all of the essays. Anyways, this essay has no ship/character bashing. Again, this essay isn't written by me, but it's one of my favorites. Enjoy!
Quote by Mad-I Moody:
"1."Ron's mum's lit a fire in there [Harry's bedroom] and she's sent up sandwiches." -Hermione couldn't know that if she had immediately dashed up to Harry.
2. "Ron and Ginny say that you've been hiding from everyone since you got back from St. Mungo's." - She's obviously talked to them about this at some point between their arrival back from the hospital and her arrival at 12GP.
3. "The others have told me what you overheard last night on the Extendable Ears."
-Does this indicate that she's had time to talk to the other members of the Weasley clan? Sources point to yes!
Now, isn't it sensible to assume that, in the instances wherein Hermione talked to the Weasley family, she was, at least, thoughtful enough to ask about Mr. Weasley?
Saying Hermione came only to be with Harry cannot be true therefore, because:
1. She doesn't go to see him the MOMENT she comes through the door
2. She gets Harry right out of the sulking room and takes him into a room with Ron and Ginny, with whom she has quite obviously been talking.
3. There is no indication that she wants to be alone with Harry"
Mad-I: Disagree. Not just from a textual analysis standpoint; there we have each our own interpretation. My strongest disagreement comes from what I see as a critical ‘septology’ issue [overarching theme of all 7 books]: Harry overcoming his own internal darkness [despair, hopelessness, isolation] before able to wage and win [or overcome] the external darkness [Voldy, evil, fear, hatred and division]. See below post. IMO the Hermione as Lifeline or Light for Harry scene is representative of what Harry must confront and for what he must stand and fight:
--darkness and the battle of good over evil,
--despair [depression] and the battle of love over [here, self-] hatred,
--isolation and limitation [e.g., Harry imposes on himself a prison for his mind], and the battle of love as emanation over barriers, constraints, and perceptions
It begins with himself. And IMO it doesn’t end. But anyway, it progresses from there to encompass the world. On his own, this scene shows that Harry is vulnerable in that he needs a source of love [for himself] to sustain him; only then can Harry be a source of love [for the world] in his [upcoming and perhaps ongoing] battle with darkness. Harry needs love in this regard perhaps more than anyone else in the world, and yet he’s had very little of it, with Sirius mostly kept apart from Harry. Except for Hermione, who has always been there for Harry? With Hermione’s return, once more for Harry there is connection and hope, and the belief in unlimited horizons and potential - some would call it faith -- when with Hermione. For ship and for series, IMO, I believe that Harry’s ability to acknowledge his need for love [for me, this means for Hermione] is the first step on his path to the light.
What the scene does imply is that Hermione’s conversation with Ron and Ginny and the others’ [may include Fred and George as well] was extremely brief and in the majority focused firmly on Harry. So brief in span that the snow had not yet melted even after climbing the stairs and so focused on Harry and his situation that Hermione had the grasp on all the main details already when she first pounded on the door. This is a young woman on a *mission*. A mission to save Harry. Hermione reaches Harry and saves him from himself, from his dark side, from his own personal hell. I personally think this is one of the most critical scenes in the book for Harry and his battle for good over evil, probably the most important one. The battle is within as well as without, and Hermione is the bringer of light to balance his darkness, to bring balance to his soul AK and Earendil:[thanks for SF ref!] a soul is a universe in and of itself <kabbalah, so one could say Hermione is bringing balance to the universe, in this sense]. Some may say it is not romantic..er…well…to each. But it can certainly be argued that the light and dark imagery, in bringing light from darkness, in the balance they provide one another, in the give and take [in interactions, in providing insight [in this scene=hers/giving love to him through her actions when she comes] or providing courage [in this scene=his/accepting her love through his actions when he follows] between them are the yin and yang that represent in both religious and esoteric texts the love on many levels required for spiritual completion of the marriage of two [bodies and souls] as one, separate but together [again, see the smoky caduceus-like vision that Dumbledore views after Harry’s vision prior to their arrival at number 12, which is followed shortly thereafter by the arrival of Hermione.
With this, one can make a case for striking symbolic romantic and platonic love imagery simultaneously, as well, in terms of a soulmate love that is “complete” on an esoteric level, a bonding of body and soul, the material and spiritual. I see no inherent contradiction, probably because I’m not an ancient Greek philosopher named Aristotle. [‘What is a friend? A single soul dwelling in two bodies’. --Aristotle] The difference being that we in our day can allow for this kind of soulmate love
between a man and a woman, as well, and that we can allow love to exist on many different levels between a man and a woman, not just Eros or what the Greeks narrowly defined as romantic love. The esoteric concepts of a true bonding of souls between a man and woman did of course contain all of these forms of love, sealed with emotional, physical, and contractual public commitments intended to represent the bonding of two souls as one before God and heaven. IMO how can this scene not be important for Harry, particularly as we all know that love is critical to overcoming all that Voldy is and represents? And whatever type you feel exists them between them, IMO there is deep love. So in fact I think this can be argued strongly as a H/Hr scene. For those who disagree, nonetheless it’s all-good since a deep soul love exists regardless if it is ‘very’ platonic. This is, after all, just a hair’s breadth from ‘total consciousness’.
One more point I mentioned before that I want to bring up in context of reinforcing Hermione’s critical position as Harry’s Light, Lifeline, or Savior. Arguably, since Hermione is key to bringing Harry back from the edge [regardless of what comes later], IMO the larger symbolism is that Hermione is “the one” who will always save Harry from his greatest enemy - himself, his dark side. After that, and only after that, can Harry save the world. She will help him choose light [represented by…Hermione] over darkness [his own despair and hopelessness, his feelings of being unclean and unworthy]. Even I can see some traditional religious symbolism here, but there’s much esoteric symbolism as well. Nonetheless, Ron’s gift of…what, frankincense and myth? Is that why the perfume smelled unusual?... Ron’s gift only seemed to highlight his deeper, intuitive understanding [at some level] of Hermione’s fundamental importance to Harry. Yin and Yang. Inexorably intertwined - just thought I’d throw that in here as well! And for what purpose would Ron is shown as gifting her with such symbolic honor if not to perhaps choose to give his life for hers, thereby saving Harry’s light and thus saving them all. Particularly, if Ron betrays or obstructs Harry and Hermione [this may happen if Ron is rejected by Hermione or “loses” her to Harry, per 6th step scene, falling away from the path to Hermione's door], then Ron may sacrifice himself [from betrayal guilt] to save Harry and/or Hermione [same scene, where Ron falls at Harry's feet] thus restoring his character and his legacy in addition to doing his critical bit to save Hermione &/or Harry [=the world].
(Turambar) I agree that the Christmas scene is one of the most significant in the book.
Just on what you said about the light/dark: it's interesting that JKR accentuates the extremities in various ways to bring out that contrast.
She uses biblical language - appropriate considering the timing - such as "unclean" and "possession" to describe Harry's self-disgust. His feelings of being unfit to be in the company of others brings another biblical image of the leper.
He completely isolates himself for a period rather than just behaves in a moody/angry fashion in company. He's "starving", cold.
Hermione is not mentioned at all from the time of the dream to her knocking on his door - an obvious device to enhance the surprise and impact of her arrival.
There's the imagery of evil (snake) and love (hippogriff) and as I've said before that suspicious dream occurs just when Harry is at his lowest ebb.
I agree with what FP said: the sequence shows the limitations of his relationship with the Weasleys and Sirius and conversely the growing significance to him of Hermione.
Both times he's considered running away when in a depressed state - here and before the First Task - the option has been to run to the barren, loveless Dursleys. To the house that's not a home and the family that isn't a family (to him). Both times he's got through the bad patch with a bit of help from Hermione.
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destiny-smasher · 3 years
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Life is Strange: True Colors
Leading up to the release of Episode 1 of TellTale's The Walking Dead game, I was working freelance for GameRevolution at the time, lived in the area, and had the chance to play a build of the game to write a preview on it. I remember comparing it to Mass Effect because, at the time, there just...weren't games of that subgenre. Of course, by now we've seen an explosion of this type of game - the 'narrative/choice-driven game,' spearheaded and even oversaturated by Telltale to their own demise.
Out of all of the games that have come from that initial boom, Life is Strange by DontNod was and still is the most influential on my life, but I also have always harbored really conflicted feelings about it - especially with how it resolved its narrative. Hell, if you're reading this, you're probably aware that I spent a few years of my life creating a sequel fanstory which I even adapted a chunk of into visual novel format. Hundreds of thousands of words, days and days of life spent essentially trying to process and reconcile my conflicted feelings about this game's conclusion(s). Since then, I've been experimenting with interactive fiction and am currently developing my own original visual novel using everything I've learned from both creating and playing games in this genre. It's a subgenre of game I have a lot of interest and passion for because, when handled well, it can allow a player to sort of co-direct a guided narrative experience in a way that's unique compared to strictly linear cinematic experiences but still have a curated, focused sense of story.
