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#especially if there's no context to show that it's specifically an in-system thing
thethingything · 2 years
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I just spent 4 and a half hours on a drawing because I was like "hmm, drawing a self portrait sounds fun" and then I spent the whole time working on it going "this is absolutely beautiful but that is not my fucking face and I can't work out why it doesn't look right"
#personal#thoughts#art rambles#🍬 post#it really does look great but it's just not quite right and I can't pinpoint why#I just looked at it again after doing something else for a while and it looks better than I initially thought?#but there's something about it that's kind of giving uncanny valley vibes#then again I think that happens whenever we draw anything in enough detail and then after a while it stops looking creepy#actually maybe I do just look creepy. that's absolutely a possibility that I'm willing to accept. a man can be both creepy and hot#this would explain all the times Lucy has called me both ''creepy'' and ''hot'' in the same sentence#also I have no idea if I'll actually post the drawing when it's done#I still feel kind of weird posting drawings that are specifically meant to be me rather than my source#especially if there's no context to show that it's specifically an in-system thing#with the one drawing I have posted of me and Lucy there's context so it's more obvious#it feels like if it's indistinguishable from the drawings we'd normally do of my source is there any point specifying that it isn't that#even though I know that's not true and it's absolutely fine for me to draw myself and say ''this is me''#if I think about this stuff to hard I start to feel really weird about being a fictive again#I swear most of the other fictives we have don't feel anywhere near as weird about being fictives#I don't get why I have such a weird time with it compared to the rest of the system#(also I say all this as if I draw myself all the time. I've only ever drawn myself a couple of times but yeah idk)#(the thing of feeling weird posting stuff applies to other stuff like source memories or whatever)#(or literally anything that references any traits I might have picked up from my source)
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angorwhosebabyisthis · 10 months
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there are a lot of reasons i think pericles is really slept on as one of the most tragic characters in sdmi, and they start with how easy it is to connect the dots that he took a mind-destroying curse full to the face as an infant. one that breaks adult humans and renders them unrecognizable, when pericles was not only a baby but is from a species that is explicitly much more vulnerable to it. right from the beginning of his life the entity obliterated his sense of self so thoroughly that there's not even a version of him who shows up in the Sitting Room.
fuck, man.
#sdmi#scooby doo mystery incorporated#professor pericles#sdmi is fundamentally a show about the cycle of trauma and abuse--about breaking a very literal generational curse#and i think it does a real disservice to both that theme#and pericles' narrative specifically#that he gets painted as That One Guy Who's Just Evil and Abusive for No Reason#when everyone else gets the benefit of 'even thoroughly horrible people are still people'#'and that doesn't mean they didn't hurt you; or that you have to let them keep hurting you'#'or that you're obliged to proceed in a way allowing for the possibility they'll decide to stop. that's on them to do. and they might not.'#even w/o the systemic oppression or decades of torture and psychiatric abuse#pericles was a victim of the entity in genuinely and quite possibly the most thorough way of them all. and yet he made a lifetime worth of#choices and many many many of them were to harm people in horrific ways; to his own ends and for his own satisfaction#and like. what do you do with that.#it is difficult and uncomfortable to sit with that and draw conclusions from it that are neither 'his trauma means none of that counts'#nor 'okay yeah well he's a victim BUT HE DID BAD THINGS SO THAT DOESN'T MATTER FUCK HIM'#if there's any show that invites you to do that it's sdmi; i love that about it. but you can't leave pericles out w/o defeating the purpose#especially when the nature of his being a link in the cycle of abuse is critical context for exploring the trauma of his victims#the vast majority of what he does to ricky is very clearly projecting and reenacting his own trauma onto a vulnerable target#and just. aaaaahhhhhh i have so many feelings about it god#abuse cw#grooming cw#SDMItag
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felikatze · 10 months
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ISAT and Ludonarrative Harmony: Combat is a Storytelling Tool
Or: How Siffrin is stuck in the endgame grind, forever
Please Note: This is primarily aimed at an audience that already played In Stars and Time, because I am bad at explaining things, and it's good to already know what the fuck I'm talking about. I tend to only bring up game elements as I want to talk about them.
Spoilers for.... all of ISAT! Especially Act 5!
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(image to show how i feel posting this and as an attention grabber over my wall of text)
To pull a definition of ludonarrative harmony out of a hat, game writer Lauryn Ash defines it as follows:
Ludonarrative harmony is when gameplay and story work together to create a meaningful and immersive experience. From a design implementation perspective, it is the synchronized interactions between in-game actions (mechanics) and in-world context (story).
