Losing my shit about this article in which a transphobic Tory was so busy panicking about existing in the vicinity of a Trans that she almost certainly misheard "jeans" as "penis" and decided that not only was this a problem with the other woman, but also that the world must be informed of this pressing danger.
"a trans woman! I had to stand directly behind her....I thought, 'this is going well', I'm handling The Situation fine'..."
translated: I saw a tall woman with broad shoulders. How would I get out of this alive? I thought. she has a PENIS. PENIS PENIS PENIS. through some force of PENIS I mean will I managed to PENIS behave normally towards her. My hands were PENIS PENIS PENIS shaking as I tried to dry them. summoning up all my PENIS courage I said 'dryer's crap innit'. she turned to me and said " yeah I'm just goiPENIS PENIS PENIS"
It's been a week and I'm still shaking. This proves trans women are the problem and I'm not weird. I'm fine. It's fine. If you think about it I'm the hero hePENIS!!!!!
very this
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the long way down job is such an important turning point in eliot & parker’s relationship bc they’d both been viewing the things they have in common as fairly negative: they’ve both been told that they’re cold and ruthless and dangerous and they know those things are true. so when they’ve recognised themselves in each other, it’s been a sense of "the thing that’s wrong with me is a lot like the thing that’s wrong with you". and there’s comfort in that, in a way. but now eliot gets parker to see that maybe those aren’t all negative traits, they’re just… traits. neutral. it doesn’t make them bad or good, it makes them who they are. and now when they see themselves reflected in each other, it’s not a reminder that they’re wrong and bad - it’s kinship, it’s familiarity, it’s belonging.
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In the wake of FCG' fate I've been thinking about death in ttrpgs, and how it kind of exists on three levels:
There’s the gameplay level, where it only makes sense for a combat-heavy, pc-based game to have a tool for resurrection because the characters are going to die a lot and players get attached to them and their plotlines.
Then there’s the narrative level, where you sort of need permanent death on occasion so as not to lose all tension and realism. On this level, sometimes the player will let their character remain dead because they find it more interesting despite there being options of resurrection, or maybe the dice simply won’t allow the resurrection to succeed.
Then, of course, there’s the in-universe level, which is the one that really twists my mind. This is a world where actual resurrection of the actual dead is entirely obtainable, often without any ill effects (I mean, they'll be traumatized, but unless you ask a necromancer to do the resurrection they won’t come back as a zombie or vampire or otherwise wrong). It’s so normal that many adventurers will have gone through it multiple times. Like, imagine actually living in a world where all that keeps you from getting a missing loved one back is the funds to buy a diamond and hire a cleric. As viewers we felt that of course Pike should bring Laudna, a complete stranger, back when asked, but how often does she get this question? How many parents have come and begged her to return their child to them? How many lovers lost but still within reach? When and how does she decide who she saves and who she doesn’t?
From this perspective, I feel like every other adventurer should have the motive/backstory of 'I lost a loved one and am working to obtain the level of power/wealth to get them back'. But of course this is a game, and resurrection is just a game mechanic meant to be practically useful.
Anyway. A story-based actual play kind of has to find a way to balance these three levels. From a narrative perspective letting FCG remain dead makes sense, respects their sacrifice, and ends their arc on a highlight. From a gameplay level it is possible to bring them back but a lot more complicated than a simple revivify. But on an in-universe level, when do you decide if you should let someone remain dead or not? Is the party selfish if they don’t choose to pursue his resurrection the way they did for Laudna? Do they even know, as characters, that it’s technically possible to save someone who's been blown to smithereens? Back in campaign 2, the moment the m9 gained access to higher level resurrection they went to get Molly back (and only failed because his body had been taken back by Lucien). At the end of c1, half the party were in denial about Vax and still looking for ways to save him, because they had always been able to before (and had the game continued longer it wouldn’t have surprised me had they found a way). Deanna was brought back decades after her death (and was kind of fucked up because of it). Bringing someone back could be saving them, showing them just how loved and appreciated they are. Or it could be saving you, forcing someone back from rest and peace into a world that's kept moving without them because you can’t handle the guilt of knowing you let them stay gone when you didn’t have to. How do you know? How would you ever know?
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