Up until this point, I've regarded Night in the Woods as probably the singular best game of this style, with others like Oxenfree and The Wolf Among Us as other high marks. I've never actually put any Life is Strange game quite up there - none of them have reached that benchmark for me, personally. Until now, anyway.
But now, I can finally add a new game to that top tier, cream of the crop list. Life is Strange: True Colors is just damn good. I'm an incredibly critical person as it is - and that critique usually comes from a place of love - so you can imagine this series has been really hard to for me given that I love it, and yet have never truly loved any actual full entry in it. I have so many personal issues, quibbles, qualms, and frustration with Life is Strange: with every individual game, with how it has been handled by its publisher (my biggest issue at this point, actually), with how it has seemingly been taken away from its original development studio, with how it chooses to resolve its narratives...
But with True Colors, all of those issues get brushed aside long enough for me to appreciate just how fucking well designed it is for this style of game. I can appreciate how the development team, while still clearly being 'indie' compared to other dev teams working under Square-Enix, were able to make such smart decisions in how to design and execute this game. Taken on its own merits, apart from its branding, True Colors is absolutely worth playing if you enjoy these 'telltale' style games. Compared to the rest of the series, I would argue it's the best one so far, easily. I had a lot of misgivings and doubts going in, and in retrospect, those are mostly Square-Enix's fault. Deck Nine, when given the freedom to make their own original game in the same vein as the previous three, fucking nailed it as much as I feel like they could, given the kinds of limitations I presume they were working within.
I'm someone who agonizes every single time there is news for Life is Strange as a series - someone who essentially had to drop out of the fandom over infighting, then dropped out of even being exposed to the official social media channels for it later on (I specifically have the Square-Enix controlled channels muted). I adore Max and Chloe, and as a duo, as a couple, they are one of my top favorites not just in gaming, but in general. They elevated the original game to be something more than the sum of its parts for me. And while I have enjoyed seeing what DontNod has made since, it's always been their attention to detail in environmental craftsmanship, in tone and atmosphere, which has caught my interest. They're good at creating characters with layers, but imo they've never nailed a narrative arc. They've never really hit that sweet spot that makes a story truly resonate with me. Deck Nine's previous outing, Before the Storm, was all over the place, trying to mimic DontNod while trying to do its own things - trying to dig deeper into concepts DontNod deliberately left open for interpretation while also being limited in what it could do as a prequel.
But with True Colors, those awkward shackles are (mostly) off. They have told their own original story, keeping in tone and concept with previous Life is Strange games, and yet this also feels distinctly different in other ways.
Yes, protagonist Alex Chen is older than previous characters, and most of the characters in True Colors are young adults, as opposed to teenagers. Yes, she has a supernatural ability. And yes, the game is essentially a linear story with some freedom in how much to poke around at the environment and interact with objects/characters, with the primary mechanic being making choices which influence elements of how the story plays out. None of this is new to the genre, or even Life is Strange. But the execution was clearly planned out, focused, and designed with more caution and care than games like this typically get.
A smaller dev team working with a budget has to make calls on how to allocate that budget. With True Colors, you will experience much fewer locales and environments than you will in Life is Strange 2. Fewer locations than even Life is Strange 1, by my count. But this reinforces the game's theming. I suspect the biggest hit to the game's budget was investing in its voice acting (nothing new for this series) but specifically in the motion capture and facial animation.
You have a game about a protagonist trying to fit in to a small, tightly knit community. She can read the aura of people's emotions and even read their minds a little. And the game's budget and design take full advantage of this. You spend your time in a small main street/park area, a handful of indoor shops, your single room apartment. It fits within a tighter budget, but it reinforces the themes the game is going for. Your interactions with characters are heightened with subtle facial cues and microexpressions, which also reinforces the mechanic and theming regarding reading, accepting, and processing emotions. And you get to make some choices that influence elements of this - influenced by the town, influenced by the emotions of those around you, which reinforce the main plot of trying to navigate a new life in a small town community.
When I think about these types of games, the conclusion is always a big deal. In a way, it shouldn't be, because I usually feel it's about the journey, not the destination. And as an example, I actually really dislike the ending of the original Life is Strange. I think it's a lot of bullshit in many ways. The setpiece is amazing and epic, sure, but the actual storytelling going on is...really hollow for me. Yes, the game does subtly foreshadow in a number of ways that this is the big choice it's leading up to, but the game never actually makes sense of it. And the problem is, if your experience is going to end on a big ol' THIS or THAT kind of moment, it needs to make sense or the whole thing will fall apart as soon as the credits are rolling and the audience spends a moment to think about what just happened. When you look at the end of Season 1 of Telltale's The Walking Dead, it's not powerful just because of what choice you're given, but because through the entire final episode, we know the stakes - we know what is going to ultimately happen, and we know the end of the story is fast approaching. All of the cards are on the table by the time we get to that final scene, and it works so well because we know why it's happening, and it is an appropriate thematic climax that embodies the theming of the entire season. It works mechanically, narratively, and thematically, and 'just makes sense.'
The ending of Life is Strange 1 doesn't do that, if you ask me. The ending of most games in this genre don't really hit that mark. When I get to the end of most game 'seasons' like this, even ones I enjoy, I'm typically left frustrated, confused, and empty in a way.
The ending of True Colors, on the other hand, nails everything it needs to. Handily, when compared to its peers.
If you're somehow reading this and have not played this game but intend to, now is probably where you should duck out, as I will be
discussing SPOILERS from the entire game, specifically the finale.
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Firstly, since I don't know where else to put this, some criticisms I found with the game. And honestly, they're all pretty damn minor compared to most games of this type.
Mainly, I just wish the whole Typhon thing was handled a bit more deliberately. It's a bit weird to do the 'big evil corporation' thing (especially when a big corporation like Square Enix occupies as much as or even more of the credits to this game than the people who actually MADE it?) without offering more explanation and subtlety. The game certainly makes some efforts but they're mostly small and mostly optional, like background chatter or a handful of one-off bits of documentation/etc. you can find in the environment. I feel like Diane in particular needed to be fleshed out just a little bit more to really sell us on how and why things like this happen, why corporations make decisions that cost people their happiness, security, and lives and they just get to keep on doing it. I think just a little bit that is unavoidable to the player that puts emphasis on maybe how much the town relies on the money/resources Typhon provides would've helped. Again, this is minor, but it stands out when I have so little else to critique.
I would've liked to get more insight on why Jed is the way he is. No, I don't think we really needed to learn more about his backstory, or even really his motivations. I think we get enough of that. I just think it would've been great to somehow highlight more deliberately how/why he's built up this identity overtop of what he's trying to suppress. Maybe even just having Alex internally realize, "Wait, what the hell, Jed has been hiding these emotions and my powers haven't picked up on it?" or something to that effect could have added an extra oomph to highlight how Jed seems to be coping with his emotions by masking/suppressing them. Also really minor complaint, but again...there's not much else here I can think to really improve on within the confines of what's in the game.
The game doesn't really call Alex's power into question morally. Like. Max has an entire meltdown by the end of her story, second-guessing if she's even helped anyone at all, if she has 'the right' to do so, how her powers might be affecting or expressing her own humanity and flaws...this story doesn't really get into that despite a very similar concept of manipulating others. There's like one bit in a document you can choose to read in Alex's 'nightmare' scene, but that's really it. I feel like this sentiment and how it's executed could have easily been expanded upon in just this one scene to capture what made that Max/Other Max scene do what it did in a way that would address the moral grayness of Alex's powers and how she uses them, and give players a way to express their interpretation of that. Also, very small deal, just another tidbit I would've liked to see.
When I first watched my wife play through Episode 5 (I watched her play through the game first, then I played it myself), I wasn't really feeling the surreal dreamscape stuff of Alex's flashbacks - which is weird, because if you're read my work from the past few years, you'll know I usually love that sort of shit. I think what was throwing me off was that it didn't really feel like it was tying together what the game was about up until that point, and felt almost like it was just copying what Life is Strange did with Max's nightmare sequence (minus the best part of that sequence, imo, where Max literally talks to herself).
But by the time I had seen the rest of the story, and re-experienced it myself, I think it clicked better. This is primarily a story about Alex Chen trying to build a new life for herself in a new community - a small town, a tightly knit place. Those flashbacks are specifically about Alex's past, something we only get teeny tiny tidbits of, and only really if we go looking for them. I realized after I gave myself a few days to process and play through the game myself that this was still a fantastic choice because it reinforces the plot reasons why Alex is even in the town she's in (because her father went there, and her brother in turn went there looking for him), and it reinforces the theme of Alex coming to accept her own emotions and confront them (as expressed through how the flashbacks are played out and the discussions she has with the image of Gabe in her mind, which is really just...another part of herself trying to get her to process things).