It is, generally speaking, how well game mechanics work hand in hand with the story. I, personally, think ISAT is an absolute masterclass of it, so I want to take a look at how ISAT specifically uses its battle system to emphasize Siffrin's character arc and create organic story moments. I want you to keep this in mind when I talk here.
So, skills, right? If you've played any turn-based RPG, you know your Fire spells, your "BACKSLASH! AIRSLASH! BACKSLASH!" and the many ways to style those.
Well, what does casting "Fire" say about your character? Not all that much, does it? Perhaps you'll have typical divisions. The smart one is the mage, the big brawny one is your tank, the petite one's the healer. And that's the barebones of ISAT's main party, but it's much more than that.
Every character's style of combat tells you something about them. Odile, the Researcher, is the most well-travelled and knowledgable of the bunch. She's the one with the expertise to keep a cool head and analyze the enemy, yet also able to use all three of the Rock-Paper-Scissors craft types.
To reflect her analytical view of things, all her skill names are just descriptive, the closest to your most bog-standard RPG. "Slow IV" or "Paper III" serve well to describe their purpose. The high number of the skills gives the impression there were three other Slow skills beforehand - fitting, considering the party starts at level 45, about to head into the final dungeon. She's also the oldest, so she's the slowest of the bunch.
Isabea, the Fighter, has all his skills in exclamation points. "YOUR TURN!!!" "SO WEAK!!!" "SMASH!!!" they're straightforward, but excited. He's a purposefully cheerfull guy, so his skills revolve around cheering on his allies. He's absolutely pumped to be here, and you see that from his skill names alone.
Mirabelle, the Housemaiden, is an interesting case. She's by all means the true protagonist of this tale - She's the one "Chosen by the Change God," the only one who survived the King's first attack, the only one immune to his ability to freeze time, the only dual-craft type of the game - just a lot of things. And her skill names reflect that facade she puts on herself - she can do this, she can win! She has to believe it, or else she starts doubting. This is how you get "Jolly Round Rondo" and "Mega Sparkle Heal" or "Adorable Moving Cure." She's styled every bit a sailor scout shojo heroine, and her moveset replicates the naming conventions of "In the name of the moon, I'll punish you!"
Even Bonnie, the Kid, who can't be controlled in combat, has named craft skills. And they very much reflect that Bonnie is, well, a kid. "Wolf Speed Technique" or "Thousand Blows Technique" are very much the phrasings of a child who learned one complicated word and now wants to use it in everything to seem cooler than they are, which is none, because they're twelve.
Siffrin's skills are all puns.
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You have an IMMEDIATE feel for personality here. Between "Knife to Meet You!" and "Too Cleaver by Half," you know Siffrin's the type to always crack a joke no matter the situation, slinging witticisms around to put Sonic the Hedgehog to shame. It's just such a clever way to establish character using a game mechanic as old as the entire history of RPGs.
This is only the baseline of the way the combat system feeds into the story, though.
The timeloop, of course, feeds into it. Siffrin is the only character who retains experience upon looping, whereas all other characters are reset to their base level and skills. And it sucks (affectionate).
You're extremely likely to battle more often the earlier in the game you are - after all, you need the experience (for now.) Every party member contributes, and Siffrin isn't all that strong on their own, since they focus on raw scissor type damage with the addition of one speed buff. (Of course it's a speed buff. They're a speedy fucker. Just look at him).
At first, the difference in level between Siffrin and the rest of the group is rather negligible. Just a level or two. Just a bit more speed and attack. And then Siffrin grows further and further apart. Siffrin keeps learning new skills. He gets a healing skill that doubles as an attack boost, taking away from both Mirabelle's and Isabeau's usefullness. He gets Craft skills of every type that even give you two jackpot points instead of one - thus obliterating Odile's niche. Siffrin turns into a one-person army capable of clearing most encounters all on their own.
Siffrin's combat progression is an exact mirror of story progression - as their experience inside the loops grows, they also grow further and further away from their party. The party seems... weaker, slower, clumsier. Always back at their starting point, just as all of their character arcs are reset each loop. Never advancing, always stagnant. And you have Siffrin as the comparison post right next to them.
I also want to point out here a change from Act 2 to Act 3 - Siffrin's battle portrait. He stops smiling.
