#but if you happen to know of any good character-driven fantasy...
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harrypotterheretic · 14 days ago
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I just want to say how much I hate the "Harry Potter is a trust fund jock who grew up to be a cop" take.
just tell me you don't understand Harry Potter. Just tell me you're too American to understand Harry Potter.
He isn't a "trust fund kid" he's a fucking orphan. It is his good luck that his parents were wealthy and that wealth has been safely stored for the past ten years but then it is his incredible bad luck that his parents were murdered and he was sent to live in an abusive household where he was clothed in hand me downs and never given enough to eat. So - you know - swings and roundabouts.
Harry did not grow up with privilege. He just happens to have enough money that he doesn't have to worry about buying school supplies.
He isn't a "jock". Because a jock is an American concept. School sports are really not a big deal in the UK (as clearly seen by the way they just cancel Quidditch - twice - with barely a shrug). The athletes on school teams don't wield social power because of their place on the team and there will be no scholarships allowing them higher education. There are no stereotypes around the type of kids who play the sports, no idea that they're all "dumb" and only good at whatever it is they play but are getting preferential treatment because of their talent. They don't date the cheerleaders (we don;t have cheerleaders) they're not the popular kids, or the rich kids. They can be any kid. School sports are just another extra curricular activity that any student might or might not take part in as the fancy takes them.
Quidditch is just a hobby that Harry happens to enjoy.
If you wanted some kind of obnoxious sportsman equivalence, you could say Harry was a "rugger bugger"... but he really isn't. He doesn't fit that stereotype at all.
"Jock" is a concept which fits neither the character nor the culture. It is an entirely futile and inaccurate prism through which to view Harry and means you cannot understand him if you insist on enforcing your own cultural labels and stereotypes on him.
And he didn't grow up to be a "cop". FFS. he grew up to be a Dark Wizard catcher. Again, there is a lot of cultural imperialism misunderstanding going on here when people on the internet talk about cops in relation to HP. The relationship the British have with their police is very different to the one the Americans have with theirs. British police are unarmed (apart from specially trained officers, whose job is to be the armed response unit and who most people will never encounter). They "police by consent" - and that is genuinely important to the officers themselves. Are they popular? No. But are they widely seen as a fascistic force murdering citizens? Also no - because (by and large) they're not.
They wear funny helmets, and sometimes ride horses, and work in the community.
The entire social structure of the USA is so different to the UK that it is impossible to just transplant a concept from the US and assume it will work for the UK. But the American lack of a welfare state, the war on drugs and the insane amount of guns in the hands of private citizens and police mean that the relationship between the two is shaped in such a way that crime is driven by poverty, crimes of poverty are dealt with much more harshly than they need to be, and the police feel empowered to kill (mostly black) people just because they looked at them funny. The police are the enemy.
But if this is your understanding of "cops" then you need to leave it at the door when you engage with British media. It's a totally different culture.
And within a culture of "policing by consent", it is possible to imagine a fantasy law enforcement office that is made up entirely of good guys, who hunt down only bad guys - the type who kill for fun. And that they do it justly and humanely (because that is what the police are supposed to be, even if they fall short in every corner of the world).
This is what the aurors are under Kingsley Shacklebolt's Ministry. They catch dark wizards - the type who kill people for fun. And they use the power of the wizarding state to arrest them and put them on trial.
Harry had no time for the Ministry when it was corrupt. He spoke out about them arresting the wrong people. he refused to work with them when the Minister himself asked for his support.
Harry Potter does not become a mindless "cop".
But in the aftermath of a brutal blood war, once the Ministry is run by someone he trusts, he joins up to clear up the last of the Death Eaters and stays to make sure it doesn't happen again. People rail against the fact that the system is not upended totally at the end of the books, and the Harry preserves the status quo - but that's just silly. You can't just tear down a system and hope for the best. Nature abhors a vacuum, and something worse would rise in its place. Harry is putting in the hard work (the real and necessary work) to clean up an imperfect system and make it work the way it is supposed to. He's making actual, possible changes that help make his world better and safer. That's far more radical, and far more useful, than the armchair anarchism of those who criticise his career path.
So please stop with the bad takes which not only show that you have no understanding or respect for the books, but that you have no understanding or respect for the culture they hail from or understanding and respect that the whole world doesn't live the way you do.
If you are the type of person who says "Harry Potter is a trust fund jock who becomes a cop" then literally nothing else you have to say about Harry Potter is going to be worth listening to. Because you just don't understand Harry Potter. The character or the series.
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theresattrpgforthat · 2 months ago
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THEME: TTRPGs for Trans Rights in Ohio
This is a special rundown of some of the tabletop games found in the TTRPGs for Trans Rights - Ohio Bundle currently being offered on Itch.io! The offer ends on May 3rd, 2025.
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Rebels of the Outlaw Wastes, by Nerdy Pup Games.
Play misfit outlaws fighting against the authoritarian Powers That Be in a hyper-saturated, film-grained, retro dystopia. Save the future with the power of friendship, whoopass, and explosions! Features sticker-based character advancement, effortless cinematic vehicle action, and player-driven Ride-or-Die system usings d4s, d6s, d8s, d10s, and d12s.
Rebels of the Outlaw Wastes is colorful, with art that pops off the page and plenty of ready-to-use scenarios to jump-start play as soon as you sit down at the table. Dive into a post-apocalypse full of young punks in a world you build yourself, with plenty of tools to help you create settlements, beasts, gear, and much much more. If you like car chases and vehicle stunts, this is probably a game for you, with purposefully-designed vehicle scenes written into the game.
Songbirds 3e, by snow.
"Moon's haunted."
Songbirds 3e is a tabletop roleplaying game about undeath, supernatural powers, and the blue dreams of the moon. In the game, you create a strange survivor of the world who was chosen (or cursed) by Death. Spirits aren't able to pass on to the afterlife and grow monstrous with each passing day. You know the songs to send them on. You have the abilities that help you find them. You are the canary in the coal mine.
Songbirds 3e has received a great amount of critical acclaim as a beautiful, mysterious, tantalizing game that blends eldritch fantasy dungeon crawls with pieces of sci-fi blended in. It's inspired by Into the Odd, Persona 5, Blades in the Dark, Red Giant, Disco Elysium, Fallout New Vegas, and much much more.
Sound Check, by Misha.grifka.
Sound Check is a game about being in a band. Rehearse, party, get interviewed and get intimate - but don't forget, it's all leading up to one thing: the Big Show. Each player will have their own musician with a unique playbook, but everyone works together to tell the story of an up-and-coming band, in any musical genre you like.
Running on the Firebrands system, Sound Check will explore the story of your band through a series of scenes, using trope-centred playbooks to build a character with strong beats and clear direction. This game has one of my favorite kinds of mechanics: a stress track that eventually brings you to an explosion, which is an action that adds narrative tension and conflict, such as making an enemy out of a friend, or having an emotional breakdown. If you want drama and heightened emotion, you want Sound Check.
Dinocar, by Dinoberry Jam.
Imagine a world almost entirely the same as our own, except someone's magical wish to meet the dinosaurs came true. But after the welcome party, what were they all to do? Well, they went on to have regular modern lives alongside our own; bills to pay, families to feed, jobs to work. Most unfortunately of all, though, they have cars to drive–and none of them are really any good at it.
That’s what happens when you��re a 12-foot tall reptile with big legs and tiny arms, it’s just really hard to fit into a compact economy-size sedan and even harder to operate the dang thing.
In Dinocar, you and as many friends as you can gather will work together to map out a snippet of that world. You’ll paint a map, draw landmarks, slap buildings into place, and take turns going on chaotic road trips and commutes. At the end of a game of Dinocar, you’ll have a story to tell and a wonderful map to either frame on the wall or stick to the fridge.
Dinocar feels fun & whimsical, and feels perfect for folks who don't like to get messy, as well as kids.
The Stone Flesh Gift, by ATypicalFaux.
A silhouette blocks the stars, darker than the space it drifts through. Several amber eyes encased in crystal peer out from the shadows. When dappled in light from the closest sun, the remnants of petroglyphs can be seen carved across its hull, hewn from a single black stone harder than steel. The ship has no comms, no transponder, just a pulsating thump within a membrane running through the stone like a vein of ore. A glistening docking umbilical gently sways as it’s pulled behind the vessel, stretching toward anything that approaches, looking to touch, to connect.
The Stone-Flesh Gift is a 40-page TTRPG module with a focus on exploration and body horror, to be played with the Mothership sci-fi horror RPG. The players will wade through the innards of a lost ceremonial offering, an ancient alien bio-engineering factory and living ship called The Gift, as they work to avoid its dangers, discover its secrets, and plug their brains directly into its organs to feel their thoughts.
This is the only item on this list that isn't a game in itself, but instead a supplement for a game - but if you like space horror, The Stone Flesh Gift is a title I've seen time and time again. It's great for folks who love body horror, and gritty stories of addiction and disease.
In Conclusion...
If any of these games look interesting to you, get them for a steal by picking up the TTRPGS for Trans Rights Bundle on Itch.io!
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freezerbnuuy · 2 months ago
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I wrote a guide on my main blog on writing SimLit a while back, but I figured I'd amend it to make it more suitable to Tumblr and post it here as well.
Please note, that there is no one way to write SimLit; creative work is always subjective. You do not have to do everything in this guide, obviously- just focus on the bits that apply to you and what you want to write. This is a gathering of my own ideas, the way I do things, and other options as well. Depending on your writing style, some of this will be more relevant to you than other bits will. This is both for the challenge players and the people who write stories with little basis off anything going on in the game.
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I have made a story / challenge-planning document that you can read about here that will give you a place to put all your ideas!
The fun part...sort of...is coming up with all your rough ideas. Things to think about are:
. Where you'll put your story: The most popular place for SimLit these days seems to be Wordpress, but there is always Blogger and LiveJournal as another option for a place to put your story. Tumblr is a great place for stories that are more picture-based and less textual, or if you plan to only have dialogue for your story text. Have a look at what different platforms have to offer to see what suits you.
Whilst I would say Blogger is a bit harder to properly customise than Wordpress and you have to rely on custom templates made by other people and some HTML editing if you want a nice blog template, it is very generous in terms of picture limit. To my knowledge, any image under 2048 on the longer width won't count toward your Photo space (as of 2025).
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. Narrative or Gameplay-Driven: Some writers will write commentaries to go alongside images of challenges they're doing. Some write commentary for their general gameplay. Others use Sims solely as a way to 'direct' a story they've come up with themselves instead. Others make comics. Some do a mix of various things... Have a think about what kind of story you want to do. It might even change halfway through writing, you never know!
. Genre: You won't always have an easily-defined genre for your story, but you might have some ideas. Romance, Fantasy, Sci-Fi, Horror, Family...the options are more or less endless. 
. Custom Content: If you use CC, it can help to look for CC you might need for your story- whether that's poses, CAS items or Build/Buy items. 
. How you will plan your story: Some SimLit authors write entirely around the game and don't pre-plan anything (brave people you are going by the seat of your pants, I used to do this but now I could never), but others like to plan story points and character notes beforehand. There are plenty of ways to plan your story, whether that's jotting ideas in a notebook or on a word processing document. There is one I already made linked at the beginning of this section.
There are also programs like Scrivener designed for writers to plan stories (it's not free, though). It depends how in-depth you need to plan things out before you write. With me, it really depends. Some story ideas, I have most of the plot planned in my head from the get-go. Other times, I only have a rough idea and have to go from there.  
. What challenge you will do: If you want to write a commentary/story around a challenge, look for one you'll find fun first. Long or short? What rules will you change or omit? How much will you let the challenge and game drive the story? Will you be writing commentary, or will you be writing in a narrrative-type style inspired by what happens in the challenge?
. Rough plot / character ideas: Write down any plot or character notes that immediately come to mind, even if you don't know if you will use them. Anything that comes to you straight away is a good place to build on later and should be jotted down whilst it's still fresh in your mind.
. How you will write your story: - Commentary VS. Narrative: Will you write a commentary around your screenshots/gameplay, or will you write it in the style of a prose-like story? You can also mix both of these approaches in various ways.
Or do you want to go about it in a different way? Maybe you could use your screenshots to make a comic-style story. Another option is to possibly have something like an epistolary novel (written almost entirely in letters) or even a 'scrapbook story' (a story told in multiple ways with multiple artifacts- letters, newspaper clippings, phone calls, almost anything).
- Tense and Viewpoint: Will you write in past tense or present tense? Will you write in third person, or first person? How many different characters' viewpoints will you have if you write in first person? (...Or are you like me, and will accidentally switch between tenses throughout the whole story?)
. Themes: It's good to think more in-depth of what themes will appear in your story. Family bonds, friendships, relationships in general, dealing with various aspects of life, prejudices, overcoming fear...the list goes on forever. Whilst I personally don't like reducing stories to tropes, tropes are always a place to start if it works for you.
