i hope evil anvil is somewhere out there piecing together the entire limited life song around a rhythm specifically chosen to fit the line "if you're gonna be an absent father, could you be at least absent?"
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talking to a friend about getting back into art and i think the #1 most important piece of art advice i could ever get or give is just "figure out what is FUN to you"
like i think there is sooooo much emphasis on how to build SKILL in art but a lot of it really treats art like a job or like video game grinding, like it's this thankless job that you have to work at in order to reach a Threshold and i know it's not EASY to make yourself have fun but like
imo a solid 70% of the reason i create art is because the Act of Drawing is fun to me. it's fun problem-solving and planning and putting down lines and playing with colors and tools. it's fun to depict little scenes in my head or to create outfits or to find ways to fill the canvas. never forget that creating can be fun. sometimes it's hard and sometimes you have to battle through your own blockades to get there but the ultimate goal should always be to ENJOY it, to find what you enjoy doing and then do it forever. improvement will follow enjoyment.
i think especially with all the debate about ML image generation it's more important than ever to embrace FUN. if you're only focused on the end result it's so easy to get in your own head- to think about what doesn't look good or what skills you don't have yet or to compare yourself to other artists. but photography didn't kill the art of drawing and AI won't either because, simply put, there will always be people who want to do the physical act of making art because it's fun to do! using paints and markers, splashing colors around, doing shitty pen doodles, using the symmetry tool in your art program to do abstract mandalas that are just squiggles formed into patterns. do art like you're 5 and you've been handed markers to pass the time. do art like you're bored in class and you're keeping your brain entertained by drawing stick figure comics in the margins. do art like an absent thing, do art because it satisfies your brain. the goal is not to make something beautiful and perfect, the goal is to make something because your hands need to make and your body needs to make.
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thinking about how steve was homophobic and misogynistic in s1 but they gave him a chance to be faced with a demogorgon when people needed help and he stepped up. everyone lauds him for that, and he's become a fan favourite. yet when billy, finally in his right mind after being possessed the whole season, gets the opportunity and chooses to do the same--stepping up to take a killing blow for el--people dont offer him the same grace? why. :(
the biggest (reasonable) argument is always 'billy dying was not a redemption' and it's not, you're right. steve stepping in to whack a demogorgon with jonathan's nail bat wasnt a redemption either; his redemption came with him apologizing to them both, and then working to show nancy that he's a better person as they deal with the fallout of s1, and being gracious about jonathan's presence in nancy's life. he got the chance to show he's changed and managed to redeem himself because he lived, and billy unfortunately didnt. but you cant deny that his final moments proved that the potential for him to change is there, and that makes a difference.
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I need all the adults to stop scaring kids and teenagers telling about how miserable their life will get as they get older
STOP
Bullied kid from elementary school doesn't need to hear that school will get harder
Middle schooler who's signed up to way too many activities doesn't need to hear that there'll be even less time left in the future
High-school student doesn't need to feel like their life will literally end if they don't succeed academically.
They don't need to hear your condescending tone about how life is about to get harder for them. You're scaring the living shit out of them and they literally loose their hope for better future. Do you think it's funny? Don't you remember the depth of the despair you were absolutely capable to feel as a teenager or even as a little kid?
No one who's struggling needs to hear the word of wisdom about them having it easy, and you're an absolute piece of shit if you keep doing it thinking it's funny.
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been learning to play ironsworn (gritty fantasy ttrpg which you can play with a gm but is mostly suited for solo or small group co-op gmless play) after having the rulebook pdf for several years (stars finally aligned to remove invisible thing blocking me from reading it idk) because i'm on another solo ttrpg kick & i don't know what took me so long to get around to this game because it genuinely is exactly what i was looking for. years ago when i was playing through solo 5e modules i should have just been playing ironsworn (believe it or not, 5e isn't very suited to solo play and is extremely clunky when you try lol).
also though i have dabbled in some other solo ttrpgs, a considerable amount of them are journaling games which is fun but imo considerably more work (usually by the time i'm a quarter of the way through the journal entry, i know how to entire scene played out and i want to move on to the next gameplay thing, so i get frustrated and bored quickly. it feels like when you solve a level in a video game but don't have the coordination to pull off the necessary move so you have to spend 20 extra minutes doing something you already figured out), so i really appreciate like not needing to write something for the game to progress (ive been taking notes for my own record since im playing solo and thus am not really out loud roleplaying the way you do in a group, but i definitely could do that instead and not take notes and the game would still function perfectly)
& ive been playing by myself but also in the past ive played a lot of ttrpgs in very small groups which has been other games but is mostly dnd and like. we also should have been playing ironsworn so that having a gm was not necessary. have definitely played games where we had to adapt the rules soooo much to do something that is just base game included in ironsworn. plus it's rules-light enough to do pretty complex moves that pose difficulties in bulkier games (ever introduced someone to dnd and they tell you they want to do a sick backflip and catch something and then attack and you have to tell them that will require several different consecutive rolls and some creative liberties with how the rules are 'supposed' to let you move? you can just Do That in ironsworn. use the strike move and describe it. done!)