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Battles keep getting easier. This is true both for the reason that Siffrin keeps growing stronger even when all enemies stay the same, but also for the reason that you, the player, learn more about the battle system and the various encounters, until you've learned perfect boss clear strategies just from repetition. Have you ever watched a speedrunner play Pokemon? They've played this game so many times, they could do it blindfolded and sleeping. Your own knowledge and Siffrin's new strength work in tandem to trivialize the game's entire combat system as the game progresses.
(Is it still fun? Playing it over, and over, and over again? Is it?)
You and Siffrin are in sync, your experience making everything trivial.
As time goes on, Siffrin grows to care less and less about performing right for their party and more and more about going fast. A huge moment in his character is marked by the end of Act 3; because of story events I won't delve too deeply into, Siffrin has grown afraid of trying something new. And his options of escape are closing in. They need an answer, and they need it fast. He doesn't have the time or patience to dumb himself down, so you unlock one new skill.
It doesn't occur with level up, or with a quest, or anything at all. At the start of Act 4, it simply appears in Siffrin's Craft skills.
(Just attack.)
No pun. No joke. Just attack. Once you notice, the effect is immediate - here you have it, a clear sign of how jaded Siffrin has become, right at every encounter. And it's a damn good attack, too! The only available attack in the game that deals "massive" damage against all enemies. Because it doesn't add any jackpot points (at least, it's not supposed to), you set up a combo with everybody else, but Siffrin simply tears away at the enemy with wild abandon. Seperated from the rest of the party by the virtue of no longer needing to contribute to team attacks (most of the time. It's still useful if they do, though).
Once again, an aspect of the battle system enhances the degree of separation between Siffrin and the static characters of his play. You're incentivized to separate him, even.
Additionally, there are two more skills to learn. They're the only skills that replace previous skills. You only get them at extremely high levels, the latter of which I didn't even reach on both of my playthroughs.
The first, somewhere in the level 70 range, Rose Printed Glasses, a paper type craft skill, is replaced by Tear You Apart. It's still a pun about paper, but remarkedly more vicious.
The second is even more on the nose. At level 80, In A While, Rockodile!, a rock type craft skill, is replaced by the more powerful Rock Bottom.
I didn't get to level 80. If you do, you pretty much have to do it on purpose. You have to keep going much longer than necessary, as Siffrin is just done. And the last skill he learns is literally called Rock Bottom.
What do I even need to say, really.
Your party doesn't stay static forever, though.
By doing their hangout quests, side quests throughout the loops that result in Siffrin and the character having a heart to heart, all of them unlock what I'd call an "ultimate" skill. You know the type - the character achieved self-fulfillment, hit rank 10 on their confidant, maxed out their skill tree, and received a reward for their trouble.
These skills are massively useful. My favorite is Odile's - it makes one enemy weak to all Craft types for several turns, which basically allows you to invalidate the first and third boss, as well as just clown on the King, especially once Siffrin starts racking up damage.
But the thing is. In Act 3, when you first get them, yeah, they're useful. But... do you need them? After all, they're such a hassle to get. You need to do the whole character quest again, you can't loop forward in the House or you'll lose them. If you want to take these skills to the King, you need to commit. Go the full nine-yards and be nice to your friends and not die and not skip forward or skip back. Which is annoying, right?
Well, I sure did think so during Act 4. After all, a base level party can still defeat the King, just with a few more tricky pieces involved. Siffrin can oneshot almost all basic enemies by the time of Act 4. It's this exact evalutation that you, the player, go through everytime you return to Dormont. Do I want this skill, still? Would it not be faster to go on without it? I'm repeating myself, but that's the thing! That's what Siffrin is thinking, too!
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I also want to take a quick moment to note, here - all skills gained from hangouts have art associated with them, which no other skills do. This feature, the nifty art, hammers home these as "special" skills, besides just how they're unlocked.
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Siffrin also has one skill with associated art.
Yeah, you guessed it, it's (Just attack.)
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At first, helping the characters is tied to a hefty in-game reward, but that reward loses its value, and in return devalues helping Siffrin's friends every loop. It's too tedious for a skill that'll make a boss go by one turn faster. You, the player, grow jaded with the battle system. Grinding experience isn't worth it, everybody's highest levels are already recorded. Fighting bosses isn't worth it, it's much faster to loop forward.
Isn't this what all endgame in video games looks like? You already beat the final boss, and now... what challenge is left? Is there a point to keep playing? Most games will have some post-game content. A superboss to test your skills against, but ISAT doesn't have any of that. You're forever left chasing to the post-game. That's the whole point - to escape the game.