. General length: Do you want to ideally write a short story, or something longer? This won't always be something you'll have in mind straight away, but that's fine. 
. How much to plan and when to start: It's up to you how much you need to pre-plan and when to start writing, but I don't start writing until I'm at a point where I know that the story can be resolved. I don't start writing straight away, in case I end up with a story I somehow can't finish. 
. Upload frequency: You won't always stick to this, since most of us are busy, sad and tired adults- but it's good to try and think about how often you want to upload chapters. Are you aiming for weekly, monthly, or just whenever you manage to get a chapter out? What I will say is please TRY NOT TO STRESS about schedules. If your readers are impatient that's their problem and they can wait until you're ready!
. Gather inspiration: Whether it's authors, shows, films, art, music...anything that gets you in the right mood and frame of mind for what you want to do. Moodboards are sometimes a good idea as well for collecting inspiring pictures. Make inspiring playlists of songs that get you in the mood for the story or characters.
. The sliding scale of 'Utopia' and 'Dystopia': On a scale of 'Paradise' to 'Hell-hole world', what's the rough state of the world in your story like? Maybe it isn't that simple, but it helps to have an idea if it's thematically relevant somehow.
. Any messages or lessons: Are there any messages you hope to get across in your story, or anything that a reader may be able to learn from it at all? Not always the case with every story, and this is not the sort of thing that you'll do intentionally. For my own story, it's very much just a snapshot of history so there isn't really much of a defined moral to the story.
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This is geared more towards people who are writing mostly story-driven SimLit, since commentary and gameplay-driven stories often don't require any sort of major world-building. That, and the challenge you are doing might already have the worldbuilding situation laid out for you, like the Apocalypse Challenge or the Alien Adoption challenge, but I'll build on this a bit too.
As someone who has been Game Master for DnD and Pathfinder, I'm used to fleshing out worlds, building on lore and the like- and being a Game Master often requires you to do it on the spot sometimes. For me, it's good to have some level of lore and world-building written out. I like having a certain set of 'rules' to stick with, mainly to help keep consistency of the universe's 'rules'. This is especially important with my Magic Universe since the magic system needs a level of consistency I have to try and stick to. (That said, I have occasionally changed tiny less-significant bits of lore as I go...shh...don't tell anyone!)
But where do you start with such a thing? First off, this isn't something you have to do in massive levels of detail (unless you want to!).
Here's the general way of how I do things. Feel free to pick and choose which bits will apply to your story; you don't have to pre-plan every little last detail about your world if you don't need/want to.
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--Starting with the already-established relevant worlds and lore--
I almost always start out with the 'official' stuff first. You can find this in-game, in item and world descriptions, in trailers, and on Sims Wikis. Sims isn't the most lore-heavy game for obvious reasons, but now and again you've got something to work with. It all depends on exactly what you're writing about, and how much your story will revolve around the actual Sims universe. 
--Seeing what I want to keep from the already-established worlds and lore, and what to get rid of--
I don't keep everything all of the time, and it's unlikely you will either. Sometimes your idea is better, or fits better with what you've already got in mind. Or perhaps the Sims 'lore' behind the thing is too comical and wouldn't fit a slightly more serious story.
--Start stealing ideas! (Go careful though)--
Writers worry way too much about originality, but everyone takes little bits of ideas off each other all of the time- everything is inspired by something. That, and in my opinion there’s absolutely nothing wrong with doing a story that’s a ‘love letter’ to a genre with all the tropes and cliches you can think of. 
So gather up some inspiration and see what ideas others have; have a quick read of SimLits that are similar to your idea. Look at the lore behind shows or video games that are the same genre as you are writing. Think about your favourite shows, films and video games as well. Or even look at the official Sims forum or Tumblr to see what people have done with worlds, premade characters and the like. On the official forum, there are a lot of ‘What have you done with…’ threads where people discuss what they have done with premades and in-game places.
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One thing I tend to focus on the most when worldbuilding, is the sort of socio-political aspect of the world. 'But why does everything have to be political?', you say, but everyone's life is governed by social and political ideas - some more than others, so for me it's what makes up a big chunk of the worldbuilding because of how much it influences the characters living in that world. That, and a few big historical events I tend to think of as well to flesh the world out. If this sounds like something you feel like delving into, then here's some ideas:
NOTE: Some of this won't apply to your world or focus, so just ignore the stuff that isn't relevant to your story.
--Events in history leading up to your story--
This will depend entirely on what you story is about, but events to think about are:
. Inspiring figures from the past: For example, if you're writing about vampires, are there any in history who are still iconic to this day? What made them iconic?
. Any miscellaneous important events? My more specific ones are geared more towards conflict, but there's always going to be important events that happened that stay with people that happen in the world and they aren't always going to be bad. (Yes, the author of Divided really did just say that.)
.Changes in laws and/or major attitudes towards groups: Were there any rules or legislations that came into play that completely shook the world of your story?
.Conflicts: Wars and other major conflicts in history will linger around for years and years in various ways
Modern society 
This is looking at your present day in the story in more depth. This can help you with characterisation as well- how has modern society affected your character and their development and current attitudes? 
. Attitudes towards certain groups: Who or what is celebrated in society? Who has to deal with negative attitudes and why? How are people choosing to fight back, positively or negatively, against positive or negative change? Is there any prejudice at all, or is your world almost entirely accepting of different types of people?
. General morale: How happy are the different groups of people in your world? Is there still need for change, or are people more or less okay with the way things are? Is there an imbalance in the welfare of different groups and why?
. What's/who's popular: From people to events relevant to the story you're trying to tell, what's popular and well-known? Are there any events or people that are causing change or debate that might be addressed later?
. Fashions: It helps to think about what's fashionable in your universe sometimes, but maybe that will all depend on what kind of CC you can get a hold of.
. What the future holds: What ideas do people have for the way things may change as time passes?
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Magic, superpowers, or other power systems
If your story has some kind of system of 'special' power- magic, or superhero powers, certain chemicals, powers granted from deities or the like- it's good to have some rough idea for how they work:
. Is this power innate? Can it be learned? Is it within the person, or is it an outside source of some kind?
. Is this power a finite or infinite source? Is it a physical object, is it ethereal/energy, a chemical, etc?
. What limits are there to the use of this power? When can it/can't it be used? What downsides are there to using this power (illnesses, magical overcharge, death, etc)? What consequences are there for overuse of the power?
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Beliefs and belief systems
Your story might have some sort of 'collective' belief systems- common superstitions, or religions like Sims Medieval’s Jacoban or Peteran faiths, or maybe even cults. If so, it's good to outline those, though the amount of detail you'll need for it will depend on the kinds of beliefs and the story you're telling.
. What are the core / defining rules / lessons /ways of living of this belief?
. What actions/attitudes etc are rewarded, and what attitudes are frowned upon? What rewards and punishments are there for such things, if any?
. How has this belief system affected other people outside of that belief system? What do 'outsiders' think of the belief and the people that practice it?
. Are there any key figures in this belief system? Are they real objects/people, metaphysical beings, or are they not real at all? 
. Are there any specific meetings or practices etc. associated with this belief? 
. Do people of this belief own specific special clothes or objects? What significance do they have?
IMPORTANT SIDE NOTE: When it comes to world-building, ALWAYS go careful when using any real-life cultures, beliefs or events outside of your own culture etc- especially those of marginalised groups. Try to do your research as thoroughly as possible.
To avoid potential upset or misrepresentation, I either rely on fictional creations or keep things vague. For example, I'm using the lore behind the Sims Medieval's Jacoban and Peteran religions in an upcoming story to avoid making a fictional religion that people might mistake as a parody of an existing one.
Do any research you need to do
Once again, how in-depth you go depends on how far you want to go- how realistic you want it to be, how historically-accurate you want it to be...Sometimes it's good to just have enough to get a rough idea of something to add on to. For example, if you're doing a historical story, it might be worth just seeing what big events happened, social taboos, etiquette etc. just to get a feel for the rough world of your story. For anything that isn't an important topic, I'm not bothered if it's inaccurate. For example: if it turns out the soft background science of something in my work is a bit wonky, I don't entirely care. However, for serious subjects like mental health etc, I always make sure to get a good idea of what I'm doing before I write it. If I get it wrong, I could end up spreading massive misconceptions and that's the last thing I want to do. -
World-building towns and cities
Not everyone's story is going to have a huge deal of focus on this sort of thing, and additionally to the top you might want to go even further with building onto what's already given to us. So here's some other things that might be worth thinking about if you want to do a bit of extra fleshing-out for the game worlds. When I say 'individual world' I mean the actual playable worlds on their own as opposed to the ts4 worlds altogether at once. If you're doing a challenge and the challenge has worldbuilding aspects, like Alien Adoption Challenge or the Apocalypse Challenge then that is a brilliant thing to give you some level of a framework for some aspects of your story's world.
. Rough population of the individual world etc.
.Landmarks and their significance
.Tourism, what do other people like to do whilst they're there
.What sorts of people tend to live there
. What the individual world is known for the most, what puts them 'on the map', so to speak
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Characters are my main focus as both a writer and a reader. I can have a good story with great characters and a thin plot, but a story with a great plot and boring characters is never going to interest me. They can also be difficult to come up with ideas for. Here is a rough idea of how I come up with characters, and how I build on pre-made characters.
Some people have written 'character interviews' - these can sometimes be helpful. You fill them out from the characters' point of view, or from a third-person perspective but about the character. The 'Marcel Proust' character interview is a great one to use, since it asks questions that will no doubt be relevant to both the character and the plot later on. Some of them have questions about favourite food, colours etc. but for me, this is more often extraneous than not. Then again, knowing too much about your character for some people is better than not knowing enough.
My own character 'interview' is here. It's technically not an interview and is just a list of things to consider about your character. You may get some use out of it.
First off, before anything: think of what to base your character on, roughly. Think of the traits of people you know or have known, think of aspects about yourself. Of course, we can't forget basing characters off of your favourite fictional characters! 
If you are writing a premade character, and you're unsure on what to expand on, first off look at their in-game traits, any information provided in trailers/promotional material, and then look at fan theories and ideas about the character. Those are good places to start if you're using a premade Sim.
As well as specific characters, think of your favourite traits, archetypes, and development types as well. One of my favourites is the downfall of a character, a tragic character whose constant screw-ups land them in a deeper and deeper mess. Even better when they start going off the rails a bit as well. I also love characters who struggle with others' kindness, who learn to let themselves be loved over time.  
Then you can get to outlining them.
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The basics about your character
. Name: Is there any meaning behind this name in-story? Did the character choose it themselves or is it their birth name? What nicknames do they have, if any? Which do they like, and which do they hate? (Names don't have to have meaning. I only use meaningful names in certain contexts- most names are just names I like, names that just fit for some reason, or that a character's parents thought sounded nice). 
NOTE ON NAMES: If you want an authentic name for a character from a specific time period, look at census records for the country if they're available or see if you can find articles on people from that country and time period. You can also Google naming conventions, as they can change within a country over time as well. I also recommend avoiding baby name websites or baby-related websites when you want authentic names for characters that aren't English or American. It's best to find blogs written by people from that country. Sometimes travel blogs for the country will sometimes talk about names, authenticity and such. Sometimes Wikipedia has lists of names as well, but it's worth double-checking any info found there.
. Rough description: Height, rough weight, colours of skin/hair/eyes, the general 'vibe' of their attire or a more in-depth description. Anything notable about them, like specific jewellery, clothes, tattoos or scars/other injuries?
. Identity: This could be anything from where they grew up, gender, race, sexual orientation, or if they are an occult sim or some other made-up species or race. How has their identity affected their life? Do they face any prejudice or mistreatment for any of it at all, or does it give them more of an advantage over others?
. Family: People in a character's family, whether blood family or found family.
.Beliefs: What they do (and maybe don't) believe in.
. Protagonist or antagonist: Not always this black and white for every character, but good to think about your character's rough place in the story. Of course, one can become the other as the story progresses.
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Character-defining aspects 
. General personality traits: You can use in-game traits and Randomise to give you ideas, or you can think of your own personality traits for the character.
. Upbringing: What it was like growing up for them. Who was good to them? Who wasn't? How have these people and experiences shaped who they are today? How was the world different growing up to what it's like now? Does the character mourn the old ways of the world or do they like the change?
. Social class: How has this affected their life?
. Education: Might also connect with upbringing here- how was school/university etc. for them?4
. Goals/dreams: Almost everyone has a goal, even if they never achieve it. Even if it's just getting out of bed to make breakfast and then getting back in again.
. Social life: Extrovert, introvert or somewhere in the middlle? What do they do when they hang out with friends etc?
. Fears: What are they afraid of? What do they do to avoid that fear, if anything?
. Any conditions, illnesses, or neurodivergence: (ONCE AGAIN, go careful when writing things like this and do research where it's needed.) How have they affected the character's life and their outlook in general? How does it affect how others percieve them, if it does at all? If applicable, what caused them?