By the time Alex escapes the mines and returns to the Black Lantern, all of the cards are on the table. By that point, we as the audience know everything we need to. Everything makes sense - aside from arguably why Jed has done what he has done, but put a pin in that for a sec. We may not know why Alex has the powers she does, but we have at least been given context for how they manifested - as a coping mechanism of living a life inbetween the cracks of society, an unstable youth after her family fell apart around her (and oof, trust me, I can relate with this in some degree, though not in exactly the same ways). And unlike Max's Rewind power, the story and plot doesn't put this to Alex's throat, like it's all on her to make some big choice because she is the way she is, or like she's done something wrong by pursuing what she cares about (in this case, the truth, closure, and understanding).
When Alex confronts Jed in front of all of the primary supporting characters, it does everything it needs to.
Mechanically: it gives players choices for how to express their interpretation of events, and how Alex is processing them; it also, even more importantly, uses the 'council' as a way of expressing how the other characters have reacted to the choices the player has made throughout the game, and contributes to how this climax feels. We're given a 'big choice' at the end of the interaction that doesn't actually change the plot, or even the scene, really (it just affects like one line of dialogue Alex says right then) and yet BOTH choices work so well as a conclusion, it's literally up to your interpretation and it gives you an in-game way to express that.
Thematically: the use of the council reinforces the game's focus on community; and the way the presentation of the scene stays locked in on Alex and Jed's expressions reinforces its focus on emotion - not to mention that the entire scene also acts as a way to showcase how Alex has come to accept, understand, and process her own emotions while Jed, even THEN, right fucking at the moment of his demise, is trying to mask his emotions, to hide them and suppress them and forget them (something the game has already expressed subtly by way of his negative emotions which would give him away NOT being visible to Alex even despite her power).
Narratively: we are given a confrontation that makes sense and feels edifying to see play out after everything we've experienced and learned. We see Alex use her powers in a new and exciting way that further builds the empowering mood the climax is going for and adds a cinematic drama to it. No matter what decisions the player makes, Alex has agency in her own climax, we experience her making a decision, using her power, asserting herself now that she has gone through the growth this narrative has put her through. Alex gets to resolve her shit, gets to have her moment to really shine and experience the end of a character arc in this narrative.
Without taking extra time to design the game around these pillars, the finale wouldn't be so strong. If they didn't give us enough opportunities to interact with the townspeople, their presence in the end wouldn't matter, but everyone who has a say in the council is someone we get an entire scene (at least one) dedicated to interacting with them and their emotions. If they didn't implement choices in the scene itself, it would still be powerful but we wouldn't feel as involved, it'd be more passive. If they didn't showcase Alex's power, we might be left underwhelmed, but they do so in a way that actually works in the context through how they have chosen to present it, while also just tonally heightening the climax by having this drastic lighting going on. If they didn't have the council involved, we'd lose the theming of community. If they didn't have the foil of Alex/Jed and how they have each processed their emotions, we'd miss that key component. And if we didn't have such detailed facial animations, the presentation just wouldn't be as effective.
Ryan/Steph are a little bit like, in this awkward sideline spot during the climax? Steph always supports you, and Ryan supports you or doubts you conditionally, which is unsurprising but also ties into the themes of Ryan having grown up woven into this community, and Steph being once an outsider who has found a place within it. They're still there, either way, which is important. The only relevant characters who aren't present are more supporting characters like Riley, Ethan, and Mac. Ethan being the only one of those who gets an entire 'super emotions' scene, but that also marks the end of his arc and role in the story, so...it's fine. Mac and Riley are less important and younger, as well, and have their own side story stuff you have more direct influence on, too.
But damn, ya'll, this climax just works so well. It especially stands out to me given just how rarely I experience a conclusion/climax that feels this rewarding.
And then after that we get a wonderful montage of a theoretical life Alex might live on to experience. Her actions don't overthrow a conglomerate billionaire company. She doesn't even save a town, really. If the entire council thinks you're full of shit, Jed still confesses either way - because it's not up to the council whether he does this, it's because of Alex, regardless of player choice. Honestly, even after a playthrough where I made most choices differently from my wife, there weren't really many changes to that montage at the end. It'd have been great if it felt more meaningfully different, but maybe it can be. Even if not, the design intent is there and the execution still works. It's a really nice way to end the story, especially since it's not even a literal montage but one Alex imagines - again, her processing what she's gone through, what she desires, expressed externally for us to see it. And for once, the actual final 'big decision' in a game of this type manages to be organic, make sense, and feel good and appropriate either way. You choose to either have Alex stay in Haven Springs and continue building her life there, or you can choose to have her leave and try to be an indie musician, with the events of the game being yet another chunk of her life to deal with and move on from (I haven't really touched on it, but music, especially as a way to express and process emotions, is a recurring thing, much like photography was in the original game, or Sean's illustrations in LiS2). For once, a climactic 'pick your ending' decision that doesn't feel shitty. It's pretty rare for this genre, honestly.
I could - and already have, and likely will - have so much more to say about this game and its details, but I really wanted to focus on touching upon a main element that has left me impressed: the way the entire game feels designed. It feels intentionally constructed but in a way that reinforces what it is trying to express as a story. It's not just trying to make people cry for the sake of 'emotions.' It is a game literally about emotions and it comes to a conclusion in a way that is clearly saying something positive and empowering about empathy and self-acceptance.
Storytelling is a craft, like any other, and it entails deliberate choices and decisions that can objectively contribute to how effective a story is for its intended audience.
A good story isn't something you find, after all.
It's something you build.
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Gamifying D&D Encounters
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Encounters in Dungeons and Dragons can be fun, but how do you make it so the battle isn’t just taking turns repeatedly taking the attack action? How can you encourage players to move around and make meaningful, tactical decisions? My solution is to think about how to gamify your encounters.
What exactly does it mean to make an encounter more “game-like?” D&D IS a game, so isn’t it game-like by default? Well, yes. But here, I’m talking about turning encounters into puzzles or riddles for the players to figure out, or making players think about when to use certain actions and where to best position themselves. If players “solve” the encounter and “play” their strategies effectively, they will be able to more easily tip the encounter in their favor.
The way a gamified encounter should go is thus:
Creatures in the encounter take actions
Players identify threats or weaknesses based on those actions
Players take steps to mitigate threats or take advantage of weaknesses they have identified on their turns.
Creatures continue to fight, but are now less effective.
Players feel accomplished for their cleverness.
(Optional) Enemies then change up their tactics, learning from the players and increasing the encounter’s complexity. Repeat.
There are several ways to go about gamifying your encounters. You don’t have to give your encounters every single one of these traits, but adding two or three will help push the encounter’s depth.
Several of these use examples from two boss battles I posted, which can be found here: Ilesstra and Kormak.
Creating Patterns
Give your creatures, particularly single-monster encounters, some sort of consistent pattern for players to recognize. This way, the players will get stymied the first time, but then the next round will be able to react appropriately. Keep in mind that Medium encounters typically last 3-4 rounds, which means the pattern needs to be pretty obvious that it will repeat. Players may not even realize it repeats until the second round, which means they only have a few rounds left to seize the advantage!
Samples:
Ilesstra: Ilesstra’s lanes in her lair’s battle map can fill with poison from obvious pipes on the map. Once players realize their significance and effect, they can work out a strategy to avoid them.
Kormak: Powering up his crystal takes a noticeable cause and effect by taking an action to charge (making it glow) by powering down once its charge is spent (so it’s no longer glowing). Players can visually see when Kormak is hard to hit and about to hit hard and conversely when his abilities and defenses are weak.
Synergizing Abilities
Your encounter can involve synergy. This can be between two creatures and their abilities, a creature and its environment, or between a creature’s own abilities. Players should be able to pick up on this synergy so they can attempt to disrupt it to their advantage. Often, synergy involves one part of the encounter being in a sometimes-state, then another part of the encounter gets more powerful when the other is in that state. 
In fact, the encounter could actually synergize to the players’ benefit.  Perhaps a creature could freeze players in ice while another creature’s thunder attack can shatter the ice thunder damage. Players could try to coerce the thunder creature into freeing their trapped companions.
Samples:
Ilesstra: Poisoned creatures take additional damage from her, and her actions can poison creatures in her lair. Her pet can drag away creatures attacking her.
Kormak: His crystal enhances his minor abilities when it’s charged. His minions jump in front of attacks with reactions.
Alternative Targets
If you have meaningful targets in the encounter other than the creatures, players will be tempted to use their actions to deal with those rather than the creatures, which can create a dilemma. Players only have so many actions, so using them on a different target has to be worth it for them; it should give them a meaningful advantage to do so.
Putting an innocent life in danger or having a target that is making a boss monster superpowered is a valid excuse to change focus. The idea is to split the players’ attention between at least two things so that they need to evaluate allocating their resources or action economy.