the one thing is that although it's rules-light enough to theoretically play any setting or genre (some with more difficulty than others), ive found so far that like... the grittiness and sense of threat is very built into the mechanics so that would be sort of difficult to work around or change (but i think it's great from a game design perspective). what i mean is like, okay: you start with 5 max hp. there isn't really a way to raise this max hp, you just slowly gain abilities (assets) that make you less likely to have to lose the hp in the first place, or that make it easier to recover. when you encounter foes, you rank them on a scale of 1 -5, and enemies on the lowest side of this scale do one harm to you, while enemies on the highest side do five harm to you. so even though encountering an epic enemy won't always be deadly due to the assets you have, they are ALWAYS capable of taking you down to 0 hp with one good hit. so the feeling of threat is much more present compared to games where your character starts to be able to just tank and push through a failure or huge threat.
admittedly also i'm playing solo, im still learning how to balance combat, and also i built a character who has NO combat talents and iron (the close quarters fighting stat) is one of my lowest stats so i personally am under much more threat than if you built a character who knew how to fight or who could do deadly harm. but also the other thing about combat is it's extremely difficult to maintain control of the fight; you have to score a strong hit to do it on basically all moves, and there's a really limited pool of moves available when you don't have the initiative, and obviously none of them really favour you. i don't know that this makes combat genuinely more difficult, but it does make you feel like the fight is always about to spiral out of your control. every second you let it drag without decisive action feels like it brings you closer to dying. like i said, this is a feature of the game design and not a problem in any way. just thinking about it because when i was initially learning i was going to try to supplant it into a homebrew fantasy world of my own but the tone just wouldn't be right. and that it is somewhat difficult to replicate the kind of worlds that i typically play or run for dnd, which tend to lean somewhat sillier and definitely much higher fantasy
but i like to try new things and tbh especially in dnd i find that i very rarely feel that sense of threat and when i do feel it, it has nothing at all to do with the actual mechanics and reality of the combat and everything to do with how well the dm sells it to me and makes it sound and feel scary and dangerous. which is a testament to what a good gm can do for you but i do appreciate the threat feeling more built-in and also being actually real.
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Update on Town Square:
I got in and it is fun :3 you can just like. Choose a cookie to mess around as. I decided to be Alchemist.
Except apparently there's ALCHEMIST CONTENT IN THIS UPDATE??????? and I don't know how to get to it 😭😭 I saw someone else ask that in the middle of running around the square and I just. Started circling them dndjdjdjdnmd
Btw just wanted to highlight these parts of the title screen since I didn't really show my appreciation for them earlier.
(also also I love Granola Cookie already just-)
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My headcanons for the named trio in The Cursing of Chateau Castle series:
Josephandre is a big bear. It just fits for him I think! He gets he/him pronouns, and as a way to make him a liiiil more relatable for Mira, he'd have two craft types (Rock type being his main one and paper craft for the other). Battle style wise, I think it fits him to be more of a self-sustaining tank. He buffs defense, heals, and puts up shields. For his weapon, he'd use his fists like Isabeau. He'll be the second fastest in the trio.
Lady Irene-Janine-Kanine looks like an elegant noblewoman on the outside but she has vibes similar to Euphrasie! She gets she/her pronouns. Her craft type is Paper. Battle style wise, she's more on the offensive side, a main dps kind of thing. Most of her skills focus on buffing attack and speed, she'd have an item that helps regen her hp a lil bit and her chosen weapon is an umbrella. The tip is a sharp blade so it's used like a spear that has a hidden sword in its handle. Open it, and it becomes a shield! That'd be one of her skills too, although it's only applicable to her. She's the fastest one of the trio.
Pierre-Jacques-Erneste looks like a nobleman and carries himself as such! He gets he/they pronouns. Their craft type is Scissors. Battle style wise, he's more of a debuffer, skills focusing on weakening the enemies, slowing them down, poisoning them. Their weapon is a sword dagger, though he doesn't seem to be able to handle it well, how clumsy! But he Is a nobleman so it makes sense! Oh but... why doesn't he have a title? They're the slowest one of the trio, how strange, he seemed to be faster than Lady Irene-Janine-Karine that one time though.
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Love that they put a voting center literally at a huge transit stop that hosts multiple bus routes plus a light rail stop AND it's also got a huge parking lot. Makes it crazy convenient for a lot of people just passing through to spend ~10-25 minutes voting on their way through. As someone who was in fact just passing through and couldn't find their mail ballot, i appreciate it. They even had the option to print out a to-go replacement? Like to take with me and bring back later. Very cool.
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