. If not that, then general physical/mental health: How well (or not) does the character look after themselves in these ways? What do they do for self-care and distraction?
. Likes and dislikes: People, things, events, hobbies...What makes them happy and what makes them want to punch a wall? 
. Character 'flaws': Flaws don't necessarily have to be absolutely-horrible things, it can be just things that can hold the character back in some way. Some things that characters may overcome in a story might not necessarily be flaws as well- for example, introversion isn't a flaw (I wish writers would stop treating it as one), but possibly some characters may seek to try and 'come out of their shell' socially a little. Most characters have some kind of flaw or personality 'aspect' to overcome or learn to deal with, but the best kind of character flaws are the ones that actually get in the character's way in the story. The joy is in seeing how the character overcomes these flaws...or even how the character gives into them more and more as the story goes on. Wretched excess is fun sometimes!
. What they're good/bad at: Where do they excel, where do they need a little practice, and what are they absolutely terrible at?
. Any special ablities or powers: What can this character do? What are the limits of this power? How do they feel about this power? 
. Things they are known for: Whether by friends, family, colleagues or the world. What are they known for? What do people like and dislike about them?
. Ideas for development: How do you (at the moment) see the character changing? If you have any ideas for it, who or what will help to influence that change?
. Relationships with other characters: How they do (and don't) get along with other established characters, and maybe why. -
Things to think about character-wise when writing your story
Once you get to writing your character, here's a couple of things that it helps to think about- though some of it is more relevant if writing in the first person.
. What your character does and doesn't notice: How do they approach the world around them? What sort of things do they notice first in their surroundings?
. Manner of speech: Formal, or informal? Do they have any mottos, catchphrases or words they use often? Do they speak about feelings a lot? Do they lie, and how often? Sometimes what isn't spoken can say as much as what is spoken.
. How they socialise and deal with others: Do they overthink things in discussion? Do they pick up on social cues? Do they often over-analyse the actions of others, or do they let everything go over their head? Are they confident in socialising, or not? Maybe their out-of-dialogue musings are complex, but they keep to not revealing much in their speech.
. How they cope with negative emotions: Do they break down, or blame others? Or do they power through it?
. In connection to some of the above points, think about your character both from the outside and inside: How do others see them? How do they think they come across to others? How do they come across to themselves? And finally, who are they really on the inside?
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An important aspect to think about especially is character motivation. I've written this one separately from the bullet points since I think it's especially important given character motivation will play a major part in driving the plot along, as well as relationships with the other characters. This might not be something you'll have a solid answer to until you start writing, but it's good to have some starting ideas.
. In the broadest and simplest sense, what does your character want? Money, fame, honour, redemption, happiness, revenge...Have a think about what it is that they strive for deep down. (If you're struggling for ideas, maybe it might help to look at the in-game Aspirations, or maybe even the Traits will give you some ideas).
. How far are they willing to go to get it? Are there limits they won't go to in order to get what they want? Or are they willing to step on whoever's toes? This might be a change that occurs over the story, that's always an interesting concept. Seeing the well-behaved character slowly and gradually challenge what is acceptable...
. Who, or what 'kickstarted' this motivation? Some people just naturally come to want something, maybe as they grow up and/or their general interests, hobbies etc. change. Some motivations are brought on by events, though. Maybe harm done to a loved one motivates them to seek revenge, or something they did in their past motivates them to seek forgiveness or redemption for their actions. 
For challenge players, you can always define your characters through funny commentary, I always like seeing that. One story had one generation founder constantly break the fourth wall and be the only one who realised they were in a game and it made them stand out in a comical way.
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 Let me start off by saying: Plot is my weak point. I struggle to organise ideas when both reading and writing, I always have done. As usual, for plots it's best to think of your favourite plots from stories or a 'stock plot' like The Hero's Journey, Wretched Excess etc. It's also good to think about any potential plot points that come to mind straight away, so then you have starting points and can fill in the gaps- this is generally what I do. And honestly, I don't think it's that bad to re-use themes and plot pieces sometimes. Sometimes it works better to stick with what you're familiar with, than it is to try a thousand things at once that are new or different to you.
Do you see yourself as a 'plotter' or a 'pantser'? I'm a bit of both, though I'm leaning towards more of a plotter now. I wish I could write everything by the seat of my pants, but sadly I can't. 
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The way I initially began planning for a longer, more in-depth story is by making a table in a word processing document that is one column wide, with loads of rows. Just one giant row of loads of columns. Each box in this table will be for specific notes, and the order of these notes in the planning table goes like this:
. Title ideas/preliminary ideas: What it says on the tin, and the very, very first ideas for the story.
. Rough story ideas: Any ideas that come to me in the pre-planning stage go here. Ideas for anything at all- screenshots, scenes, lines of dialogue, anything!
.Background information to be aware of: Any relevant lore or research goes here. Sometimes I keep story research in a separate document.
. Previous story points to be aware of: Any previous characters or events to be aware of to aid in consistency.
. Current plot threads: Keeping track of plot threads that need to be resolved in some way, to help prevent plot holes.
. Character info: Character information in varying levels of depth. At this point, this usually only covers main characters.
. Character Development:  This almost always changes halfway through, but this is my plan for how characters will change as the story goes on, and the events and characters that will be catalysts for that change.
. Backstory: Character backstory goes here instead, to keep things organised.
. Ideas for future chapters: Any ideas at all for upcoming chapters, no matter how vague. This also includes things that absolutely have to happen later on.
. Story ideas: Various boxes, all of which have more detailed story ideas. At the moment these are defined by specific events, and these are just for the direction of the story.
. Chapter (X): The main story planning, with one box for every chapter. This is where the story starts to be sorted by chapters as opposed to just events. Things always get swapped around during the writing process: Some things get moved until later, moved to happen earlier, or omitted/changed entirely.
The general idea as I'm going, is that each chapter has to move at least something forward. We learn something new about someone, a character's actions have changed something or caused a consequence, a character has learned something, etc. Somehow things have to be different from the beginning of the chapter to the end of the chapter and that is generally how I go about it. Whilst a lot of people frown on whole chapters that 'info-dump', for some stories it might be necessary- especially for futuristic or alternate history stories where the author will need some filling-in on the general state of this unfamiliar world.
Again, how much you want to/need to plan depends on what you're doing. Nowadays I write narratively, and the game has little bearing on the actual story.
If you're going with a gameplay or challenge-driven story you probably won't need much planning, if any at all.If it helps, it's worth doing what you can to create associations of some type within your planning- whether it's symbols, bold/italic, colour-coding, anything. That might aid you in keeping important bits of the notes tied together somehow, whether it's done by scene, character, important plot points etc.
It may help to highlight important bits as well in your word processor, so you can easily find things you know you have to go back to soon. I sometimes do this since I easily get lost in my own notes...
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Other Planning Ideas
. Starting from the end: It might be easier to go backwards if you come up with your ending before your intro. You can always start with your end point, and then figure out how you got there. 
. Mind-maps: If a massive list of boxes doesn't sound ideal, it might help do a sort of mind-map or flowchart. This is better if you are the sort of person who'd rather take in small bite-sized pieces at a time. You could have one mind-map for the beginning, middle and end, and then do little branches off for different events. And then from those branches, possibly add more for other details surrounding that specific story event, or things to remember for later on down the line. 
. 'Snowflake method': Put simply, it's writing down a simple plot point or idea and then continually expanding on it until it's at the level of detail you need for your plan- the way a typical snowflake's points branch out. As a random example: - Dave goes to get some cheese. - Dave has discovered a monster in his kitchen, and it demands a block of cheese or Dave's life. Terrified, Dave goes out to get some cheese to appease the monster. - A monster that can only live off of cheese is used to eating the bits of dropped cheese off Dave's kitchen floor, but Dave has decided to do more cleaning now his girlfriend is moving in. Desperate for survival, the monster has escaped its hiding place, demanding a block of cheese from Dave for its survival. If Dave does not supply cheese, he will be killed by the monster.
. 'Five-part narrative'/Pyramid: Breaking down your story into the five main parts of most stories: - Exposition: This is mainly setting up the world of your story - the setting, the main goings-on in the area, the characters we will be following throughout the story, and also the driving point which sets the main characters ahead doing plot stuff. - Rising action: The rising action is generally the part where the characters' antics, or possibly something caused by the world around them, sets stakes higher and puts more pressure on them. Perhaps the character has made a grave mistake. People could be after them. Or perhaps some kind of natural disaster has caused massive issues for the character. How will they come to navigate all of this? - Climax: The rise up to the 'turning point' or the height of the drama in your story. Maybe your character finally has some kind of breakdown, their actions have led them into the worst situation possible, but good can arise from this...or your character can just keep going down the slippery slope. - Falling Action: This is generally the process of gradually resolving all that has happened during the story. Maybe the main characters have realised their mistakes and aim to solve them, or perhaps your characters have overcome the main antagonist, or possibly made peace with them somehow. - Denouement: The resolution to the story, or at least where the characters end up. Then again, who's to say that everything will be resolved by the end if you want to make a series rather than a one-off? And who's to say the resolution will be a clean pretty one?
. For the challenge/game-driven writers: It helps to make notes of anything that happens in-game that could become a plot idea. Whether it's something from a mod, Lifestyles, Sentiments, or other autonomous actions- anything that gives you idea for a potential relationship change, conflict or story point, jot it down and maybe you can build on it later. If your Sims end up with positive or negative Sentiments for each other, then maybe it could be fun to come up with a reason why they feel that way.
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My biggest piece of advice is: If you are stuck with what to do next in a story, let the game do some of the storytelling for you if you need to. Look at what happens autonomously, Likes/Dislikes, traits, anything caused by mods that add story depth to the game, Sentiments that people have for others etc. You probably even have mods that actually add some real depth to the game that you can go off of. It's a great way to help you get new ideas. It's gotten me through a lot of brick walls in the plot.
. Do not use ChatGPT or any generative AI! The whole point of creative writing is the CREATIVE part and neither of these are at all creative. Don't bother writing a story if you can't be bothered to do the writing.
. Be sure to try and use content warnings for aspects of the story that may need it. You can use the trigger tags and can warn in chapter headers. You can't catch everything, of course you can't, but it's a helpful way to help a reader decide whether or not it's worth getting into a story, or whether they may want to skip a page or chapter. My own story has a lot of potential triggers so I warn about them as much as possible.
. Portrayal is not automatically endorsement. Your story does not have to be entirely morally-pure and neither do your characters. Not every story is about the perfect people who do no wrong and somehow manage to tick every box on how to be the perfect Leftist. You also don't have to provide disclaimers on the fact you are not okay with what's being portrayed, but you can do so if you want to save your own skin.
. Do not worry too much about word counts. Some people like to keep an eye on word counts, but make sure you're not letting it dictate your entire workflow. It's great to have goals to keep you going, but to let them define your work entirely can get stressful. If you miss your goals, don't beat yourself up about it. 
. Use online generators if necessary! Names, plot points, rough plot outlines, there are generators for everything online. They are there both for fun and to help you get a starting point, and you are NOT cheating for using them! No other writer ever does absolutely everything themselves. We all get ideas from somewhere, so there's absolutely zero shame in using generators for ideas and such. 
. Do not get hung up on looking for writing advice. I know, I just gave my advice and yet I'm saying this! Over the years I've looked at so many writing advice blogs, and almost all of it has been useless to me in the long run. Most of my learning has been from reading others' writing, and I have also learned from other kinds of art as well- films, pictures, etc. Do not rely too much on one person's style or advice. It's no good wanting to be someone else, and take that from someone who's been super jealous of loads of creators over the years. Whether it's art or writing, I've learned more from looking at others' art than I ever have from people who've told me how to do it.  On top of that, don't let others' advice dictate what you do too much. After all, people are so quick to label absolutely anything as 'bad writing' these days. Continuing on from this point...
. Do not let others' writing advice become super-strict rules. Including my own! The problem with some people and their advice, is that they tend to think their way is the only way, for everyone. And as I mentioned earlier, people are quick to slap the latest cool 'smart writer's term on anything. Remember when Mary-Sue/Marty-Stu started off as an overpowered character who never faces consequences, but then seemingly became any character with supernatural powers and/or unnatural hair and eye colours? Remember when we got taught 'said is dead' in primary school, and then authors and Internet writers suddenly became obsessed with it to the point where you were terrible for using 'said' at all?
All of those writing blogs demanding complete originality when every conceivable story is inspired by something, subconsciously or otherwise? Getting thrown overboard for using clichés? The same three authors being used as a style model? It's great to take inspiration from other people, but don't think that others' writing advice is always 100% going to improve your writing because as I have said ad nauseum throughout this whole thing- art is subjective. Even if the advice-giver is an excellent author that's been published 1205 times, that doesn't necessarily mean their way is the only way for everyone. My likes and dislikes are not ultimate. Neither are theirs, and neither are yours. Write the clichéd character, add the cool thing because it's fun, use 'said' all of the time, enjoy yourself.