Samples
Ilesstra: If a pipe in her lair is destroyed or plugged, it will create a permanent safe zone for the players that won’t fill with poison gas. Her pet crocodile is actively trying to drag people into the water below, which can prove bothersome.
Kormak: If Kormak’s crystal is destroyed, he can no longer gain temporary HP or empower his attacks. If his allies are slain, he can no longer defer the damage he takes.
Alternative Victory Conditions
Adding a new way to “win” the encounter will make players need to decide between attacking the enemies or trying to achieve victory through the other means provided. Types of alternate victories might include:
Escaping the Lair
Grabbing the Macguffin
Disabling the Doomsday Device
Rescuing the Hostages
Stopping the Ritual
Completing the Ritual
Defending the Payload
Destroying the Villain’s Power Source
Racing to the Finish
Solving the Puzzle
The circumstances will always depend on your campaign, but you can always provide a miniature goal inside of an isolated encounter.
Ilesstra: Destroying the pipes that emit poison gas will put an end to her main form of attack, possibly forcing her to retreat.
Kormak: Destroying his crystal will severely weaken him, potentially causing him to retreat.
Hotspots and Safezones
Everyone knows adding environmental factors to a battle map will make it more interesting. It gives players ways to hide, cover for arrowfire, and hazards they must avoid and use to their advantage. When designing an encounter, particularly for boss battles, try adding some areas that are harmful for the players. Perhaps there are lava pits with trapdoor grates above them that the enemy can open, or maybe the enemy has an area attack that the players can work around. 
The goal is to give players areas that they are aware are dangerous and areas they know are safe so that they can take advantage of it or plan their actions around it. Bonus points if the areas move in a regular pattern.
Samples
Ilesstra: Her lair has three lanes that can be filled with poison gas using her action. Players can hide in the small space between the lanes or in the water below the grates. An alternative strategy for players is to spread out and limit the maximum number of targets since she can only affect one “lane” at a time.
Kormak: His crystal is trapped by the magic circle surrounding it, and his minions can attempt to push PCs into it.
Vary Enemies
An easy way to make an encounter require more thinking is to use different types of enemies with different abilities. Players will have to consider strategies for each different creature separately, which makes things different. Perhaps certain players will be better at facing one enemy, but not the others, forcing them to adjust their focus.
Samples
Ilesstra: She has a giant crocodile companion that is inoculated and immune to poisons. While Ilesstra is more of a glass cannon with low hit points and AC but high damage thanks to poison, the crocodile is a brute that can grapple creatures away from its master and hold them in a hotspot area.
Kormak: Kormak is a spellcaster and controller while his Barbed Devil minions are brutes.
Additional Phases
Give your encounters multiple, distinct phases that they enter once circumstances are met. These might be when a certain number of enemies are defeated, when the boss drops to half their hit point maximum, or when an alternative victory condition is met. Once this triggers, the encounter changes in a fundamental way to force players to change their tactics. Essentially, you’ve added a mechanical twist instead of a narrative. The best examples are from World of Warcraft raids where the bosses will have different phases.
Discoverable Vulnerability or Strength
The creatures have something obviously strong or weak about them that the players can easily identify in one round. Once players identify it, they can attempt to take advantage of a vulnerability or dampen/avoid the enemy’s strength. 
A vulnerability might be taking damage from a unique damage type, a character flaw that can be goaded into a bad decision, a macguffin that holds all their power, or perhaps they simply have certain targets on their body that can be hit at +5 AC but for double damage.
Meanwhile an enemy’s strengths should hopefully be visible right away. Players should have a good idea what a given creature is good at or what its abilities are as soon as a fight starts, whether this means it was foreshadowed earlier or is revealed in their appearance or attack methods. Players know what to do against a glass cannon rogue and a tanky bruiser warrior or a controlling mage. Likewise, if they find an unknown creature surrounded by petrified humanoid statues, they will know to keep their distance in case they befall the same fate. Their insights should be rewarded and should influence their thinking. Players should never feel totally unprepared.
Samples:
Ilesstra: Her strength is primarily using poison damage, but she is physically weak. Meanwhile, her companion giant crocodile is mentally weak but physically strong. These are both readily-apparent.
Kormak: His crystal visibly charges to empower his abilities and protect him; destroying it will hinder his powers. His strength lies in fire magic, which he and his minions are both immune to.
Moral Quandary
Adding a question of morality to an encounter is a good way to make it not only impactful but also create more decisions for players to make. Perhaps there are innocent lives in danger. Do players risk their lives and spend their valuable action economy to save them? Or do they let them perish to optimize their mechanics and defeat their foe?
Simply adding a hostage or bystanders can do the trick for the average encounter. For boss battles, though, you can increase the stakes even further. Perhaps killing the villain will somehow make things worse for the greater good, giving the players pause mid-combat. Maybe the villain is related to one of the players, or has charmed someone the players love into fighting them to the death. Maybe destroying the boss will take more time than it will to stop their cultists from finishing their spell to open a gate to Hell, so players will have to ignore them and stop their minions instead.
Morality can make fights much more interesting because it forces players not just to consider their strategy, but also their values.
Summary
Basically, the thesis of gamifying encounters is to force players to change their tactics each round, but in a way that makes players feel cunning and smart. Take all these tips into consideration and try and make your homebrew boss battles and encounters special:
Create Patterns
Synergize Abilities
Provide Alternative Targets
Provide Alternative Victory Conditions
Make Hotspots and Safezones
Vary the Enemies
Additional Phases
Discoverable Vulnerabilities or Strengths
Create a Moral Quandary
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torchwoodfanfests · 3 years
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Step-by-step guide on how to participate in the Bingo Fest: a manual for the uninitiated
As there may be people who have never participated in a fandom event like this before, we thought we’d provide you all with a step-by-step guide you can refer to throughout the fest in case you have difficulty figuring any of it out.  
This post will walk you through how to sign up and participate in our current fest, but if you have any further doubts don’t hesitate to ask us :)
Step 1: sign up
The first thing you need to do to participate is to go to this google form to sign up. Signups will be open from June 25th to July 31st. All that we require is a way to contact you (like an email or your tumblr url) so we can send you your bingo card. Once you’ve done that, you’ll receive your card shortly and can start creating!
Step 2: the bingo card
Here is an example of what the bingo card will look like:
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As you can see, the cards will be 5x5 with a total of 25 prompts. After you read all the prompts, consider which one(s) you’d like to use as inspiration. Some people start with whichever prompt inspires them, some try to find which line of prompts they like the best (remember you get bingo by completing a straight line of 5 prompts, horizontally, vertically or diagonally). Some even attempt to complete the entire bingo card!
Once you decide which prompt(s) you’ll use, get started on your writing and/or art! You can combine different prompts for one piece or make one fanwork for each. For example, you can use the prompts ‘family’ and ‘prequel’ in one work. Remember that for this fest we set a minimum word count of 500 words per prompt for written fanworks, so if you choose to combine prompts into one fic, the minimum word count adds up (if you choose to combine ‘prequel’ and ‘family’, that’s 2 prompts, so that fic should have at least 1000 words; if you choose to combine ‘prequel’, ‘family’ and ‘torchwood one’ into one fic, the word count should be at least 1500 words, and so on). There is no maximum word count.
Artists can combine as many prompts into one piece as they want, but the total number of individual art pieces we require for bingo is three fanworks (can be a mix of different types of art). Participants can also combine writing and art as their submissions to get bingo.
For fanvideos and video edits you need a minimum of 30 seconds per square to fill the prompt. Prompts can be combined, and there is no maximum length. For playlists and tracklists, you need at least 3 tracks per prompt, plus a few lines of text to tell the story you’re putting together. This explanation can be written however you want, it can read like a summary of the story, like not!fic, like a short drabble, or you can just say why you picked the songs (e.g. “I picked this song because this lyric fits how this character was feeling when X happened”, or “this song illustrates this character’s opinion about Y”). As usual, prompts can be combined, and there is no maximum length.
Let’s use the sample bingo card to give you some examples of what completing a line might look like.
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Note: for the prompt squares that have more than one option separated by slashes (like “plants/vegetables”) you need to use only one of them, the slash stands for “or” in this case.
Example 1: vertical line bingo (writing)
Fic #1: bed sharing, 650 words
Fic #2: rarepair + meet the family, 1000 words
Fic #3: torchwood one, 1400 words
Fic #4: the hub goes on lockdown, 520 words
In this case, each fic reaches the minimum word count of 500 words per prompt, as you can see. This could also look like one fic of at least 2500 words which hits all the prompts. More on posting after a few more examples.
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Example 2: diagonal line bingo (art)
Art piece #1: bed sharing, moodboard
Art piece #2: crossover+undercover, digital painting
Art piece #3: family, edit
Art piece #4: plants/vegetables, digital painting
This example has one piece that combines two prompts, and three pieces for single prompts. With a total of four pieces, this counts as bingo (minimum for art submissions is a total of three if all your fanworks are art).