As most games get more difficult as time passes, ISAT only gets easier. The game becomes disinterested in expanding its own mechanics just as I ran out of new things to fight after 100%-ing Kingdom Hearts 3. Every encounter becomes a simple game of "press button to win."
The final boss just takes that one up a notch.
Spoilers for Act 5 ahead boys!
In Act 5, Siffrin utterly loses it. His last possible hope for escape failed him, told him there's nothing she can do, and Siffrin is trapped for eternity. So of course, they go insane and run up the entire House without their party.
This just proves what you already knew - you dont need the party to proceed. Siffrin alone is strong enough. And here, Siffrin has entirely shed the facade of the jokester they used to be. Every single skill now follows the (Just attack.) naming conventions. Your skills are: (Paper.) (Rock.) (Scissors.) (Breathe.)
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To the point. Not a moment wasted, because Siffrin can't take a moment longer of any of this. Additionally, his level is set to 99 and his equipment becomes fixed. You can't even pick up items anymore! Not that you needed them at this point anyway, right? Honestly, I never used any items besides the Salty Broth since Act 2, so I stopped picking items up a long time ago. Now you just literally can't.
Something I've not talked about until now - one of the main equipment types in this game are Memories, gained for completing subquests or specific interactions and events. They all by and large have little effects - make Odile's tonics heal more, or have Mirabelle cast a shield at the start of combat. For the hangout events, you also gain an associated memory that boosts the characters' stats by 30. It lets them keep up with Siffrin again! A fresh wind! Finally, your party members feel on par with you again!
...For a time. And just like that, they're irrelevant again, just as helping them gave Siffrin a brief moment of hope that the power of friendship could fix everything.
In Act 5, your memory is set to "Memory of Emptiness." It allows you to loop back in the middle of combat. You literally can't die anymore. Not that Siffrin could've died by this point in the first place, unless you forgot about the King's instant-kill attack. This one memory takes away the false pretense that combat ever had any stakes. Siffrin's level being set to 99 means even the scant exp you get is completely wasted on them. All stakes and benefits from combat have been removed. It has become utterly pointless.
Frustrating, right? It's an artistic frustration, though. It traps you right here in Siffrin's shoes, because he hates that all these blinding Sadnesses are still walking around just as much. It all inspires just a tiny fraction of that deep rolling anger Siffrin experiences here in the player.
And listen, it was cathartic, that one time Siffrin snapped and stabbed the tutorial Sadness, wasn't it? Because who enjoys sitting through the tutorial that often? Siffrin doesn't. I don't, either.
So, since combat is an useless obstacle now meant to inspire frustration, what do you do for a boss? You can't well make it a gameplay challenge now, no. The bosses of Act 5 are an emotional challenge: a painful wait.
First, Siffrin fights the King, alone. This is already nervewracking because of one factor - in every other run, you need Mirabelle's shield skill, or else you're scripted to die. You're actually forced to fight the King multiple times in Act 3, and have to do it at least once in Act 4, though you'll likely do it more. Point is: you know how this fight works.
You know Siffrin's fight is doomed from the outset, but all you can do is keep slinging attacks. Siffrin is enough of a powerhouse to take the King's HP down, what with the healing and buff skills they have now, not to even mention you can just go all in on damage and then loop back.
(And no matter which way you play it, whether you just loop or use strategically, it reflects on Siffrin, too. Has he grown callous enough not even death will stop their mission? Or does he still avoid pain, as much as he can?)
This fight still allows you the artifice of even that much choice, not that it matters. The other shoe drops eventually - Siffrin becomes slower, and slower. Unsettling, considering this game works on an Action Gauge system. You barely get turns anymore. The screen gets darker, and darker. Until Siffrin is frozen in time, just as you knew he had to be, because you know how this encounter works, know it can't be cleared without Mirabelle.
And, then, a void.
Siffrin awakens to nothingness. The only way to tell you've hit a wall is if Siffrin has no walking animation to match your button inputs. You walk, and walk, until you're approached by.... you. The next enemy encounter of the game, and Siffrin's absolute lowest point: Mal Du Pays.
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Or, "Homesickness," in english. If you know the game, you know why it's named this, but that's not the point at the moment.
Thing is, where you could damage the King and are damaged in turn, giving you at least a proper combat experience, even if its doomed to fail, Mal Du Pays has no such thing.
You can attack. You can defend. But it is immune to all attacks. And in return, it does nothing. It's common, at least, for undefeatable enemies to be a "survive" challenge, but nope. The entire fight is "press button and wait." Except, remember the previous fight against the King? The entire time, you were waiting for the big instant death attack to drop. That feeling, at least for me, carried forward. I was incredibly on edge just waiting for the other shoe to drop. And, as is a pattern, Siffrin is, too. As Siffrin's attacks fail to connect, they start talking to Mal Du Pays.