. Also worth adding that just because someone writes their writing 'advice' in an incredibly harsh or 'my way is the only way' manner, it doesn't mean they're 100% right and that you should change how you do things because a bored stranger on the Internet thinks they're the last word on how to create things. You are not going to please everyone, and that's fine. And let's face it- some people are never pleased. Ever. Don’t write to please these types of people, it’s not worth it. I've come across them plenty of times in the past on creative websites, and I've fallen into the trap of trying to do what they say because they must be right, right? And really, why should I? Why should anyone?
Don't fall into the trap of feeling like you have to do what the angry man on Wordpress told everyone to do. Maybe these types occasionally have something good to share, but you should only use writing advice you find genuinely helpful to you.
. When it comes to doing research on things like stereotypes or tired archetypes / plotlines for certain marginalised groups, be aware that everyone has a different opinion on what is harmful and what isn't. You cannot write a character of any experience that every single person will agree with or consider to be a sympathetic portrayal. One man's good representation is another man's problematic.
You are also occasionally going to find some people writing these portrayal guides who will consider every experience out of their own individual one to be wrong (I've come across plenty of 'how to write autistic characters' guides where the autistic writer is convinced their experiences are the only kind of 'proper' autistic experience... and we are all very different people in reality!). Try to get a rough idea from multiple sources and go from there.
. In addition to the above: Go careful where you get your research/advice from. I will happily admit when I don't know what I'm talking about sometimes. Other people, not so much. Go careful who you choose to do any research from. On top of that, when you are looking for advice specific to a culture or identity, most of the time it's best to find things written by people who are actually a part of the group. It's good to be as thorough as you can.
. Be imperfect. No-one is a perfect writer, though some certainly think they are! Perfectionism is common, but in my opinion it holds people back a lot of the time. Don't stress too much- SimLit is meant to be a fun hobby.
. Always aim to finish your work. Even if you have to pull a plot point out of your backside to do it, try to finish everything where you can. I have only ever discontinued one story, and that was only five chapters into it. If you're having trouble, don't be afraid to leave a project for a while. I find in the meantime, I come up with new ideas. Sometimes a necessary distance to a project is needed to see it in a different light, and then any issues can be (hopefully) figured out.
. Don't get caught up in the 'reboot loop'. It's a dangerous game, to constantly want to re-do your work. I'd know - I have a personal project that's been rebooted over 10 times and still not completed that's been a work-in-progress since almost 2014. Don't get caught up in it otherwise you'll never finish anything. If there's something you don't like, assess first if it's best to just move on with the story despite it. In connection to my above point, I'd rather a story be finished badly, personally, than not finished at all.
. Do not get put off by low reader numbers or lack of comments. It's part of the creative process- either you'll get feedback or you won't. People nowadays tend to go for shorter stories either due to not having time, language barriers are also a thing that can put people off a longer prose-based story, or due to the modern age trying to make everything as succinct as possible - and like I said earlier, a lot of people are tired busy adults and likely won't have time.
Some things are also typically more niche than others.
Do not publicly whine or guilt-trip people over lack of feedback or attention. There are always going to be times where lack of attention to your work will get you down, and in my eyes, that's a good sign to take a break from it until the passion for creation comes back to you. Otherwise the story will likely suffer for it as will your wellbeing.
. Do not get put off by negative critique. Critique can be helpful, but let's face it, many people often don't know how to write a good or useful critique and a lot of people nowadays want to be a edgy, feisty caustic critic, might as well say it. Even if someone is nice about it, your first reaction might be ‘owch’.
Keep the useful critique in mind, bin the rest. You don't need to change anything about your story, at the end of the day nobody can force you to do that - but it's also not healthy to ignore absolutely all critique completely. Sometimes others' ideas can be helpful. Sometimes.
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. Jarte - A free fancier version of Wordpad that I use for note-taking and plot-planning.
. My planning document and character questions linked earlier.
. MyNoise - If you like background noise to focus but music isn't for you, these are various noise machines. It includes chanting, white noise, natural sounds (thunder, rain etc), bar ambience and much more. There's an amazing selection.
. Writing Plot Prompts and Generators - A bunch of generators for plot-related events. Rough plots, possible things that could go wrong, ideas for how characters meet and general writing prompts. 
. Character Generator - A bunch of character-related generators that will generate all sorts of ideas- from rough descriptions, to in-detail outlines, to causes of death, and a separate generator for ideas for LGBT+ characters as well.
. Evernote- a free (with paid options) note-taking app for mobile and for PC. It allows you to create to-do lists, clip whole web pages, screenshots, articles PDFs and bookmarks - great for storing research or other important things! You can also sync your PC notes with your mobile ones so you always have a space to dump your ideas wherever you come up with them.
. Random Town Name Generator - with some fun tidbits about town naming in general.
. Fantasy Map Generator - for the super-world-builders!
I hope this has given you something of a starting point, or has otherwise given you something else to think about. Happy writing!
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earthstellar · 1 year ago
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Brave Bang Bravern!: A Review for Transformers Fans
I've seen so much about this on my dash that I had to give it a try, and I gotta say, as someone who hasn't watched any new anime series since around 2008 at the most recent and I also hate the fucking military, this is a pretty good show.
THERE WILL BE SOME MILD SPOILERS. Nothing major. I'm not gonna spoil anything critical or mention characters that are introduced later etc. At of time of writing, only 6 episodes have been released.
Understanding Genre: The Trailer is A Lie
Now, while there is a trailer here, I want you to largely disregard it.
Why is that? Well, we need to talk about the "big two" robot show genres in Japan, which are as follows:
Real Robot -- This refers to a typically military setting or other serious setting, in which robots are handled as realistically as possible in terms of how they work and how they are applied. There tend to be less individual/sentient robots and more "suit" type mechs right along side human-made, more realistic machinery and mech designs, although that isn't entirely unique to this genre. Usually this stuff is labelled as sci-fi/action outside of Japan.
Super Robot (THIS IS THE SHIT TRANSFORMERS FANS GENERALLY WANT) --Essentially borderline seemingly magical robots with their own rules and in universe backstory for how they work, which isn't necessarily tied to realism. Usually this stuff is labelled as sci-fi/fantasy or space fantasy outside of Japan, since a lot of these tend to be space robots. They can be "driven" by pilots or just straight up sentient robots who are vibing with some human companions, although it's not exclusively that. It can be both, it can be neither, but no matter what, Super Robot shows are less about strict realism and more about really cool shit with robots that are basically their own people and exist according to their own rules.
Now, the trailer for BBBB (the acronym for the show is based on the Japanese title, which is Bang Brave Bang Bravern) is a COMPLETE FUCKING LIE.
It wants you to think this is going to be some dumbass GI Joe shit.
While there are elements of dumbass GI Joe shit, this is largely just to set up the premise for why shit is happening in the first place, and to help introduce the main threat (alien space creatures with fucking light beam lasers) as well as bring in our main characters under the premise of everyone having to work together to address this alien threat to Earth.
What we care about here amongst Transformers freaks is gay space robots, and this show delivers.
Getting Into Bravern: First Episode, Mild Plot Spoiler Summary
It wants you to think this is a Real Robot show.
The first episode sets things up as though it will be a Real Robot show.
There is a threat to Earth, a mystery space alien mechanical enemy, and nobody knows what the fuck to do. A military exercise between multiple nations using Titanostriders (which look very much like Shiro Masamune Appleseed-style mechs, human made in nature) to practice battle drills who are now instructed to swap over to real ammunition and go to fucking town.
Nobody knows how to do that.
They're skilled with the Titanostriders, sure, but it turns into a shit show. The alien mechanical enemies are using fucking space laser shit, it's a disaster---
--And then Bravern drops in from the fucking sky and it IMMEDIATELY TURNS INTO A SUPER ROBOT SHOW.
There's a "get in the robot, Shiji" moment where one of the Titanostrider operators, Isami Ao, is encouraged by Bravern to get inside of him.
He does. And immediately has no idea what the fuck is going on, Bravern is largely in control, and starts to blast his own theme song inside his cockpit as diegetic music while Isami is generally losing his shit, as one might do.
Humanity's reaction to Bravern is Real Robot genre type, where it is handled seriously by all the characters and organisations involved in universe, however Bravern is very much a Super Robot genre character who brings more of a Super Robot energy to the show at large.
The serious elements are mostly balanced by how fucking silly Bravern is, and there are some excellent moments in this show (currently only 6 episodes have been released) which make it entirely worth a watch.
Fun Things About Bravern Himself
Braven is very, very, very gay for his pilot.
Chances are, you've seen the screenshots of some of these moments on Tumblr already, but the delivery of these lines is magnificent.
Bravern sings his own theme song. It's the voice actor for Bravern doing the vocals, and the song itself is reminiscent of 1970s orchestrated big band energy mecha themes. For Transformers fans, it has a very Transformers Victory theme kind of vibe to it.
You gotta hear it, it fucking rules. The album cover shows Bravern holding a giant microphone.
Bravern is generally light hearted, doing his best to motivate his pilot while not hesitating to enter the action and try to defend humanity.
Now, why does Bravern care about humans so much? We don't know, but we'll talk about some mysteries in a later section below.
He is surprisingly insightful at times, while also fucking around and enjoying himself. (You may have seen screenshots going around Tumblr of Bravern with a loop of hot dogs strung around one of his chevron points on his forehead. This follows a scene in which he wants his pilot to take a break and associate with his peers for once, as a way to relieve stress. So they go to a bar, it turns out reception is positive and someone even brings weenies out for Bravern since he's too big to fit inside, lol.)
Generally, he's a very interesting mech, because we have so little information about him. He's fun, and clearly vibing, but he's also borderline if not outright obsessed with his pilot and has unknown origins, which has lead to some darker interpretations and audience discussion.
A lot of people have compared Bravern's energy to Rodimus, and generally I would agree with that. He has his high-energy silly moments, and his more serious personal moments (primarily with Isami, but also with Smith), and I think these aspects of his character work well to create a fun mech with the potential to be deep in a believable and effective way, with an equal capacity for being a doofus.
Bravern is obviously the number one reason to watch the show for most people, and I would say that if you're purely here for a giant gay space robot, then this is going to be a decent watch.
The Military Sucks: There Are Militaries Involved Yet Somehow This Is Still Watchable
I hate the fucking military, so at least the military here is depicted in an acceptable way (so far, at least). In episode 2, they waterboard Isami to interrogate him for information he doesn't have regarding Bravern, which is a realistically shitty and awful thing for the military to do-- They don't sugarcoat how fucked up the military is. These people very much have the capacity to harm their own staff, and they will do so if it means they might get an edge over the enemy.
At the same time, the actual characters in the military are depicted as primarily doing this shit out of a genuine personal desire to defeat these horrendously destructive space entities, which have attacked at least some of their home towns and home countries, so it's more personal rather than purely being a military directive that people are being forced to follow.
In this way, it's not really realistic, but everyone is on board for their own largely humanitarian aid type of reasons (there is a mission which is basically just locating survivors of an attack and then getting the fuck out) which makes the military context feel less oppressive and shitty.
Part of why this is more OK than other military depictions is because the military forces involved here are international (collaborating to defeat a global threat rather than kill each other's civilians) and because the military is clearly losing this war.
Because it's an international effort, this brings more diversity to the show-- There's a surprising amount of English interspersed between dialogue in Japanese here and there, and the military board consists of representatives from multiple nations, including some Germans who at first believe Bravern is some kind of secret American operation, lmao.
Bravern calls the military out on its shit, and essentially tells the military board to stop with the suspicious infighting bullshit and drop the internal tension because otherwise they'll all die to this mechanical nightmare creature threat.
They actually listen, which means this is an unrealistic portrayal of the military, lmao. I think they struck a good balance so far between showing that the military sucks and has problems, while also making sure that you're not really cheering for any given military force, but rather, you cheer for individual characters who just happen to be stuck doing this military shit as a premise for anything to be going on in the show at all.
So it's not the worst when it comes to the military shit; At least so far, it's watchable, which as someone who passionately hates the fucking military, is surprising to me.
It's less GI Joe and more "we just needed a reason for these characters to be involved in this situation".
Of course, your mileage may vary, but personally I found it easy to tune out or just skip through any military shit that got grating and I didn't miss anything important by doing so. At the very least, you can skip around and ignore a lot of this stuff and get right to the gay robot if that's all you want to do. It becomes clear pretty quickly what's going on if you skip around a bit, so no worries there.
Fun Speculation: What is Bravern?
Only 6 episodes are out at the moment, so there's tons of shit we don't know yet.
Bravern has a notable resemblance to a type of enemy in the show, called a Death-Drive.
Death-Drives are mecha who are distinct from the "minion" type enemies (which almost resemble flying saucers with laser gun arms and light shields), and have their own unique character designs and names.