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Example 3: horizontal line (writing+art)
Fic #1: torchwood one+prequel, 1200 words
Fic #2: family, 2000 words
Art #1: dancing, traditional drawing
Art #2: andy davidson, 30-second video
This example combines different types of fanworks and clears all the requirements (at least 500 word count per prompt and more than three pieces total).
Sidenote: if you’re having trouble thinking of what to do with a prompt, a good way to come up with ideas is to crowdsource the brainstorming process! Post about it on your blog asking for suggestions, ask a friend, discuss it in groupchats with other fans, or send us an ask for some suggestions.
Remember, you don’t have to go with the most obvious interpretation of a prompt, trope subversion and creative interpretations are welcome here! You got ‘mpreg’ but don’t want to get into an mpreg story? Write about Jack mentioning how there’s a humanoid alien race where men are the ones who get pregnant! Or have him make a comment about a male friend of his from the 51st century who carried a child. Or have any male character have a dream about being pregnant, whether that’s possible for them or not (and this is Torchwood, so nothing is quite impossible). Take the prompt and twist it into something you like!
Step 3: posting your works!
Once you start completing some fanworks, you can post them at any point for the duration of the fest (June 25th to August 25th). While you do not have to post them as you make them and could wait until the last day, we do not recommend that as we foresee there will be more people finishing some works at the last minute and so it’ll be easier for your fanworks to get attention if you post them early.
The posting process is simple: you need to post your work on your own tumblr first. This post needs to have: 1) the fanwork or a link to the fanwork, and 2) any relevant content warnings (check our list of mandatory content warnings here). Please note that anything that requires a content warning (including sexually explicit content) should be under a cut.
For fic, we recommend that you share some information in order to give potential readers an idea of what it’s about (title, summary, rating, prompt, and you can add an author’s note or more details if you want), and if you post to ao3, you should add it to our ao3 collection! You can do this when you first post it (or go back to edit later) under ‘Associations> Post to Collections / Challenges’, where you simply have to type torchwoodbingo2021 and select our collection. Art and fanvids can also be posted to ao3 and added to the collection!
Step 4: submitting your work for us to reblog
After you post your fanwork to your tumblr, you need to copy the link of the post and submit it to this google form so we can reblog it. We will not reblog posts that don’t have the appropriate content warnings so please be sure to warn as needed.
Step 5: creating your masterpost (optional)
Once you’re done with the fest, whether you’ve managed to get bingo or not (or, if you’re very ambitious, if you’ve cleared the entire card), we would recommend that you make a masterpost with all the works you’ve made for this fest. This is not required, but it’s very satisfying and it’s a good way to look back on what you’ve accomplished and to promote your fanworks again :)
Like the examples above, the typical masterpost would have your bingo card (with the prompts you’ve used marked in some way) and a list of your fanworks with links to each of them and which prompt they fill.
You can submit this masterpost to the same google form as above and we will reblog it as well :)
And that’s it!
If you have any further questions, you can send them here and we will try to answer them as soon as possible.
We hope this post helps clear some doubts about how the fest works and that we get as many people involved as possible ^_^
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campdigimonth · 3 years
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Camp Digimonth Event, Discord, and Create-in Rules
Hi Chosen campers!  This post corrals all of the campdigimonth2022 rules in one place, along with the create-in structure, so folks who might want to attend have an idea of what to expect.
By vote, create-ins are on Saturdays, starting at 7 pm EST.  The first official create-in is on 1/8/22.  
More beneath the cut.
Campdigimonth Event Rules:  
1.)  All content must be original (no reposting/content theft) and created during January 2022
2.)  Submissions are accepted
3.)  OCs are welcome (human and fakemon)
4.)  Character bashing/ship bashing/season or game bashing is not allowed
5.)  Tag any potentially triggering content.  Please know that Tumblr has blocked many tags often used for this purpose.  People seem to be circumventing this by adding a period at the end of tags (ie, to indicate a trigger warning of blood, they tag “tw blood.” instead of “tw blood”
6.)  Shipping/romance is welcome as long as it is work safe and obeys all other guidelines
7.)  This blog and the Discord chat are FAMILY FRIENDLY.  The mods have no way to know how old everyone is, so to prevent any issues, all content reblogged on the official Camp Digimonth Tumblr and discussed/shared in the Discord must be fit for general audiences.  Sample topics that will not be reblogged/will result in a Discord ban include, but are not limited to: sexually explicit content, violently graphic content, incest, human x digimon romance pairings, highly dark themes (drugs/torture/non-consensual actions/etc), pedophilia.
Discord Rules
1.)   All general event rules apply
2.)  Be kind and respectful, no hateful language or trolling
3.)  Please post content in the appropriate server; feel free to ask in the general channel if you are unsure where something goes.
4.)  Self-harm, suicide, and mental health issues are serious and heavy topics.  Due to the mixed-age audience of this server, these topics are not appropriate for discussion here, even if intended as humor. Here are some resources for anyone struggling with self harm/suicide and/or mental health issues.  Please seek qualified help if needed and take care of yourself.
5.)  Protect your identity in Discord.  Be discrete about your name, where you live, and any identifying particulars of your life.
6.)  Participation in the Discord indicates that you have read, understood, and agreed to all event/Discord/Create-in rules. 
Create-In Rules
1.)  All event and Discord rules apply
2.)  If you do not wish to speak, that is fine.  You can listen and respond via the “text response for vc” text channel.  
3.)  Do not record create-ins or any voice channels.
4.)  The main purpose of create-ins is to share our project progress and request help/opinions, if desired.  Please wait for the free form section of create-ins to discuss general topics.  All general topics must obey the event and Discord rules.  
5.)  If another participant currently has the floor during a create-in, do not draw attention away from their project.
6.)  Participation in create-ins indicates that you have read, understood, and agreed to all event/Discord/Create-in rules.
7.)  Create-in attendance is optional, not mandatory.
Create-In Structure
I am going to try out a structure for our create ins!  If folks like it, we’ll keep using it.  Here’s how it will work:
1.)  Moderator Opening:  I’ll provide a brief opening and refresh everyone on the rules/explain the event format.
2.)  Intros:  At the start of a create-in, we will all have the floor to briefly introduce ourselves and our project.  It should go something like: “Hi, I’m Hidden, I’m ahiddenpath on Tumblr, I post Digimon Adventure/02 fanfics on AO3 and FFN under that name.  I am working on Puits d’Amour, a Sorato royalty/bakery AU.”  So: what to call you, your Tumblr name, where to find your work, and what you’re working on.
3.)  Having the floor:  We will rotate every participant having the floor.  Session length will vary based on the number of participants present, but we will try 15 minutes first.  Whoever has the floor can stream or just talk about their project.  This is the perfect time to share your progress and ask for opinions- Do you think it’s in character for x character to do y?  What do you think is a more interesting plot point, this or that?  Do you think this pose or that pose is better?  Whoever has the floor will lead the discussion at that time; do not pull attention away from their project. All create-in attendants are free to pass on their floor time, if preferred, or to end their floor time early.
4.)  Free form:  After everyone has had the chance to have the floor (or pass), we can either swing back to anyone who would like more floor time or switch to a more free form discussion. Free form discussions must obey the event and Discord rules.
5.)  If someone joins in the middle of a create-in, they will have an opportunity to introduce themselves after the current floor session ends.  They will then be added to the end of the queue for floor sessions.  If we are in free form when they join, they will be offered a 15 minute floor session, which they are free to use or pass on.
All rules and event structures are subject to change/development.
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wearesorcerer · 3 years
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You've probably written about that but let's get into some details: what inspired Meow's design? From the species of awakened kitty, to the parts of their outfit, the spells they slot, the name? (The name I do recall you explaining so no need to answer that one, just in case people dunno and want a link or something.)
Bonus: list your favourite feline characters in media.
Meow started out as a friend's character concept that never got used: a wizard polymorphed into a cat who kept her (I think it was a her...) spellbook as scratch marks on a board somewhere in a house (like, attic floorboard sort of thing). The form was intentional for some reason; I don't recall if she was a nothlit or not, but I'm pretty sure given the friend that she wasn't.
Meow's transition into my character concept (before becoming a sorcerer) started with the "cat wizard" premise and nixed the polymorphy part. (I like making inhuman characters.) I chose Jiji (Kiki's Delivery Service) as the general model because I've always liked him. The bit about being kitten sized but fully grown is mostly that Jiji looks really small to me relative to the humans, though his girlfriend is about the same size. (Other Ghibli cats are larger.)
I then added a wizard hat -- probably inspired by that image I found, but mainly to be on-the-nose about it.
So there's Meow at basics: Jiji with a wizard hat.