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But he gets no response, as you get no attacks to strategize around. The wait for anything to happen is utterly agonizing. You and Siffrin are both waiting for something to happen. This isn't a fight. It just pretends to be. It's an utter rugpull, because Siffrin was so undefeatable for most of Act 4 and all of Act 5 so far. It's kind of terrifying!
and it does. It finally does something. Ma Du Pays speaks, in the voice of Siffrin's friends, listing out their deepest fears. I think it's honestly fantastic. You're forced to just sit here and listen to Siffrin's deepest doubts, things you know the characters could not say because it references the timeloops they're all utterly unaware of. This is all Siffrin, talking to himself. And all you, all Siffrin, can do, is keep wailing away on the enemy to no effect whatsoever.
So of course this ends with Siffrin giving up. What else can you do?
And then Siffrin's friends show up and unfreeze them and it's all very cool yay. The pure narrative scenes aren't really the main focus but I want to point out here:
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A) Mirabelle is in the first party slot here, referencing how she's the de facto protagonist, and Bonnie fills in the fourth slot left empty, which shows all characters uniting to save Siffrin
B) this is the only instance of the other party members having act specific battle icons: they're all smiling brightly, further pushed by the upbeat music
C) the reflecting shield Mirabelle uses to freeze the King uses a variation of her hangout skill cut in, marking it as her true "final" skill and giving the whole fight a more climatic feeling.
It's also a short gameplay sequence with Siffrin utterly uninvolved in the battle. You can't even see them onscreen. But... it feels warm, doesn't it? Everybody coming together. Siffrin doesn't have to fight anymore.
At last, the King is defeated. Siffrin and co. make for the Head Housemaiden, to have her look at Siffrin's sudden illness. Siffrin is utterly exhausted, famished, running a fever. And this isn't unexpected - after all, their skills in Act 5 had no cooldown. For context, instead of featuring any sort of MP system, all skills work on a cooldown basis, where a character can't use it for a certain number of turns. The lowest cooldown is actually Siffrin's Knife to Meet You, which has a cooldown of 1. In universe, this is reasoned as the characters needing a break from spamming craft in order to not exhaust themselves.
Siffrin's skills in Act 5 having no cooldown/being infinitely spammable isn't a sign of their strength - it's a sign that he refuses to let himself rest in order to rush through as fast as possible.
Moving on, Siffrin panics when seeing the Head Housemaiden, because seeing her means one thing: the end. Prior to this in the game, every single time you beat the King, the loop ends when you talk to the Head Housemaiden.
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Reality breaks down, the whole shebang. It's here that Siffrin realizes - they don't want the loops to end, because the end of their journey means their family will leave, and he'll be alone again. The happiest time of his life will be over.
Siffrin goes totally ballistic, to say the least.
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As it turns out (and was heavily foreshadowed narratively), Siffrin has been using Wish Craft to subconciously cause the timeloop because of their abandonment issues. It's rather predictable if you paid attention to literally anything, but it's extremely notable how heavily Siffrin is paralleled to the King, the antagonist they swore to kill by themself at the start of Act 5. The King wants to freeze Vaugarde in time because it is, in his mind, "perfect," for accepting him after he lost his home - a backstory he shares with Siffrin.
Siffrin has become the exact antagonist he swore to kill, and it's shown by how the next fight utterly flips everything on its head.
Siffrin is the final boss.
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In a towering form made of stars, Siffrin looks down at their friends. His face is terrified, because of his internal conflict; he can't hurt his friends, but he can't let them go, either. The combat prompt is simply changed to "END IT!"
This fight is similar to the previous, in that you just need to wait a certain number of turns until its over. However, this time, it's not dreadful suspense. It's... confusion, and hesitance.
You have two options for combat: Attack your friends, or attack yourself.
And... you don't really want to do either, I think. I certainly don't. But what else can you do? It's Siffrin's desires clashing in full force. Attack your friends, and force them to stay? Or attack yourself, and let them go safely without you?
Worth noting, here - when you attack Siffrin's friends, you can't harm them. Isabeau will shield all attacks. And when you attack yourself, Mirabelle will heal you back to full. And the friends don't... do anything, either. How could they? Occasionally, Mirabelle heals you and Isabeau shouts words of motivation, but the main thing is...