Why these things are here, how they are here, why they are interested in Earth, and everything else is currently unknown.
Bravern looks like he could possibly be of the same mechanical species, although we don't know if that's true (yet). He has abilities that the other mecha don't seem to have, but how far this goes and what it might mean is not yet clear.
Bravern also seems to have knowledge of human media (he references The Abyss at one point and he likes 3D printing figures of sentai show characters lmao), and was immediately able to speak to the humans using language they would understand, so it's unclear if Bravern may have been studying Earth for some time before his arrival or why.
He is obsessed with his pilot and cares for him so much that he extends some care towards others purely based on their relation to Isami as co-workers; Why? What makes Isami special?
How does Bravern know seemingly every human language? How does his piloting system work? How similar is he to the Death-Drives-- Are organic beings critical to them in some way? If so, why are the other mechs killing so many of us? (These are big questions especially by the end of episode 6, due to some spoilers and a spoiler character who shows up later.)
We know little to nothing about a lot of the key elements of the show, including any motivations for the Death-Drives or what they are, what's up with the fucking UFO looking laser things, etc.
There's more to speculate on, but that would be getting into deeper spoiler territory so I'm gonna hold back on that for now.
Summary: It's Gay and Cool and Has Interesting Ideas
Bravern's not the sole source of gay vibes in this show, but it's fun that he is also a source of gay vibes in this show.
The designs are great, the Titanostriders remind me of Appleseed style mechanical suit designs which is nice, the Death-Drives are super interesting, Bravern is fucking fabulous but he's not too goofy to take seriously, and the military is unfortunately present but it's clear that they suck and are generally losing (and since the conflict is not between different groups of humans but rather is about human collaboration to defeat a non-human shared threat to our entire planet, this goes a long way to make the military shit tolerable).
It pretends to be a Real Robot show but has so much Super Robot show sprinkled in that you might as well consider it a little bit of both which the show balances pretty well.
I haven't watched an anime since around 2008 at the very latest, so I don't know how this might compare to any other robot animes since then and I am certainly not an anime expert by any means LOL, but this has been a fun show to watch so far.
It does have its problems, of course, but if you can get past the setup for the first episode (when it's still pretending to be a Real Robot show), from the moment Bravern arrives towards the end of that first episode, the show gains momentum and starts to get interesting very quickly.
It has some issues. But we're only 6 episodes in, so at the moment, they have plenty of time to potentially address those issues and we'll see where things go.
I'd recommend it if you want to give it a try!
I think there's enough here to appeal to the usual Transformers crowd and you might end up liking it, or at least having fun while watching it in the background.
If you end up wanting to to tap out then no worries-- I think it's worth giving it a shot and if it's not your thing, no problem.
Each episode is around 25 - 30 minutes, so while the first episode might feel like a slog to get through because fuck the military, once Bravern shows up the show actually gets started and I wouldn't blame anyone for just skipping to that point in the first episode and going from there, because there's nothing in that opening that you won't be reminded of or be able to figure out. It mostly just sets up the intro to the human characters and the collaboration training session, introduces the Titanostriders as a thing, and you can always go back and watch that part later if you want to.
All in all, pretty decent! Obviously we're Transformers people so we're here for the robots, and the robots are interesting and fun, and that's all I need to have a good time.
Hopefully this was a useful summary if you're interested or have seen Bravern stuff on your dash! :)
Thanks for reading!
BONUS: I forgot to mention this somehow, but there's a lot of overlap between Transformers and other Brave shows involving actual Transformers re-used in Japan for these shows; There's a good video about it here on YouTube which explains some of this, but if anyone's wondering, yes Bravern has a grounder alt-mode and it's pretty cool. Will we get a transforming Bravern figure??? We can hope!
There's another video here which mentions some of the Transformers elements in other Brave shows/Yuusha, which might be interesting for those of you who are unaware. :)
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transmutationisms · 6 months ago
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can i ask you some of your thoughts on nosferatu regarding one, the hardings? two, i though Nichlas hoult acting was great, the best on there imo, what about you? and three, what was the scene between ellen and thomas where she confesses what happened to her supposed to mean?
i thought this adaptation had approximately the correct amount of the hardings, which is to say not very much but they're there to contrast very blonde-ly and married-ly against ellen with her hysterical spells and high sensitivity and fragile body that is prone to being invaded by destabilising forces of eastern influence. killing off anna did annoy me on principle and the arthur character was kind of useless & pointless after that so i do wish eggers had been willing to break with previous adaptations more on that. but situating ellen in the bourgeois nuclear family home while she's fighting with her shame over what she perceives as her culpability in her own sexual abuse is very effective horror, and i did like when anna and ellen are in bed together or even just walking on the beach or whatever -- this film is not driven by character studies by any means but their intimacy is decently shorthanded i think.
i was not really a fan of hoult's performance tbh i thought it was mostly forgettable. lily rose depp was good and willem defoe was reliably good. none of the acting jumped out to me as terrible but i would say hoult's was the weakest.
i'm not sure exactly what you mean by 'what does it mean' haha but i thought it was emblematic of what really works in eggers's decision to foreground sexual abuse like this. first of all this scene is one of the only times i've ever cared about the jonathan/mina characters' relationship because it gives us actual insight into their dynamic -- both of them care for one another, but jonathan has difficulty fully comprehending the gravity of what ellen is telling him, and when he does react to her confession that she (believes she has) asked for & brought on the evil that is orlok, he recoils from her, despite having only just confessed that he too has been violated by orlok. jonathan resolves the crisis for himself by interpreting ellen's confession as his call to heroism, positioning himself as saviour in a way that he believes will also override the feminising effects of his rape at orlok's hands (note also that ellen herself calls jonathan effeminate for this). but ellen throughout the entire film is the character who comes closest to understanding what'a actually going on, despite her distorted conviction for most of it that she is uniquely perverted & blameworthy, and the confession scene too shows us that ellen is unconvinced by this idea of going hand to hand with the monster and saving the day. the film's actual terrain is in the emotional pull & conflict between ellen and orlok. she knows from the jump that jonathan's little saviour fantasy is an irrelevant detour; her superstitions / connection to the occult figure her as a cassandra & telegraph to us in the confession scene that she cares terribly for jonathan but simultaneously knows that neither of them can save the other. for jonathan the scene is an unburdening, and he believes this to be the happy outcome of having confessed; what we see instead is that his burden has merely been shouldered silently by the film's actual hero, ellen. herzog tried to pull this off in his 1979 adaptation but thematically eggers achieves more of that vision here, and with almost as many cats to boot.
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absolutebl · 2 years ago
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Because your opinion means a lot: Any chance you feel like sharing 5 upcoming BLs you're most excited about and why? And maybe as a bonus, something you think many BL watchers will love but that you will hate?
Ooooo, how exciting what a fun one. You sure you want this from me? I have very odd taste.
The 5 Upcoming BLs I'm Most Excited About
(this forced me to put together the 2024 Announced BLs list which is coming soon)
1 Spare Me Your Mercy
Increased rates of deaths in terminal patients has a police captain investigating the palliative care doctor with whom he's fallen in love. Their relationship deepens but the mystery persists, driven by mistrust.
Why? It's adapted from the novel Euthanasia by Sammon (Triage, Manner of Death) but more important, it stars some old guard BL actors: Tor Thanapob from Hormones as the doctor and (fuck me YES) Jaylerr from Great Men Academy and goddamn Grean Fictions as the captain!
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2 Wandee Godday
GMMTV and AllThis Entertainment producing a very pulp offering with new pair, GreatInn doing high heat, boxer meets surgeon. It features a one night stand, fake relationship, and all the cheesiest of tropes. Also features Drake, Podd, and Thor+ pretty boy (be still my heart).
Why? This is totally my kind of BL even if it isn't GMMTV's style of BL, and it's GREAT, so I'm in.
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3 The Next Prince (ZeeNew)
Domundi brings us more ZeeNew in a fantasy/historical set in a palace where Zee plays a knight and Nu a prince - YES PLEASE.
Why? I did not expect this pair to stick so I really hope this happens. Give us the Little Pink Riding Milk BL we deserve!
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4 Lover Merman
Fantasy BL about a man who falls in love with a merman.
Why? I don't think it will be good but I LOVE merfolk.
5 Me and Who
Domundi for WeTV brings this adaptation of Wickedwish’s novel of the same name. It depicts a young man who dies and is reborn into the body of a billionaire heir. The heir happens to be engaged to a handsome man.
Why? I flipping LOVE this trope but I never expected to see it drive a BL.
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10 I am cautious of but VERY intrigued
JAPAN'S Although I Love You and You AKA Sukiyanen Kedo Do Yaro ka
From YTV releasing 1/11 about Soga, who, after a divorce and relocation to Osaka, seeks solace in dining at 26-year-old Sakae's restaurant. Unbeknownst to Soga, Sakae sees him as more than just a regular customer.
TAIWAN's Love For Love's Sake
Based on the Manhwa Love Supremacy Zone by Hwacha, this will star actors Lee Tae Vin, Cha Jun Wan, Oh Min Su and Cha Woon Ki. The plot of the drama is based on Tae Myung Ha, a young man who is dropped into a game based off of a novel that he knows. His mission is to make another player, Cha Yeo Woon happy. Cha Yeo Woon is Myung-Has favourite character in the novel. But then the game starts going completely different from the novel.
City of Stars AKA Fueangnakorn
Star Hunter started filming this 12/23 about an actor falls in love with a programmer and the narrative intends to “explore the ramifications of being public figure in the social network era who must endure critics, bullying, and defamation.” Looks like another Lovely Writer, Call It What You Want sort of thing.
My Stand-In AKA My Stand In
Chinese IP ALERT! Adapted from the novel Professional Body Double (职业替身) by Shui Qiang Cheng (水千丞) stars Up (Lovely Writer) and Poom (Bake Me Please).
OMG Vampire AKA OMG! Vampire (LeeFrank)
Frank and Lee Long Shi are back only vampires now. So many vampires.
The Rebound (MeenPing)
VIU Basketball based romance staring Meen (a national basketball player, so yay for that).
We Are (PondPhuwin)
GMMTV's university friendship Bl featuring PondPhuwin, WinnySatang, AouBoom, MarcPawin - basically ALL in the good kind of messy friendship group (so more My Engineer and less Only Friends). Looks a bit like the Kiss series but everyone is gay. I'm IN! Trailer here.
Love Upon a Time (NetJames)
Domundi announced for 6/7/2023 then delayed to 2024. NetJames in a historical BL! Also feat Tonnam (Dr Sing from Triage).
Jack & Joker (YinWar)
DeHup brings us be gay, do crimes. Yin, War, Mark and a few other familiar faces doing Leverage but gayer. Yes, thank you, I will have that.
My Love Mix-Up Thai Remake (GemniForth)
GMMTV. Hum, well I do love this pair and I did like the original and maybe this time these characters will actually kiss? I'm actually fine with this pick-up. I kind of enjoy seeing different countries remake the same IP. Especially if it's IP I'm mostly unfazed by.
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batmanisagatewaydrug · 1 year ago
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idk if this is something you would answer but how do you unlearn shame of being horny 😵‍💫
hi anon,
this is a complex question. unlearning shame of any kind can take a long time to sort out, and will be driven more by internal work you do to challenge and shift your own thinking than by anything else.
a good place to start may be by doing some reflection as to what you find shameful about being horny in the first place and working back from there to recognize sexuality and desire as morally neutral things.
for instance, I get a fair number of people asking if it's okay to think about real people that they know when they're horny, or masturbate to fantasies about those people. they feel a lot of shame about this, as if they're causing harm to these people by imagining them in sexual scenarios. but making up funny little scenarios in your head to nut to is a harmless act that only you will ever know about. it's not like whipping out your dick (gender neutral) and masturbating at strangers on public transit; what you do to get off in your private time only impacts you.
a problem would only arise if you decided to start treating your real, actual acquaintance, not the imaginary sexy version of them, differently, for instance by making untoward comments about their body, treating them as if they are obligated to be interested in spending time together or having sex with you, or, god forbid, telling them in detail about your sexual fantasies. now you're doing sexual harassment, which is inappropriate because of the hurt and discomfort is causes the recipient. being horny isn't the problem here, it's how you're treating another person.
people also feel a lot of shame around many other types of fantasies, especially if they involve dynamics that are off-limits or illegal in real life. often, the worry seems to be that being aroused by these imagined scenarios is akin to expressing support for these things to happen in real life.
listen: sexual fantasies about rape are some of the most commonly reported among cis women, and that's not because tons and tons of cis women secretly think that rape is a cool thing that should happen more. the people playing Baldur's Gate 3 and fucking Halsin while he's wildshaped into a bear aren't all chomping at the bit to commit a sex crime against a real animal. noticing that "teenage" characters on TV played by actors in their 20s and 30s are hot does not make anyone a pedophile. fiction is a safe realm to explore and enjoy things that we would never in a million years want to see happen in real life. I love Batman, but I can assure you I would not be a happy camper if a real-life billionaire started running around doing vigilantism in a fursuit while endangering a gaggle of teenage sidekicks.
and if you want to explore some of the stuff you're into in real life, awesome! great! there are ways to go about negotiating a lot of different kinks safely and responsibly (although probably not the bear thing, sorry about that). the world is full of people who want the experience of being stalked, beat up, kidnapped, and sexually assaulted - all mediated through pre-negotiated arrangements with people that they have chosen to enact these fantasies with them. so what is there to be ashamed of in that situation? sure, the situation you're engaging in might sound scary without proper context, but so do a lot of things. a stranger cutting open my skin, very likely causing bleeding, and leaving me with a mark that I'll have for the rest of my life sounds scary, and it definitely would be if it wasn't a situation that I agreed to! but that's also what getting a tattoo is, and that's an experience that I love so much that I pay for the pleasure. nothing to feel bad about there as long as you're playing safely!
listen: there's nothing wrong with being horny. the human sex drive is a completely natural one born from biological need that makes getting off feel good. there's no more sense in feeling shame about being horny than there is in feeling shame about being hungry or needing rest, although people do of course manage to feel bad about those as well. regardless of what causes it, when you feel the shame well up you have to push back on it and ask yourself who actually directly benefits from you feeling badly about yourself in that moment, and who is actually tangibly hurt by the actions you're shaming. and if the answer is "no one," move it along!