The trouble with playing a true cat is that, with D&D's rules as written, you can't cast spells and can barely use magic items: D&D requires human speech for verbal components for spells and command words for many magic items (incantations) and human-like hands for somatic components (gestures) for spells and holding or using most magic items. Animals don't even necessarily get the same magic item slots in editions that use such a system! So what's a cat caster to do?
This is where ioun stones and reserve feats (mentioned in Meow's bio) come in.
Ioun stones are slotless magic items (so you don't have to worry about whether or not you can equip them) that provide passive bonuses to whomever they're equipped to. They're slotless because they float around you -- no need to interact with them with hands, don't have to wear them. The only trouble I have with ioun stones (and the reason I have yet to use them in a game) is that since they are little gems (of any gem shape) orbiting their user, someone else could (and would) simply snatch them away. (I think this is a little too easy and they should get some sort of telekinetic resistance to such attempts while equipped, but that's just me.) Prior to use on this blog, Meow would have taken all of the feats and prestige classes needed to reduce the number of pages it takes to transcribe a spell into a spellbook, then would have engraved the spellbook onto ioun stones (one spell per stone). This would give Meow a spellbook a cat could carry.
(I had also considered Spell Mastery, but that's so limited that you may as well be a Sorcerer.)
Reserve feats were late additions to 3.5, appearing in Complete Mage and Complete Champion. Each feat gives you an ability similar to a 5e cantrip in power, but (frequently) equivalent in theme to a low-level spell: so long as you have a spell of an appropriate type (usually a subschool or descriptor) "available to cast" (meaning you have a spell slot available that can cast a given spell of the type specified and either you know such a spell [Sorcerer] or have it prepared [Wizard]), you can use the feat's granted ability at-will. Usually, the ability's save DC, damage dice, range, and/or duration scale with the level of the spell held in reserve. These abilities are Supernatural, which means they don't use components at all, take a standard action (= 5e's action) to use by default, and do not provoke attacks of opportunity, but are negated in antimagic fields and do not benefit from most feats and class features that improve spells. There aren't many good ones, sadly, and there are few ways of "optimizing" such feats, but they're helpful in an edition that didn't even have at-will cantrips.
With those things and the Silent and Still Metamagic feats (yes, metamagic was a category of feat in 3.5), Meow would be functional, if low-powered for a Wizard.
These were all hypotheticals until I got the appointment to the Collective. Meow had been on my mind at the time, but had been sitting in murky half-thoughts for a while before then, so it was more happy coincidence that I ended up changing Meow from a wizard into a sorcerer. (I was tempted not to: it almost defeats the purpose of the ioun stones.) That and I'm sick of playing humanoids besides elves, but that's a digression.
I had most of what I needed, but was left with a name. Dissatisfied with options I found on random name generators, I decided to make my own. I combined "Ozymandias" with "Meow" and changed the initial vowel; I then inserted "Felix" in there and pretended the resulting "-xas" was enough to evoke "Abraxas". "-imilian" at the end is because I think "Maximilian" (or however it's spelled) is fun to say. I don't recall where the "-cyrri-" came from off-hand; I know I wrote it down somewhere. (It might be to add letters of the alphabet.) "But no one will get the allusions if stacked that much!" Quiet, you! The point was to come up with an outlandish name -- the sort you see fictional wizards using. The longer the name and the harder it is to understand, the more difficult it is for someone to steal it. Plus, it makes "Meow" funnier. ("Chiro" is a common Japanese cat name; I list it as an alternative because even I think "Meow" is a dumb name for a cat.)
Favorite fictional cats: Jiji, Mewtwo, Mew, Meowth/Persian, maybe Salem (Sabrina the Teenage Witch), ... I'm sure there are others. I like cats, I just don't tend to think about them re: favorite characters.
And, as always, glompage for the ask!
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dpanuncialwriter · 3 years
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Librarians, Start New Game
November-December 2019, American Libraries Magazine
For librarians at universities with videogame design programs, maintaining a large, accessible gaming collection isn’t a Final Fantasy. It’s a Call of Duty. Beginning a collection may be as easy as pressing start to play, but storing and preserving complex materials is a tough battle—and academic librarians want to level up.
The University of Michigan’s (UM) Computer Video and Game Archive (CVGA) in Ann Arbor boasts more than 8,000 videogames and 60 consoles dating back to the 1970s. “Because we have such a large collection, there are many examples from which to pull and get inspiration, things [students] would never be able to afford on their own,” says David Carter, videogame archivist at UM. “Almost nobody has a collection this big, especially a college student.”
“[People] don’t think of libraries as a destination for digital scholarship,” says Anne Morrow, associate librarian and head of digital scholarship services at the University of Utah’s J. Willard Marriott Library, which has more than 500 videogames and serves almost 400 game design students. “There’s an incentive to see what the obstacles are for bringing these types of original work into the collection.”
Objective: playability
As the owner of more than 2,000 commercial games, 300 student games, and 40 consoles (some as old as the 1985 Nintendo Entertainment System), the University of California, Santa Cruz’s (UCSC) Science and Engineering Library prioritizes authentic playability. Its goal is to provide students with not only a game but also the console it was made for, a compatible controller, and an era-appropriate TV to play it on.
With so many moving pieces, says Christy Caldwell, science and engineering librarian at UCSC, “providing usage of increasingly ‘antique’ [materials] is an ongoing challenge.”
UM has the same goal. “We don’t have to do a lot of tracking down, thankfully,” says Valerie Waldron, UM computer and videogame archive manager. About half of its collection is donated, and as with other academic libraries that own game collections, staffers turn to eBay if they need to repair or buy a missing item. Or they get creative.
“Something broke on our Atari 7800, and we actually 3D-printed a replacement part,” Carter says.
Why is maintaining playability of older games important? Students are mainly studying design and software. “What does the game look like, and what does the controller feel like?” Caldwell says. “Are you seeing something similar to what someone who played the game earlier would have seen and experienced?”
Students are also looking at artwork, game mechanics, subjects, and even source code as inspiration for their own games. “They’re using [archives] for competitive intelligence, and looking at what’s been done already,” says Tallie Casucci, assistant librarian at Marriott Library.
Space is another issue. At Marriott Library, students must go to different floors to pick up a videogame, grab a console and matching controllers, and actually play, since the stations are separated and require checkouts for loss prevention. “It’d be nice to have everything all in one place,” Casucci says.
In Ann Arbor, the CVGA houses both the collection and spaces to play the games on consoles, since the collection doesn’t leave the library. “It’s a very crammed room,” Carter says.
Save game?
UM staffers say they have two missions: to serve the teaching and research needs of faculty and students in order to promote usage of the games, and to preserve those games. “There’s an inherent tension. Usage is the enemy of preservation,” Carter says. “Academic usage trumps preservation. We don’t want to have something just to have it and not let people use it.”
After students from the Entertainment Arts and Engineering program at Utah lost all the materials for Erie, a popular student-made game from 2012, Casucci and Morrow investigated their options. With help from an Institute of Museum and Library Services grant, they published an ebook this fall on how to best archive, preserve, and disseminate student videogames.
“People have been looking at digital preservation seriously, [but] we haven’t made progress with objects that are really complex, like videogames, that have many interactions between files,” Morrow says. “We thought about the existing services in a library and how games might be supported by those services.”
“In our case, it would be the sheer number of analog games to process and store that would be difficult, especially year after year,” Caldwell says. “You’re asking people in cataloging who have never even played a game to suddenly start cataloging media. You need to support them.” The best way to do that, she says, is to develop accurate metadata and consistent, detailed cataloging practices.
But academic libraries still need to strategize.
At Marriott Library, Casucci and Morrow created a tiered retention system for archiving student games, through which students can choose the process that best suits their needs. In earlier tiers, students can contribute visuals such as screenshots or game trailers. As they go further into the system, students can contribute their games in their entirety, allowing future students complete access to its features.
Commercial games have not been forgotten. Carter and Waldron are finding ways to preserve legacy formats of videogames like floppy disks and cartridges. “We’re trying to discover ways of taking the game off its original format and creating an image for it,” Waldron says. “There are still a lot of things to work out, like how to store it properly, retrieve it, or put it back in its original format.” As for regular discs, UM keeps multiple copies and stores them in archival-quality sleeves behind the circulation desk.
According to Heather Maxwell Chandler’s Game Production Handbook, after producing a videogame, developers organize the game’s source assets and archive them in a closing kit—a common practice in the industry to help developers install updates or patches to their games. UCSC would like to implement closing kits down the line.
“The faculty wants to have a record of what students have created,” Caldwell says. “They want students to be inspired by what other students have done and build on that work.”
Carter and Waldron say that videogame preserving and archiving has been underdeveloped in libraries because it is still an emerging format. “Until recently, the history of the videogame industry has been left in the hands of private collectors,” Carter says. “Not to discount the work that private collectors have done—that’s one portion of preservation, but you need academic libraries in the mix.”