(Your friends don't know what to do.)
None of them want to harm Siffrin. Both sides simply stare at each other, resolute in their conviction but unwilling to end it with violence. It's of note that this loop, the last one, is the only loop where the King isn't killed. Just frozen. And now here is Siffrin, clamoring for the same eternity the King was. Of course everything ends in a tearfilled conversation as Siffrin sees their friends won't leave him, even after the journey ends, but I still have to appreciate this moment.
Siffrin is directly put in the position with their friends as his enemies, forced to physically reckon that keeping them in this loop is an act of violence, against both their friends, and against himself.
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It's a happy ending. But... what does it mean?
Of course, ISAT is obviously about the fear of change. Siffrin is afraid of the journey ending, and of being alone. However, ISAT is also a game about games. Siffrin is playing the same game, over and over, because it's comforting. It's familiar. It's nice, to know exactly what happens next. These characters might just be predictable lines of dialogue, but... they feel like friends. Have you ever played a game, loved it, put countless hours into it, but you never finished it? Because you just couldn't bear to see it end? For the characters to leave your life, for there to be a void in your heart where the game used to be?
After all, maybe it became part of your routine! You play the game every day, slowly chipping away at it for weeks at a time. For me, I beat ISAT in four days. It utterly consumed me during this time. I had 36 hours of playtime by the end. Yeah, in that week, I did not do much more than play ISAT.
And once i beat it, i beat it, again. I restarted the game to see the few scenes I missed, most specifically the secret boss I won't talk about here. I... couldn't let go of the game yet. I wanted to see every scrap I could. I still do. I'm writing this, in part because I still do. It's scary to let go.
Ever heard the joke term of "Postgame Depression?" It's when you just beat a game, and you're suddenly sad. Maybe because the ending affected you emotionally and you need to process the feelings it invoked, or you search for something that can now fill your time with it gone.
The game ends, for real this time, the last time you talk to the Head Housemaiden. But Siffrin gets... scared. What if everything loops back again? And so, his family offers to hold his hand. They face the end, together.
For all loops, including the ending, you never see what happens after. After they leave the loop for good. Because the loop is the game itself. It's asking you to trust that life goes on for these characters, and it holds your hand as it asks you to let go. There's a reason for Siffrin's theater metaphors. He is the actor, and the director, asking everyone to do it over one more time. He's a character within the game, and its player.
There's a reason I talked about endgame content. This, the way it all repeats, there's nothing new, difficulty and stakes bleed away as you snap the game over your knee - it's my copy of White 2 with two hundred hours in it. It's me playing Fire Emblem Awakening in under 3 hours while skipping every cutscene. Are you playing for the sake of play, for the sake of indulging in your memories, because you're afraid of the hole it'll leave when you stop?
Of note: the narrative never condemns Siffrin for unwittingly causing their own suffering. He's a victim of circumstance. It's seen as endearing, even, that Siffrin loves their friends to the point of rather seeing the world destroyed than them gone. But Siffrin is also told: we'll stay with you for now, but we'll part ways eventually. And one day, you'll have to be okay with it.
Stop draining the things you love of every ounce of enjoyment just because you're afraid of what happens next. I'm not saying to never play your favorite games again. Playing ISAT a second time, I still had a lot of fun! I saw so many new things I didn't before, and I enjoyed myself immensely, reading the same dialogue over and over. But... it makes me look at other games I love and still play, and makes me ask... is this still fun? Do I still need to play this game to enjoy it? Even writing this is an afterimage of my enjoyment, but it's a new way to interact with the game, to analyze it through this lens. Fuck, man, I write fanfiction. Look at me.
All of this, fanart, fanfic, analysis, is a way to prolong that enjoyment without making yourself suffer for it. Without just going through the motions of enjoyment without actually experiencing any. But one day, the thing you love won't be fun to talk and write and draw about. And it's okay. You'll have new things to love. I promise.
In the end.... I'm certain I'll replay ISAT one day. Between great writing, art, puzzles and unresolved mysteries, it's my shoe-in for game of the year.
But I won't replay it for quite some time. I've had enough, for now, so I let my love take other forms.
Siffrin is never condemned, because love is no evil. Be it love for another person, or for a game. And please, if you're overempathetic - it's still a game, at the end of the day. The great thing about games is that you can always boot them up again, no matter how long its been.
A circle within a circle indeed.