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gaiaplantress · 30 days ago
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So I just want to go around screaming at everyone to play Clair Obscure: Expedition 33. LIKE. It's so good and it's the first time in a long while I've gotten so lost in a game I lost track of time. Or at least a narrative driven game and not like a farming sim, lol.
The writing is just so good, both character and plot. Everything flows so naturally, you just want to know what happens next. The foreshadowing and breadcrumbs the narrative drops are all amazing, and after you learn knew information you can go back to previous scenes and realize how early they were setting some twists up, you just don't make the connections until later. Also most of the characters are over thirty, which is really nice. All of them are just so well written with their backstory, drives, and ideals.
The music is also just phenomenal. The sound track was like #1 in classical music in spotify for a while, and there are so many tracks. Some one-off minor optional bosses get their own themes. The voice acting is equally as good, and even the character acting with the models is amazing. Art direction as a whole is very good and I love all the environments that sometimes leave more questions than answers.
It is a turned-based RPG very clearly inspired by the likes of Final Fantasy and Legend of Dragoon, but the actual combat I've seen likened to a turn-based Dark Souls game, lol. The influence of those games are all over this too. You take turns exchanging blows with the enemy, but you can dodge or parry the enemy attacks. And you will have too. Your characters can't tank hits. Any enemy the same level or above yours can just one-shot a party member - or your entire party - if you let them get an uninterrupted combo off. There is an easy difficulty though, that really does reduce difficulty. I used this for some bosses, lol. But it's easier than other parry/dodge games for me because I don't have to move around, I can just time it as the enemy does it's animation towards me.
I want to talk about the actual plot, but at the same time I don't want to say anything because I want people to play it and experience it. Nothing does the plot and it's twist justice like watching it yourself.
I'll give a basic premis summary though:
The game takes place on a Fractured world, most of it shattered and over run by monsters called Nevrons. Even the one city secure from them isn't really safe - the Paintress sits at the foot of her massive Monolith, and each year she raises to change the number painted on it- moving it down by one. Each year, anyone the age of the number on the monolith dies. And each year and Expedition sets out from the city trying to make it to the Paintress and stop her from Painting every again. You take control of Expedition 33, with the goal of saving all you hold dear.
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wellofdean · 7 months ago
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Re: Dean, the MoC, Amara & Mary (Part 1)
Post 1 of ? (I'll go back and make this navigable later, because it's going to be long.)
I've been reading about Mary on my dash again today, and readers of my blog probably already know: I LOVE HER, and her resurrection is probably one of my favorite things that happens on Supernatural. What I want to address here, is what Mary is FOR, narratively, and why Amara gave her back to Dean, because IMO, I don't think the issue Amara was addressing by bringing Mary back was Dean having a whole perfect mother fantasy about Mary that involved white nightgowns and saintly home-making, that he actually in any real way WANTED that, or that anyone could deny that his life would certainly have been easier and softer if Sam hadn't been targeted by Azazel, she had lived, and John hadn't gone berserk, because that is obvious. It wasn't about these external things. It was about Dean.
Amara's point wasn't (imo) that Dean needs to correct his wrong ideas about his mother, it's that if everything that happened to Dean hadn't, Dean wouldn't BE Dean. He would not be the person he is, and the Dean Amara sees is the man whose soul is a bomb, and who was unflinchingly willing to sacrifice himself for all of humanity, and who, in the end, brokered peace and healing between elemental cosmic dualities with the power of his empathy and his innate understanding of what it means to love, and suffer with love.
I mean... Dean DID THAT.
The fact is, Dean is, in the context of the story, remarkable. He is deeply, deeply human and humane. He is an undeniable force for good and for love, no matter how many mistakes he makes, or how imperfect he may be because love is his constant guiding star. And importantly, HE IS WHAT HE IS. He can't be other than he is, as much as he may wish for it. Unfortunately, Dean does not recognize himself as these things. He does not see in himself what Amara sees. It's not that Dean can't accept Mary, it's that his immense, self-castigating guilt obscures him from himself, and means that he is not the full owner of himself.
But before I go on, I think it's important to think about the lead up to Amara and to think about who and what Amara is, because from the time Dean takes the Mark of Cain and contends with his shadow self via a curse that amplifies the parts of him that are angry, id-driven, uncompromising and violent, it kind of became gloves-off-obvious that Supernatural is telling a Jungian individuation story with Dean at its center.
"The aim of individuation," Carl Jung says "is nothing less than to divest the self of the false wrappings of the persona on the one hand, and the suggestive power of the primordial images on the other." It's a psycho/spiritual process that involves divesting oneself of the ill-fitting social mask/persona constructed by the ego in the formative years, and in the early stages of becoming a self (Stanford Dean, anyone), and also of unconscious influences of collective archetypes (Chuck? Amara? Mother? Father?). By doing this, a person becomes their authentic, individuated, and fully integrated self.
(Now, you can think that it's all bullshit as a concept, that's fine! Take it up with Uncle Carl! But, what I would argue about the text of Supernatural is that it's nigh on impossible to argue that these are not very transparently the bones this narrative is very intentionally hanging on from the MoC on, and that analyzing the relationships between characters that are central to that facet of the narrative without acknowledging their symbolic content results in frustrating and partial understandings. It's fine if you don't like it, in other words, but I think it's useful to at least acknowledge what the text is actually doing.)
So, a speedrun intro? For Jung, individuation has three phases:
Coming to understand and integrating The Shadow (or, contending with the personal unconscious)
Understanding and integrating Anima/Animus (which opens the door to contending with the archetypes of the collective unconscious)
Integrated, realised, individuated holistic Selfhood.
So MoC Dean lives with his shadow as a brand on his arm, which is also, it's important to note, humanity's shadow - Cain is the father of violence and murder. Jung said the shadow is the disowned self that is pressed into unconsciousness and unknowning, and disavowed in childhood when we create a social persona trying by to be 'good' and in so doing, subsume everything -- impulses, desires, truths, behaviors -- that we learn are are unacceptable or wrong and then suppress them. Elements of the Shadow can be both destructive or constructive -- a person who is brutal may have gentleness in his shadow, for example. As children and young adults, it goes, we suppress these things without fully understanding them in a desperate bid to be what is required of us, but all of those things are still part of us. Unacknowledged, they fester and make us suffer, and most importantly, must later be encountered, understood and reintegrated into the personality.
The MoC brings Dean's shadow to the fore, and under the influence of it, Dean is still himself, still guided by love, but when the shadow is controlling him, he is selfish, vengeful and punitive, angry, excessive in his violence, and straightforward but unfeeling about his desires.
At the same time, it's not an accident that when he is aware of it, but not being controlled by it, we find him making conscious, avowed peace with some of his own truths:
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And making some informed and deliberate choices about who he is:
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(Oh my god that second gif. It is so devastatingly intimate and expresses something so significant that it almost feels voyeuristic to even look at it. Anyway. Fuck, I love Supernatural!)
Finally, after a relapse to the control of the Mark/Dean's shadow self, in which he indiscriminately kills all the Stynes, comes very close to killing Cas and is pushed to kill Sam to save himself, Dean refuses that influence. And, just for the record, it's particularly brilliant that so much of Dean's shadow violence is so gendered -- he responds LIKE A MAN to protect vulnerable women, but he goes too far. He dominates other men gleefully. He preens about how he's too sexy! He tears apart motel rooms in fits of rage and misery! He refers to women who are victims of sexual violence as whores and skanks, which is VERY out of character for him. He hurts himself to his very soul by not letting Cas love him and stop him.
It's just...SO LOUD that Supernatural is saying something very pointed about patriarchal roles and how damaging and unconsidered they are.
Anyway, it's in the moment of Dean's refusal to kill Sam and save himself that Rowena casts the spell that frees him from the Mark, and from then Amara is born OF DEAN, and presents the even greater challenge of facing and integrating Anima, which is what Amara personifies.
(...to be continued. Sorry, if I carry on here, the posts will be too long!)
GO TO PART 2
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questionablecuttlefish · 2 days ago
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Honestly I think the au tb couple could be cute but what doesn’t sold me is au powder, I think with the amount of screen time they gave them they could’ve done more to make it more realistic, because everyone was so happy that I think it would’ve been better if all of it was a trap by the arcane that showed ekko his perfect world, and that would explain why everything is right so the plot should’ve been ekko escaping.
Like powder didn’t have her hallucinations (that are canon), and with what we know about jinx she definitely should’ve been able to see vi and talk to her as if she was alive (like jinx did with mylo and claggor) specially because her sister, the most important person in her life, died in her arms when she was 12.
Her whole shrine for vi and that she holds herself back are the most accurate for her character, but I think they tried to make her a relatable quirky girl, because she didn’t even blink when ekko threw that thing at her, and more or less she came across as “the perfect gf” for me.
And if the whole thing is obviously that powder and jinx are the same (they are) she should have more of jinx, jinx s1 has exactly both powder and jinx in her, and in her expressions. Au Powder should’ve revealed more of jinx when ekko asked her if she killed vi, she should’ve gone almost insane, but I hate that people think that she did when she got angry at him when that’s the most normal reaction anyone would have if your bf asks you if you killed your sister, not a jinx reaction.
Also no one would ever convince me with whatever theory, that the conflict of years between Zaun and Piltover got solved just because ____, it’s quite a Disney resolution for me, and the writers take that such a social problem could even be solved (nor that I’ll surprised if they really think this).
So this was such a rant, but I just really dislike au powder as a character, and I have really good ideas for an au lux, but after thinking I quickly realized it wouldn’t even be a lc fic anyways because I would hate for lux to be with her, lol.
(Oh and I hate the haircut that they gave her too).
I think I am a little bit more forgiving on the AU. I thought it was at least an interesting way to bring in Ekko's time travel theme. And he did deserve to have a POV episode since he was so starved for screen time as a character.
Arcane is a WEIRD choice of a show to do multiverse shit in, though, since S1 was, for an animated fantasy show based on a video game, such a grounded, gritty, character-driven class conflict drama.
And AU!Powder is an interesting concept but I agree with you that the execution was mostly just in service of the Timebomb ship. But in that weird backhanded way where, instead of having Ekko and Jinx actually meet face to face and in some way work through their enormous baggage, it just kinda chickens out.
It gives Ekko a way to process all his feelings about Powder/Jinx by projecting them onto this idealized, sweet, quirky, and most importantly safe version of her that allows him to just... not deal with the actual baggage between himself and Jinx.
And the cynic in me says that they did Timebomb this way because the writers knew they had really left themselves no other way to realistically make it happen.
So it's a cake-and-eat-it-too way to have it. You get Timebomb! But not, haha, like Actually. Definitely not in any way that would require us to do any actual hard work, or change our characters from their status quo, god no.
I think they knew, deep down, it wouldn't work.
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topazadine · 10 months ago
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Quality Assurance Checks for Character Development
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Congratulations, you created a little guy! Now, we want to ensure that he (or she or they or it) will withstand the horrors of being thrust in front of an unloving audience.
I've invented some exercises that may help you refine your characterization and ensure that you have created a well-rounded, interesting character who has deep motivations and a consistent personality.
These are the not the end-all-be-all of characterization; they're not meant to be. Nor are they the only exercises you can do to ensure that your characters feel real. (Remember: characters aren't people, but they should feel like people.)
However, I hope these will give you a jumping-off point to tinker with your characters a bit more. Who knows? Maybe you'll even end up writing what you thought about here.
Also, they are in no particular order of importance, so pick the ones that feel relevant to you and leave the rest. Or do them all, I'm not your mom.
