sifas end of service announcement was absolutely NOT what i wanted to wake up to !!! (´°̥̥̥̥̥̥̥̥ω°̥̥̥̥̥̥̥̥`)
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more than anything, more than even his death panel, this is what hurt the most out of the entire chapter.
forget gojo's adopted son and daughter, megumi and tsumiki who he raised, forget him saving yuuta and yuuji from execution because the elders were rigid and too set in their ways to see the potential and innocene in them, forget his dream of fostering a generation of strong jujutsu sorcerers who will surpass him, who he wants to help and to protect from going through the same violence he went through during his childhood, forget "no one should be allowed to take their youth away from them", forget about him wanting to reset that crappy jujutsu world, forget about it all...
no, in gojo's very last moments, gege wants you to remember gojo as a battle maniac freak who died with no regrets. gege spends gojo's last moments telling us a total amount of nothing about his dreams for the children who just watched him die, who are now left to fight sukuna (WHO NOW HAS A POWER UP MIND YOU.....) uraume and kenjaku and the merger curse, who are now about to get split in half bc not even yuuta is on gojo's level...
gege spends gojo's last moments solidifying that he is a freak who loves the thrill of the battle more than anything. the rest of his character development past hidden inventory arc is not as important to him. that's what gege decided to focus on in his last moments.
what an awful way to conclude the character arc of your third protagonist. writers out there: don't ever do this shit.
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tbh i think that even unwinnable fights should be winnable. some of the BEST fights i've ever run as a dm were ones i built kill the players (in a fun way. I had some cutscenes prepped so even the loss would be a different flavour of win)- but then they were clever bastards and managed to either win the fights or pull themselves out of trouble. I think it's perfectly fine to plan for a fight that players aren't supposed to win, but you need to let them. if they can't win, they can't lose, and the meaning of that encounter is diminished. do that too many times, and they stop trusting you to give them roleplay prompts and start expecting to sit there waiting while you drive the story for them.
but if they can win... if there is always the chance to win, no matter how impossible the odds, then they ALWAYS have hope. they always get invested. they feel the big emotions of success or the big emotions of failure, and you fucking Win as a dm/roleplay prompter/lead bastard.
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