To summarize:
The repetitiveness of ISAT's combat, lack of new enemies, and Siffrin's ever increasing strength eventually allows you to snap the combat over your knee, rendering it irrelevant and boring. Though this may seem counterproductive at first, it perfectly mirrors how Siffrin has also grown bored with these repeated encounters and views them only as an obstacle to get past. The reflection of Siffrin's own tiredness with the player's annoyance increases the compassion the player has for Siffrin as a character.
Additionally, the endgame state of the combat system serves as commentary on the state of a favorite game played too often, much like how Siffrin has unwittingly trapped themself in the loop. Despite the game having no more challenge or content left to over, a player might return to their favorite game anyway, solely to try and recreate the early experience of actually having fun with it. This ties into ISAT's metanarrative about the fear of change and refusal to let go of comfort even when the object (here, your favorite video game) offering that comfort has become utterly bereft of any substance to actually engage with. Playing for the sake of playing, with no actual investment to keep going besides your own memories.
Later on, stripping away even the pretense of strategy for a "press button and wait" format of final bosses highlights the lack of options at Siffrin's disposal and truly forces the player into their shoes. Truly, the only way to win is to stop playing.
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mywitchyblog · 2 months
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Reality Shifting and Age Changing Explained: A Deep Dive into the "Controversial" Practice
Introduction: Reality Shifting, the mind-bending practice of moving your consciousness/awareness to another reality (known as a Desired Reality or DR), has sparked intense debates within the community. One of the hottest topics? Age changing – the act of shifting to a different age in your DR. This shit has caused so many arguments, especially about ethics and what's "allowed". Let's break down why age changing isn't as fucked up as some people make it out to be, and why those who say otherwise might need to reconsider their stance. I will Mostly talk about agin yourself down since that is what is making the biggest noise
Taglist of various people who i think would be interested in this post (i will update it progresively) :
@shiftersroom You wanted my opinion ? Here is it /pos
@norumis I saw that post of yours
@evangelineshifts and @reiashiftsrealities Talked my project on your discord lol.
@jolynesmom Loved your post about it btw
Warning : READ IT FULLY BEFORE JUMPING TO CONCLUSIONS THANK YEW
My Race Chaging Post
Masterlist
Part I: Why Age Changing Isn't Bad
a. The Maturity Conundrum: When you look at the source of this controversy, you'll realize it revolves around the maturity gap between the shifter and their DR . Critics argue that age changing either doesn't alter your maturity (meaning if you're a teen in your DR, you still have the maturity of your Original Reality (OR), essentially making you an adult in a minor's body) or that it's inherently problematic. But here's the thing: when you shift, you fully take on the age and mindset of your DR self. You're not just playing pretend; you actually become that age. If you can get your DR self's memories, abilities, skills, and personality, why the fuck is it so far-fetched to think you can have their maturity as well?
Let's break this down scientifically. Maturity is dependent on brain development, more precisely, the coordinated functioning of four distinct zones:
Prefrontal Cortex (PFC): The "CEO" responsible for planning, decision-making, impulse control, and emotional regulation.
Limbic System: The "Marketing & Sales" team that influences emotions, motivation, and memory, shaping how we perceive situations and respond.
Basal Ganglia: The "Operations" department that controls habits and translates plans into action.
Temporal Lobes: "Customer Service & Public Relations" that processes social cues and guides our interactions with others.
This neurological ensemble shows that maturity is something physical, related to the brain development of an individual. It's been established in the shifting community that you cannot bring physical things across realities, so what makes you think you can bring your CR brain with you?
If that were the case, scripting a different personality, skills, and knowledge would be impossible. This means your DR self has its own cognitive and emotional frameworks developed in that reality. Your experiences and maturity are context-specific (in that case reality specific), so when you shift back to your OR, you regain your OR maturity. Shifting isn't like a permanent personality change; it's more like fully immersing yourself in a different role or life. Which is exactly what happens.
b. Debunking Anti-Aging Arguments:
"If you age yourself down, that means you're attracted to minors/you're a pedophile": This argument is complete bullshit. If there are gay people shifting to be heterosexual, lesbian shifters shifting for men, aro/ace people shifting to experience romantic/sexual attraction they never do in this reality, then aging yourself down and potentially having romantic and/or sexual relationships as a minor with another minor doesn't mean you're attracted to minors as an adult in another reality. This take is a "Hasty Generalization" fallacy – making a broad generalization based on a small or unrepresentative sample.
"Why in this reality are you thinking about dating minors??": This type of take is not what you think it is, baby girl. It's called a fallacy, more specifically the Straw Man fallacy. It occurs when someone misrepresents or oversimplifies an opponent's argument to make it easier to attack or refute. In our case, they're trying to oversimplify something as complex and nuanced as reality shifting, not taking into account valid instances where one would age themselves down.