Alternate Universe (AU)
Purpose: To determine whether your character would feel "real" outside of the specific plot.
Good for: Characters who are bound by the narrative or seem to be pushed around by the plot too much.
Used on: Any character, but especially the MC.
How to do the exercise: Imagine a setting that is completely opposite to what you have in your story. This means you can't just transfer a Fantasy character into a SciFi story; they're too similar. Instead, think of putting a thriller character into a romance, or a fantasy character into a slice-of-life modern novel, or a literary character in a silly generic story.
How would they react? Would they still function as a character? Could you imagine them doing this?
Plot Eradication
Purpose: To determine whether the character is completely driven by the plot or would have interest on their own. Works similar to the above, but more radically.
Good for: Characters who are too bound by the narrative.
Used on: MC.
How to do the exercise: Remove the plot. Just get rid of it. The inciding incident never happened, the dragon didn't destroy the village, whatever.
Would you be able to come up with something else for the character to do? Could you imagine a different story for them within this same universe? If not, then your character is too wrapped up in this specific plot and could not stand on their own. They only exist for this one purpose. You need to give them some more agency.
Domino Plot Disaster
Purpose: To see if your character is making decisions that directly shape the plot, or if the plot seems to thrum on without them doing anything.
Good for: Characters that are too bound by the narrative.
Used on: MC, but could also be used on side characters.
How to do the exercise: At a pivotal plot point, make the character do something else. They may fail during a fight, or they may refuse to do something, or they may run away when the confrontation comes. It can even be smaller things, like refusing to talk to someone who could have given them good information.
Does the plot still get to where it needs to go without them doing what they did originally? Then you have built a good plot, to be sure, but the character is just being dragged along on strings, not making their own choices. Consider how you can give them more agency.
The No-Good Very-Bad Day
Purpose: To understand a character's motivations beyond another character, vocation, or activity.
Good for: Characters who do not have a clear drive or purpose in their lives, especially MCs whose lives revolve around a Love Interest.
Used on: Usually MCs with a Love Interest.
How to do the exercise: Have the worst possible thing that could ever happen to a character ... happen. Could be their partner dying, their home being destroyed, losing their job, whatever.
Now explain how they come back from this. Do not let them just kill themselves! Consider how they would build their life back up and what would encourage them to go on. This helps us understand what, beyond circumstance, really drives them.
Line Swapping
Purpose: To ensure that characters are differentiated enough.
Good for: Characters that are too similar to each other.
Used on: Two characters who you worry are too alike. Often the MC and Love Interest.
How to do the exercise: Take "quintessential" lines from the two characters and swap them for one another. Don't pick ones that are just "okay" or whatever; choose ones that you feel really distil their personality.
Now you take Character A's line and attribute it to Character B, and vice versa. Do this for as many lines as you feel is necessary. Preferably, you'll create a new "trick" draft just for this exercise. Keep everything else the same so you're forced to reread everything to find what you changed.
Now wait a week or two and revisit the text. Did you even notice that the character lines were switched without remembering where you put it? That means you need to work on differentiating them more.
Character Swapping
Purpose: To ensure that every character is differentiated enough; similar to above, but more global.
Good for: Side characters.
Used on: Mostly side characters (we will assume your MC can't be swapped out).
How to do the exercise: Take an action point and change who does it. For example, "Aya swung the sword high" becomes "Pima swung the sword high." Preferably, you will do this for more than a few character actions.
As with line swapping, let it sit for a while and see if you even noticed that you changed which side character did the action. If you didn't, then you can merge the two characters (Pimaya?), remove one, or work on differentiating them more, depending on how important they are.
Dramatis Personnae
Purpose: To ensure you do not have too many background characters.
Good for: Stories that have more than 5 named characters.
Used on: All named characters.
How to do the exercise: First, write out a list of all named characters with a brief bio for each of them. For example, "Uileac Korviridi is a cavalryman. He is Orrinir Relickim's husband and Cerie Korviridi's older brother."
Now, pick a metric based on the length of your story. This could be how many times they are named (use Google or Word's "search" function to figure that out), how many lines they speak, or how many pages/scenes they appear on. Write this down for every single character.
If you find that multiple characters only speak once, or are only named once, or appear in only a single scene, you need to look at them more carefully and decide if they really belong there. If they serve some purpose beyond idle back chatter, you could just not name them.
Perspective Flip
Purpose: To ensure all characters have coherent reactions to plot points - and that the MC you have chosen is interesting enough.
Good for: Wooden MCs or undifferentiated side characters.
Used on: Side characters.
How to do the exercise: Rewrite a scene from the perspective of a side character. Does the scene feel different? More interesting? What are they thinking about that is different than the MC? Do this for as many side characters as you want.
You might find that this allows you to differentiate them more and provide more interesting actions when you return to your main perspective. You may even find that your actual MC isn't as interesting as your side characters and that you have more work to do on them.
Hello, Human Resources?!
Purpose: In genres other than straight smut, to determine whether a love interest's actions are actually sweet, or whether the Love Interest is just physically attractive. (Inspired by the "Hello, Human Resources?!" meme.)
Good for: Love Interests who the author has firmly established is incredibly hot, with reams of pages about their glistening abs, but who is kind of an asshole.
Used on: Love Interests.
How to do the exercise: Swap out the incredibly handsome sexy fabulous good-looking rich Love Interest with some schlub, whatever that means to you.
Do their lines now feel icky? Creepy? Has all the chemistry gone bye-bye? Then that means you need to work on developing chemistry other than "Love Interest is hot."
Now, it's fine if MC now just likes them as a friend because they're not physically attracted to them. But if MC would be utterly repulsed by everything they do now that they don't have a ripped six-pack, you've got to fix stuff.
POV Mergers
Purpose: To ensure that you are using just enough POVs to tell the story. The more POVs you have, the more confusing it gets for the reader, and the more likely they are to give up.
Good for: Stories that have more than two POVs. Two POVs are common when telling a love story from both sides and is typically not a problem.
Used on: All POV characters.
How to do the exercise: Pick a POV and try telling it from one of the other POVs. Does it still work, or would it be impossible to explain things that way?
For example, it would be incredibly difficult to tell the same story without three POVs if all the characters are separated for a significant period of time, or if they all have different information that they are refusing to share until a significant reveal (such as in a murder mystery).
It would not be incredibly difficult to tell the same story if all the characters are together throughout the entire story and you're just splitting POVs because you think it makes it sound more intellectual.
Using this might also show you which POV is the most interesting and which is weaker, so you can Kirby-style absorb one POV into another.
Did you like this? Maybe you will like my book, too.
9 Years Yearning is a coming-of-age gay romance set in a fantasy world with poetry magic. We see the world through the eyes of Uileac Korviridi, orphaned at age 11 after a raid on the family farm and sent to the Bremish War Academy as a military trainee.
Uileac expects to spend his adolescence getting hit in the head with wooden swords, saving up to buy his own horse, and protect his little sister, Cerie, as she goes through her own training to become a High Poet.
What he does NOT expect is to become fascinated by Orrinir Relickim, a fellow soldier who is hopelessly in love with him (but refuses to admit it).
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There are fistfights, horse purchases, tearful confessions - and, of course, some poetry.
If you do decide to purchase my book, please don't forget to leave a review!
Reviews are crucial for visibility on Amazon! I've been told that authors who don't get any reviews are actually sent to the real Amazon to be eaten by piranhas for their Bad Book Crimes.
Pls ... pls I don't want to be eaten, how will I make content for you that way?
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pomrania · 1 year ago
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I want to talk about some books I've read recently, "Penric's Travels" and "Penric's Labor" by Lois McMaster Bujold.
First, that author is always a treat. When I saw those books by her at the library, ones I hadn't read before, I didn't even bother to check the back cover for their description; I knew I'd enjoy them, simply based on the author. And I was correct. (Also it turns out that the back cover didn't really give any useful information about the stories therein, so it wouldn't have mattered.)
I don't know how to best describe what I like about how she writes, but I'll try. Her stuff is very character-driven, with… it's not right to say "low stakes", because the stakes are very high indeed when you care about the characters things might happen to, but it doesn't have the super-high stakes you normally see in fantasy or science fiction. The characters and the relationships feel mature; the three main couples I can most remember offhand, from three different series set in three different 'verses, one half of the couple had been a widow/er, and the other half had had previous relationships of their own. (The Vorkosigan saga does admittedly start with a "young male protagonist", but it follows him as he matures.) And she's very adept at worldbuilding, which is honestly my favourite thing in SFF. If this sounds like the kind of thing you want to read, I recommend checking out her work.
Now, the specific books I mentioned at the start. They're more properly collections of three novellas each, written so they could be read in any order; which is good, because my library didn't have on the shelf the book which collected the earlier ones. Each novella is like 100-200 pages long, which might be a benefit over a novel-length story because it provides an obvious stopping point with a resolution for what's happened. Those books also include a 'reading order' at the end, for pretty much everything the author has ever written; I of course hadn't followed that, having gone by the time-honoured method of "whichever book I could get my paws on first", but if that's not how you do things, that guide might be of interest to you.
Finally, the reason I wanted to talk about these books (stories, more properly) specifically, and it's that the magic system is almost everything I've ever wanted in fiction; and it's so perfectly worked in with the religion/theology of that world, which itself is done way better than I normally see in fantasy. (Which, I suppose I hadn't mentioned it earlier; these stories are in the fantasy genre.) There is a REASON why somebody can't kill using magic; or, to be more accurate, they can do it, once. There's magical healing which isn't just "it's magic", but requires knowing what you're doing with each structure, and sometimes things just can't be healed. And there's the converse as well, using that same "healing magic" offensively; but with greater creativity than "burst someone's heart", since it must not be used to kill; the titular character's main method of disabling an assailant is "temporarily shut down the relevant nerves, very carefully". There's a cost for magic, in both "disorder" and "friction". It's just really good.
I won't try to give a comprehensive list of content warnings. However, I will say that if you're sensitive to "healthcare worker's burnout", you should avoid the novella "The Physicians of Vilnoc" entirely, as that's a major element in that story. (Also in the main character's backstory, but I don't know if there's a story which goes into depth with that.)
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imlikethebluerose · 7 months ago
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Arcane Spoilers/
The ending was good but I rly wish we had more time to handle the Piltover/Zaun conflict? Sevika getting a seat on the council is an interesting decision and we see signs of her trying to take up a leadership position with the Chem Barons + Firelights, but we never see that transformation fully. Before this point honestly the show kept highlighting how bad she was at it. Sevika was always shown as a loyal footsoldier and talented in her own right, but not anywhere near as persuasive or inspiring as Vander or Silco or a symbol like Jinx was, so her sudden rise to Zaun leadership is honestly kinda sudden. Unifying against Noxus is also obviously a way to bridge that divide too but we don't see that change develop v much? Zaunites were willing to resist against an invading nation, but that wouldn't automatically heal the divisions created before + after Piltover became a military dictatorship, temporary unity can dissolve almost immediately.
Add that with the Vander and Silco stuff and it feels unresolved. Viktor and Ambessa basically tear up the main conflict of season 1 and serious questions you could have about state repression, revolutionary violence, where violence is necessary and where it isnt etc are intensely personalised. Silco isn't just someone driven by his convictions, he's just a guy who never got over a betrayal that happened years ago, and in the 'happy' timeline he just seems like a retiree who's chill w everyone now? Idk I enjoyed it but God I struggle when fantasy shows touch politics, because every aspect of the narrative is intensely individualised everything becomes too entangled with individual grudges and personality flaws, which are important but not always central to a political conflict. I don't expect a League of Legends show to end with the hot take that the IRA is good or something just you know, something? Bridging political divides and sectarian hatred is hard. Different sides can come together and cooperate on practically any issue but it takes intense work and effort, and if Sevika at the council is supposed to represent that as the beginning of a struggle for changd I'll praise it as something? But lack of dialogue, specificity, set up beforehand etc makes it a pleasant surprise ending for a secondary character, and not the culmination of the MAIN PLOT OF THE SHOW. The plight of the undercity was the main story for 1 1/2 seasons, yet somehow the only plot point without serious resolution besides "we're cool now look we made one Zaunite a councillor." I'm sure this is incomprehensible to read and way angrier than intended (I really enjoyed the ending I promise), I just always have criticisms and screaming through my void of a blog is my outlet lol
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abrisaber · 1 year ago
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Hazbin Hotel and Helluva Boss Rant Again Again Again
It's about time I made another unnecessarily long post about HB!
It's been a few months since the release of Hazbin Hotel and I've watched it a couple of times alongside Helluva Boss. With the newest episode of HB right around the corner, I thought I'd make a post so I can rant about things that I like and dislike about both shows. This is technically a criticism and it will definitely be negative at some points, but let it be known that I love both Hazbin and Helluva and even though I have my preferences, I still appreciate and enjoy the effort and soul put into both shows regardless.