“For a long time, [game companies] weren’t really interested in preserving their games, either,” Waldron says. According to Kotaku, this is due to legal gray areas, lack of industry support, and turnover of games. “I think that’s slowly starting to change.”
Conquering copyright issues
Potential copyright problems exist in every layer of videogame collecting, especially regarding older materials with expired copyrights. In October 2018, a decision from the Library of Congress and US Copyright Office allowed institutions to lawfully own copies of older videogames if they were acquired from the original companies in order to make preservation copies—a separate challenge for librarians and archivists as many companies are no longer in business or have discontinued server support.
“Assuming that all videogames are governed by terms of use, it’s likely that any exceptions one would expect in the copyright law are not allowed,” says Carrie Russell, senior program officer and copyright specialist at the American Library Association. “If students are doing close analysis of the games or something similar, it’s likely that license terms don’t forbid just studying and researching the game unless the research involves the need to circumvent digital rights management (DRM) that may be employed by the rights holder.”
DRM is a form of copyright protection licensing for digital media implemented by embedding code that prevents copying, specifying a time period in which content can be accessed, or limiting the number of devices content can be installed on. For example, games with expired or maxed-out licenses may not be library friendly.
Another consideration is that certain PC games come with keys—a string of unique characters—that a user must input in order to play. “But then that [game] is registered, and it’s only good for one use,” Carter says. “If someone donates a PC game to us, if they’ve used the key, we can’t use that game. We have to somehow get another key.”
Currently, libraries’ and archives’ rights to preserve videogames are allowed under the Digital Millennium Copyright Act. “That exemption, however, will expire in 2021 and need to be requested again,” Russell says.
Student-made videogames are easier to preserve since students get to decide what university libraries can keep. The student work that libraries archive mostly consists of digital files. They can either archive the entire game or different elements of it, like an abstract, artwork, or gameplay footage.
“We never make the students put up everything,” Caldwell says. “They could say, ‘I don’t want to upload my actual code. I’ll upload my abstract.’”
Students can claim complete copyright of their games or use a Creative Commons license, which allows others to share, use, and build on their work. They can even decide if they want their work to be available to university affiliates or the public.
Librarians, too, try to educate students about the importance of archiving their work at the library, studying other games, and how copyright plays into both. “You have to believe that [students] are going to use [the collection] responsibly,” Caldwell says.
Next-level libraries
Librarians agree they’re just beginning to assimilate game scholarship into academic libraries; progress will continue as the industry and programs evolve.
Caldwell says librarians should be working collaboratively to keep games accessible by lobbying for copyright law exceptions, partnering with game companies, and improving metadata and catalog descriptions.
“Games are to the 21st century what films were to the 20th,” she says. “How long did it take libraries to start collecting film? I think what we can do is start working together sooner, because we’ve already lost so many games.”
UM also wants to encourage students who may not be game design majors to help normalize videogames in the library. “In humanities or social science classes, instead of writing a paper, students are creating games,” Carter says. “We’ve been working with the design lab [at UM] to figure out ways to support the lighter-weight aspect of game creation.”
“[Games are] a part of society,” Waldron says. “It speaks to what our culture is in any given era, like any other format.”
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husbandograveyard · 4 years
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Congrats on 300 followers Hzael! You deserve it! Can I ask for 42 (I'm going to save you from the terrible date you're having) with Aizawa? Thank you! OwO
Hi love! Here’s some knight in shining armor Shota to save you from the other douchebags on donkeys! Hope you enjoy! 
Come save me - Shota Aizawa x Reader 
Cliche with bae event Prompt #42: come save me from the terrible date I’m having  Character: Shota Aizawa - Word count: 1.7k 
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Hunger. Regret. Embarrassment. More regret. Anger. Frustration. A whirlpool of emotions was going through you as you kept your expression as neutral as possible, aggressively cutting the piece of steak in front of you and eating a bit to try and distract you from the man sitting in front of you, talking while he barely made eye contact. You weren’t exactly sure what he was talking about at the moment, but you couldn’t care less. You wanted out of here. Now. How did you even get in this situation?
After dating around some in your circle of friends to no avail, you had finally turned to online dating. You made loads of profiles, installed all the apps, did the matching, the swiping, you name it. Out of the hundreds of possible candidates, you immediately deleted anyone that wasn’t looking for anything serious. You were no teenager anymore, you had a job and a home and you were ready to settle down completely.
Your biggest help in this adventure had been your coworkers and best friends, Hizashi and Shota. The three of you had gone to school together and now all three of you were teaching at U.A. Any guy you’d ever date had to go past these two, and honestly, you didn’t mind. Their protectiveness was endearing and they were pretty good judges of character.
They had been helping you weed out matches, even secretly (but not so secretly) tagged along on dates to make sure it wasn’t some creep. Even though you’d be perfectly fine fending off a creep by yourself, you were a capable hero after all, you really liked them looking out for you.
Now for this date, it had been a little different. You had gotten this match from one of the more expensive sites. The kind where so-called experts matched people based on their personalities and profiles. It took you a whole long time filling in a question list for them, but when you got your match, you were not disappointed. Dating apps and such made you a little more shallow, looks were the first thing you saw on those, but hell, you were pleasantly surprised. Your ultimate match was extremely good-looking. But almost insanely so. Shota grabbed your phone, said ‘probably a douche’, and gave it back. Hizashi only laughed at the remark and let you first read up on his profile.
Your match did a normal office job but had an intelligence-based quirk that allowed him to understand everyone regardless of the language they spoke, which he used in his line of work. He was two years older than you, stable income, own house. He did some volunteering in his free time and most of your hobbies seemed to line up or were compatible at least. It was almost too good to be true, which was exactly what Hizashi said.
“Well, who pays so much money for such a personal dating service and then goes around and lies on their profile? That’d be stupid.” You were zooming in on the pictures he shared, desperately trying to find traces of photoshop, but to no avail. Right as you were about to say something, he sent you the first message. You replied enthusiastically, and a nice conversation was born.
Everything seemed to be going smoothly, and your match had proposed to go have dinner somewhere. It was a pretty fancy restaurant he proposed, but you accepted, it was a nice change to maybe dress up and have an actual fancy date. You were keeping realistic scenario’s in your head but you couldn’t help but wonder if this guy was maybe the one you had been waiting for all along.
The date came along and you were actually in a sour mood before you even got there. Mostly because Shota had been increasingly mean about the guy the more you gushed about him. At some point, you had made a remark about jealousy, and that had caused quite a discussion until Hizashi broke it up and told you to get ready, and he’d be off for a guy’s night with Shota. It had been a while after all, and that way you wouldn’t even have to worry about either of them spying on you during your date.
How you were regretting that now. You wished they had spied on you because this date was a disaster. He had been over twenty minutes late, didn’t tell you the name of the reservation so you were waiting outside in the cold until he finally showed up. He looked great, just like in his pictures, but way less well-kempt than he had been looking on his pictures. You had dressed up in your best dress, had gone to the hairdresser to get your hair on point, applied a subtle amount of makeup to look your best, and appropriate for the date and the location. He was wearing some jeans, a T-shirt that had some spots on it that you didn’t even want to know about.
You smiled anyway, greeting him by holding out your hand, not too keen on hugging a total stranger, but he had gone straight in for a kiss on the cheek, and you noticed how he didn’t smell nice either. It really busted your mood, even more, were you only worth so little effort that he showed up like that? But you kept his hobbies, and all the nice things he had said in chat in mind, and went into the restaurant, putting all your hope in the person he was in your chat messages, which had been a terrible idea.
The food was expensive and way too little, and this man had not stopped talking about himself. The volunteering was a one-time gig, ‘always pleases the ladies’ he had smugly added to the story, and many other things on his profile weren’t exactly lies, but were mostly polished up truths to make him look better. He had gone as far as interrupting you multiple times even after he himself had asked you a question, degraded female heroes and generally any woman who worked because ‘you gotta let men do the job’. He expected his partner to drop their job for him, so he could be the sole provider. He was looking for a housewife, but the way he described it, was more a live-in-maid he could have some intimacy with as well, just whenever he pleased. It made you sick to your stomach and you wanted to leave, but that was not so easy in such a fancy restaurant without possibly causing a commotion.
You briefly excused yourself from the table, and he gave you a pissed-off look because you had clearly interrupted whatever very important thing he was saying. You made a beeline for the bathroom, contemplating for a second to just walk out but again, you had some kind of reputation to uphold. Once in the bathroom, you immediately dialed Shota’s number. He picked up within seconds.
“Let me guess. He’s a douche.” He wasn’t even trying to hide the smug tone in his voice. “He’s terrible… please come save me?” “I don’t know if I can. I mean… I cannot possibly interrupt your date with this perfect, wonderful, beautf-” “Shota I swear to god, get your ass over here. I need you right now.” It was silent for a few seconds, and then you heard a low chuckle before he spoke up again. “One rescue mission coming up.”
He had not put in the slightest effort to hide his annoyance, but you knew he’d show up. You refrained from splashing cold water in your face because you didn’t want to mess up your makeup and headed back into the dining room. He made some remark on how long you took and you focussed back on your plate, inwardly praying Shota wouldn’t take too much time in getting there.
Luckily for you, it was only about fifteen minutes later that you heard some commotion and before you could even look up what had made some other customers make surprised gasps Shouta was standing at your table. In full Eraserhead gear. Not that that differed so much from his usual clothes, but still, very recognizable. You frowned. “Wha-?” “No time for questions. It’s an emergency, got your costume in the car.” You nodded and stood up, apologizing to your date, who was too speechless and too busy comprehending what was going on to come up with a retort.
Shota looked him up and down once as you were making your way to the exit, sending the man one more apologetic look and wave. “You look like you can handle the bill. Hero duties call sir. Good night”
You got in the car, and not five minutes later Shota got in too and started to drive. You weren’t really sure what to say or what to do. “Where’s…” “Hizashi? Got drunk and got home. I just dropped him off when you called.” “Oh…” You were feeling strangely uncomfortable, but you were not really sure why exactly, probably because the argument from earlier was not really resolved yet. “Shota, I’m sorry about-” “Don’t mention it. I could’ve reacted more maturely”
You nodded, looking ahead again. No use for deep discussions when Shota had a road to focus on. You looked around and were surprised to not be going back in the direction of your house. “Where are we going?” “A decent place” “What do you mean?” “Well, it’d be sad if you dressed up all beautiful like that for no reason. I know a place.” You blushed a little and looked at him, his eyes focussed on the road as he said that almost matter-of-a-factly. “Like… like a date?” you almost didn’t dare as k. “Like a date.”
You were speechless. In all your dating adventures you had never even considered the option that the perfect match was around you already all along. “If you’re up for that, if not, I can just drop you off at home?” “No no…”, you smiled, “I’d like that. No surprises with you.” “No stupid profile needed.” He smiled a little from behind the steering wheel and you felt the corners of your mouth curl up too. “No stupid profiles needed indeed.”
You knew what you were going to do when you got home: delete all that bullshit from your laptop and phone. Cause this time, it could really be the one.
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torchwoodfanfests · 4 years
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Step-by-step guide on how to participate on the Bingo Fest: a manual for the uninitiated
As there may be people who have never participated in a fandom event like this before, we thought we’d provide you all with a step-by-step guide you can refer to throughout the fest in case you have difficulty figuring any of it out. 
This post will walk you through how to sign up and participate on our current fest, but if you have any further doubts don’t hesitate to ask us :)
Step 1: sign up
The first thing you need to do to participate is to go to this google form to sign up. All that we require is a way to contact you (like an email or your tumblr url) so we can send you your bingo card. Once you’ve done that, you’ll receive your card shortly and can start creating!
Step 2: the bingo card
Here is an example of what the bingo cards will look like:
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As you can see, the cards will be 5x5 with a total of 25 prompts. After you read all the prompts, consider which you’d like to use as inspiration. Some people start with whichever prompt inspires them, some try to find which line of prompts they like the best (remember you get bingo by completing a straight line of 5 prompts, horizontally, vertically or diagonally). Some even attempt to complete the entire bingo card!
Once you decide which prompt(s) you’ll use, get started on your writing and/or art! You can combine different prompts for one piece or make one fanwork for each. For example, you can use the prompts ‘family’ and ‘prequel’ in one work. Remember that for this fest we set a minimum word count of 500 words per prompt for written fanworks, so if you choose to combine prompts into one fic, the minimum word count adds up (if you choose to combine ‘prequel’ and ‘family’, that’s 2 prompts, so that fic should have at least 1000 words; if you choose to combine ‘prequel’, ‘family’ and ‘torchwood one’ into one fic, the word count should be at least 1500 words, and so on). There is no maximum word count.
Artists can combine as many prompts into one piece as they want, but the total number of individual art pieces we require for bingo is three fanworks (can be a mix of different types of art). Participants can also combine writing and art as their submissions to get bingo.
Edit to add: for fanvideos and video edits you need a minimum of 30 seconds per square to fill the prompt. Prompts can be combined, and there is no maximum length. For playlists and tracklists, you need at least 3 tracks per prompt, plus a few lines of text to tell the story you’re putting together. This explanation can be written however you want, it can read like a summary of the story, like not!fic, like a short drabble, or you can just say why you picked the songs (e.g. “I picked this song because this lyric fits how this character was feeling when X happened”, or “this song illustrates this character’s opinion about Y”). As usual, prompts can be combined, and there is no maximum length.
I’ll use the sample bingo card to give you some examples of what completing a line might look like.
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Note: for the prompt squares that have more than one option separated by slashes (like “plants/vegetables”) you need to use only one of them, the slash stands for “or” in this case.
Example 1: vertical line bingo (writing)
Fic #1: bed sharing, 650 words
Fic #2: rarepair + meet the family, 1000 words
Fic #3: torchwood one, 1400 words
Fic #4: the hub goes on lockdown, 520 words
In this case, each fic reaches the minimum word count of 500 words per prompt, as you can see. This could also look like one fic of at least 2500 words which hits all the prompts. More on posting after a few more examples.
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Example 2: diagonal line bingo (art)
Art piece #1: bed sharing, moodboard
Art piece #2: crossover+undercover, digital painting
Art piece #3: family, edit
Art piece #4: plants/vegetables, digital painting
This example has one piece that combines two prompts, and three pieces for single prompts. With a total of four pieces, this counts as bingo (minimum for art submissions is a total of three if all your fanworks are art).
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Example 3: horizontal line (writing+art)
Fic #1: torchwood one+prequel, 1200 words
Fic #2: family, 2000 words
Art #1: dancing, traditional drawing
Art #2: andy davidson, craft
This example combines different types of fanworks and clears all the requirements (at least 500 word count per prompt and more than three pieces total).
Sidenote: if you’re having trouble thinking of what to do with a prompt, a good way to come up with ideas is to crowdsource the brainstorming process! Post about it on your blog asking for suggestions, ask a friend, discuss it in groupchats with other fans, or send us an ask for some suggestions. Remember, you don’t have to go with the most obvious interpretation of a prompt, trope subversion and creative interpretations are welcome here! You got ‘mpreg’ but don’t want to get into an mpreg story? Write about Jack mentioning how there’s a humanoid alien race where everyone can get pregnant! Or have him make a comment about a male friend of his from the 51st century who carried a child for a friend of his. Or have any male character have a dream about being pregnant, whether that’s possible for them or not (and this is Torchwood, so nothing is quite impossible). Take the prompt and twist it into something you like!
Step 3: posting your works!
Once you start completing some fanworks, you can post them at any point for the duration of the fest (August 18th to September 30th). While you do not have to post them as you make them and could wait until the last day, we do not recommend that as we foresee there will be more people finishing some works at the last minute and so it’ll be easier for your fanworks to get attention if you post them early.
The posting process is simple: you need to post your work on your own tumblr first. This post needs to have; 1) the fanwork or a link to the fanwork, and 2) any relevant content warnings (check our list of mandatory content warnings here). That’s it! Please note that anything that requires a content warning (including sexually explicit content) should be under a cut.
For fic, we recommend that you share some information in order to give potential readers an idea of what it’s about (title, summary, rating, prompt, and you can add an author’s note if you want), and if you post to ao3, you should add it to our collection! You can do this when you first post it (or go back to edit later) under ‘Associations> Post to Collections / Challenges’, where you simply have to type torchwoodbingo2020 and select our collection. Art can also be posted to ao3 and added to the collection!
Step 4: submitting your work for us to reblog
After you post your fanwork to your tumblr, you need to copy the link of the post and submit it to this google form so we can reblog it to this blog. We will not reblog posts that don’t have the appropriate content warnings so please be sure to warn as needed.
Step 5: creating your masterpost (optional)
Once you’re done with the fest, whether you’ve managed to get bingo or not (or if you’re very ambitious, if you’ve cleared the entire card), we would recommend that you make a masterpost of the works you’ve made for this fest. This is not required, but it’s very satisfying and it’s a good way to look back on what you’ve accomplished and to promote your fanworks again :)
Like the examples above, the typical masterpost would have your bingo card (with the prompts you’ve used marked in some way) and a list of your fanworks with links to each of them and which prompt they fill.
You can submit this masterpost to the same google form as above and we will reblog it as well :)
And that’s it!
If you have any further questions, you can send them here and we will try to answer them as soon as possible.
We hope this post helps clear some doubts about how the fest works and that we get as many people involved as possible  ^_^
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