The World building.
World Building is my favorite thing about any creative media. All of my favorite shows put a lot of dedication into fleshing out the environments for which their characters live in. And, in my opinion, any fantasy media should put some emphasis on World Building for it to be worthwhile.
In the Helleverse or the Vivzieverse or whatever the fuck you call the two shows, the WB is kinda mixed. I will admit that my bais towards WB over something like character development and theme, which are both things that HB and HH emphasize, does cause my opinion of the two shows to skew, but there are flaws that exist within both shows that can't go ignored outside of my own personal bias.
Despite my own preferences, there are things that should be addressed in both shows in terms of the world building that isn't, and I don't think it ever will because of the fact that Hazbin and Helluva are character driven. But when you have Hazbin focusing on something that would drastically change the climate and culture of hell (the exterminations), it's only logical that those things would ripple into Helluva. For example; the potential conflict between Heaven and Helluva Boss.
Maybe this will happen in the future, but I doubt it since Helluva Boss and Hazbin Hotel seem to exist entirely separate from each other. If that is the case then IMP's existence should would directly conflict with Heaven's desire to protect humans.
If IMP is popular enough for demons in other rings to know about their existence, and for Sinners to be lining up down the block looking for a good deal, then why wouldn't Heaven know about it? And if they do know about it, why wouldn't they have done anything? If Heaven wants to keep demons at controllable and suppressed numbers, then how would some demons have access to the living world at all?
Stolas says in "Oops" That Asmodeus's demons (Succubi and Incubi I suppose) are able to access Earth freely and *legally.* Why would someone like Asmodeus, a person who exists one rank underneath Lucifer and is one of Hell's main sovereigns, be able to let his demons do anything on Earth? Succubi are literally bread to intice humans to sin. They have mating calls that make humans want to fuck them. Why would Heaven allow that, if they even know about that. Because if they do then the idea of Heaven wanting to suppress hell is complete bullshit, and if they don't then Heaven sucks at their job.
The Good and The Bad
Helluva Boss and Hazbin Hotel are both decent shows, but Hazbin Hotel severely outdoes Helluva in several areas. I don't want to be that guy and say "Hazbin is soo much better than Helluva" because I don't really think they're unequal in terms of quality overall, but there are things that can't be ignored about both shows.
For starters, Helluva Boss has no idea what kind of show it wants to be. It started out fairly comedic and lighthearted with some elements of drama, specifically with Blitzo and his relationships, and then it slowly tried to push more and more drama into it to please the overwhelming number of people who are obsessed with the relationships of these characters. The episodes got longer and suddenly we're giving characters arcs that have only had 2 major episodes total (Yes I'm talking about Fizzarolli).
I don't hate the drama in Helluva Boss. In fact I think Truth Seekers, Ozzie's, and Loo Loo Land are the best episodes in the show because they can balance the comedy and the drama well.
For example, I'll compare Loo Loo Land and the S2 Mid-Special.
In Loo Loo Land the relationship between Octavia and her parents is introduced. Even though this is only the second episode in the series and the first time we're seeing Octavia, the episode is capable of being comedic while also showcasing; A) How much of a failure Stolas is as a father despite his best efforts, B) How his blatant, obvious flirting with Blitzo despite being married to Octavia's mother bothers Octavia, and C) How my Stolas cares about his daughter and how the relationship between him and Stella has never been positive despite Octavia's perspective.
In comparison, Oops has Fizzarolli, a character who only had one major episode that was directly before this one. Even though it does the same "starting and finishing a conflict within one episode" thing that Loo Loo Land did, Loo Loo Land never tried to be a full on character arc. The Mid-Musical tries to have this big spectical moment where Fizzarolli is getting rid of his shitty boss and coming out as Asmodeus's partner, but we hardly know Fizzarolli and Asmodeus. We're seeing all these feelings of inadequacy and the need to feel good enough for Asmodeus but we barely even know Fizzarolli as a character. Outside of being the funny jester, the cute Imp boyfriend of the demon king Asmodeus, and one of Blitzo's childhood friends turned enemies, we don't know anything about him. We don't know his hobbies, what his life was like after the fire and before he met Asmodeus, we don't know anything.
The previous episode showed NO effort in showcasing that Fizzarolli feels "inadequate" and wants to prove himself to Asmodeus. Their relationship was seen as the most healthy in all of Hell. Yet come the VERY next episode, suddenly he feels like he's not good enough?
I like this episode and I like Fizzarolli, but in the previous episode he did not feel THIS important. Blitzo was really the one I found paying the most attention to because he's the main character and he's the one who's being accused of maliciously disfiguring Fizz out of jealousy. This episode revealed how he got his scars and what happened to his mother.
Why is Fizzarolli the one getting so much focus when he's a glorified tertiary antagonist?
Hazbin Hotel is capable of doing drama well because that's what it's trying to be. In the first episode they outline the conflict and showcase both sides of the series firsthand. Angel Dust is set up to be a tragic character within the context of the show. His abusive relationship with Valentino doesn't come out of nowhere because they show Valentino's toxic behavior towards Angel Dust as early as Episode 2.
Angel Dust is just one example. There are plenty of others.
It's not like Hazbin Hotel isn't guilty of doing the same thing either. Characters like Carmila Carmine get important emotional episodes despite no previous showcase of this character conflict existing.
In Conclusion,
I like Hazbin Hotel and Helluva Boss, but now that both shows are being developed at the same time, I hope that Vivziepop takes more into account since both shows exist in the same universe. There's more I want to say but this post is already ridiculously long. I want to know other people's thoughts as well. Please reply or reblog with anything else you'd like to add or like to counteract! I like to discuss things!
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docholligay · 1 year ago
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The Lies of Locke Lamora by Scott Lynch
Nonspoilery: This is a super fun read that is very much in keeping with how I like my fantasy. I wish it were slightly more on the con man side, but I recognize that those are very difficult to write because one needs to actually be clever enough to come up with the insanely clever plan that unfolds, and, you know what, I'm not there either. But it absolutely is a fun crimey fantasy novel, well written that expects you can actually follow a line of description and maybe even look up a big word, that tries very hard not to bore you with needing to refer to a glossary or map.
I will say, and I'll talk about this more below: There are basically no women in this novel. it's a little disappointing. I still overall think it's worth it if you like this sort of thing though.
SPOILERS BELOW:
THIS is the kind of thing pitchless draw was made for. You could not have talked me into reading this book. Unless you possess an incredible skill--I'm not sure *I* could have talked me into reading this book, and supposedly no one knows me better.
But I did really enjoy myself. This is a flat out FUN novel, that doesn't mind being long but never feels long. I LOVED the long bits of description in this book, I BEG for flavor in some many modern novels that strip away anything that isn't an immediate moving of the ball. Actually, one of the things I would say that's not a criticism so much as a preference, is that I feel like this book, and probably this writer, remembering his short story from Rogues, is more plot-driven than character driven. I am a girl who loves a really interior novel, and this isn't that, but it did not stop me from having a GREAT time. It's a romp.
I like Locke, and his whole backstory. I wish he were a woman. Specifically, I would love to see a femme con artist, second coming of Minako Aino, Becky Sharp ass bitch. THAT would be my dream for Locke Lamora. And I know my friends who have read this book all want butch Locke and I love that for you, and I know y'all have known me long enough to know I love a butch, but I deserve a treat as well, and I LOVE con artists, and goddamnit, if I could change one thing about this novel, Locke Lamora would be a femme lesbian and I would change NOTHING else. You wouldn't even have to. One fo the great things about Lynch not being a real interior writer is literally any of the mains could be a woman and it would change nothing.
This does segue into the big problem here--there's no women in this novel. It's a 700 page book and I could condense the lines said by women into like two or three pages. I actually DO get it. I think we're reaping a little bit of what we've sown, as a community, with the requirement for perfection in our representation that leads to very boring and safe choices. Everyone is a man. We're only swarthy at best. Can't be criticized for bad identity writing if you don't write them at all! ANd this isn't me being salty, I get how that happens, I have also sometimes fallen into making any character of identity boring as fuck or not writing them at all to avoid any criticism. And no one cares about ME, I'm not a best seller. I do think, maybe, people will get better about this. Pendulums and all. I miss the awkward, good faith 90s where you had the United Colors of Benetton and one character who randomly celebrated Hanukkah. We'll see.
ANYHOW NOT RELEVANT. But I do find it irritating that because of this, we don't see women in this huge story at all. None of the gang, even though it would have been easy as fuck to make, say, Bug a girl. Even doing something like making Nazca Barsavi the actual heir apparent, and to have her marrying Locke because she knows he won't try to be Capa, and she'll let him do whatever the fuck he wants, can play the henpecked husband while being the Thorn of Camorr, could be really fun and would do more for Nazca and also play up their friendship. It could make her death mean a lot more, if they were running their own little Barsavi con.
Anyhow, the really fantastic behind the scenes worldbuilding was how I wish more fantasy novels did it. It didn't often try to explain things to me, it spoke as if I mostly understood them, or had cahracters say them in ways that made sense to the story (In this capacity, Lukas Fehrwright is fucking BRILLIANT as Someone That Must Have Camorr Explained). So I didn't feel like I was being sat down and told the history of a place I barely know, while having stupid fucking vocabulary words thrown at me. We never define any physik or magic beyond what needs be done because fuck you that's why. I love it. Thank you for not telling me what alchemical botany can or can't do. Thank you for dropping literally only what I need to kjnow about wraithstone into the plot. You have a crown in heaven.
Or I know I said I wish it would have been more con-ny and less "kill the new mob boss" at the end there, but oh my fuck, how much did I love the whole job at the counting house. I SCREAMED. It was so good, I had no clue where it was going the whole time and I would never have gotten there, but I LOVED it. What a great time.
One...weakness, for me, I guess I'll say, is that lack of interiority makes it hard to really feel the weight of some things. We don't get enough about Galdo, Calo, or Bug to feel anything for them, and I knew Bug was dead from the time he showed up. Actually, I thought we were going to kill jean Tannen, because that was the only relationship REALLY laden with emotional weight in the book. Didn't bother me enough to not recommend the book, as I'm mostly recommending it on fun, but I did notice.
ANYWAY, uh...any specific questions I'm happy to take!
Unfortunately, this means that @verbforverb nabbed me again. So, I had a great time reading the book but at what cost
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lyraoctaviawrites · 1 year ago
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✨Welcome to the Into the Phantasm Masterpost✨
Okay, should probably give some context here. I post a lot about Into the Phantasm and I just wanted to make this post to… I guess advertise/explain what it is and talk about the state that the series is currently in.
What is Into the Phantasm?
Into the Phantasm is a series of five fantasy novels. It follows the journey of Sarah Taylor and her two best friends Maya Cadigan and Lillian Snow. These three all lead fairly uneventful lives, but all of that changes the moment they meet with a mysterious, hooded traveller who turns out to be not of Earth, but of another world entirely. A wondrous place that exists through the reflective surface of the silver mirror they carry with them. A world where every story, world, character, creature or concept that humans come up with is made real. An alternate dimension called The Phantasm.
Above all else, Into the Phantasm is a character driven story with a focus on the emotional journeys and mental health of not just the main cast, but a good majority of the side characters as well. It is a MASSIVE series with a huge world and expansive lore. So much so that I couldn’t fit it all into the main series. There will be side stories releasing both alongside the main five parts and after they’ve all released. Into the Phantasm has so many different tales to tell over the course of its vast, continuous narrative that only becomes more beautiful and devastating as it goes along… Seriously, get used to book 1 and 2 while they’re there, I don’t fuck around with the later books. :3
ITP also has a focus on inclusivity, especially for an LGBTQIA+ audience. It features gay and lesbian characters, trans characters, ace/aro characters, etc. Also, as a neurodivergent writer, I wanted to include autism, ADHD, OCD, personality disorder, etc, representation as well. Above all, Into the Phantasm is a safe space. However, that doesn’t mean I don’t make mistakes. If you decide to read the series and spot something that’s harmful in any way to anyone, please let me know so I can change it. I don’t want that shit in there. Is bad and stinky.
Another thing I should probably add is that I don’t recommend ITP to a younger audience. The whole series, but especially books 3, 4 and 5 delve into some pretty mature themes. Trigger warnings have been included in the descriptions of each book, and if there’s anything triggering I didn’t mention, again, let me know so I can add it on.
Into the Phantasm will be releasing for absolutely free on Wattpad but depending on how things go, might not be there permanently. They’ll be there for a good long while, but will be removed once I have enough impressions and am able to get the books monetised. This will be announced if and when it happens.
If you think this series sounds interesting, I’d recommend following me, following the Into the Phantasm tag and keeping up with this post to see any and all updates.
Geez this section was long…
Updates on the current state of the series:
There are currently five chapters available to read, more will be released after I’ve finished editing
You can access them here
14/24 book 1 chapters are currently edited
My plans for the series
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