"Even if you are the same age, you still have the awareness of being an adult, which means you're a predator": And again, another fallacious argument. Seriously, aren't y'all sick and tired of bouncing on my wood all day long? That's not how shifting works, and you know it. We aren't even sure awareness works like this. It's just a theory, plus I can tell that a lot of people with this stupid-ass take haven't shifted at all.When you shift – and let me tell you because I did shift, so I know how awareness works – when you shift to a reality, you don't even realize you've shifted at first because for you, existing, waking up, just living in this reality is something normal, not extraordinary at all. Then something will trigger the fact that you know you've shifted, and from the perspective of you in your DR, you don't feel as if you "originate" from a specific reality. For you, your DR becomes your CR, and subsequently,so does your awareness. You just know there's another reality, another version of you that exists and that you're an adult there. Your existence/consciousness/awareness is like a circle: no beginning, no end, no origin.Plus, according to the concept of infinite realities and possibilities, you can change via scripting how your awareness works. I haven't done that; that's how I and thousand of shifters WHO DID ACTUALLY SHIFT personally experienced/perceived our awareness while in our DR.
"Using shifting to age yourself down to date a minor while being an adult hereand saying 'oh well according to multiverse I AM this age, it doesn't matter ifI'm an adult in a different reality' is similar to trying to pursue someone thesecond they are of legal age when that shit varies in other countries/states": Nah, seriously, do some of y'all have actual arguments to defend your point of view except fallacious ones that have as much value as my nonexistent heterosexuality? The statement equates aging down in a Desired Reality to the practice of pursuing someone as soon as they reach the legal age in this reality, which is a "false equivalence" fallacy. These scenarios are fundamentally different in nature and intent. In reality shifting, the individual adopts the full cognitive and emotional framework of their DR self, becoming that version of them entirely. This is not comparable to someone in this reality deliberately targeting individuals based on legal age thresholds. The intent and context are distinct. Do some of you people realise that an actual predator/creep/pedophile would not age themselves down once they realized they could strike a chord as an adult in their DR without any consequences?
c. Valid Reasons for Age Changing:
Exploration and Nostalgia: Some people age down to relive experiences or explore stages of life they missed in their OR. It's like getting a second chance at living life. Maybe you want to experience high school without the anxiety, or have a childhood free from trauma. This shit can be healing as fuck and the best therapy there is in the multiverse.
Healing and Fulfillment: Shifting to a younger age can help heal from missed opportunities or trauma, like experiencing a fulfilling teenage romance or a carefree childhood. It's a way to rewrite parts of your life that were painful or unfulfilled.Imagine being able to have loving parents if you didn't in your OR,or getting to pursue that dream you gave up on as a kid.
Non-Sexual Intentions: Many shifters change their age without any sexual motives, focusing more on friendships, adventures, or just being in a different stage of life. It's about experiencing life from a different perspective, not about fetishizing youth. You might want to join a high school club, go to prom, or just enjoy the simpler responsibilities of being younger.
Tried to shift since being a minor: A lot of shifters discovered shifting when they were still minors and made DRs whose age corresponded to the one they had in their OR at the time and tried to shift again and again despite the years. Are you telling me that you're going to tell those people to discard those realities the moment they turn 18? Bitch, make it make sense and you cant.
Part II: Examining the Discourse Within the Reality Shifting Community
a. Teenage Shifters : Double standards and hypocrisy. Teenage Shifters need to acknowledge the hypocrisy of them shifting to a DR where they are a married adult with kids one day and then deciding to shift to a reality where they are 15 and dating another 15-year-old the next. This inconsistency becomes even more problematic when they complain about their "maturity" being affected upon returning to their original reality. Furthermore, these same shifters often label adult shifters as "predatory" for shifting to realities where they interact with high schoolers, failing to recognize the double standard in their own behavior.
This hypocrisy extends to their attitudes towards sexual content and relationships. Teenage shifters often defend scripting mature content in their desired realities, arguing that teens naturally have such desires. However, they become outraged when adult shifters express a desire to experience young love again through shifting. This inconsistency is further highlighted by their willingness to engage in adult behaviors with older partners in one reality while simultaneously pursuing teenage relationships in another.
This hypocrisy extends to their attitudes towards sexual content and relationships. Teenage shifters often defend scripting mature content in their desired realities, arguing that teens naturally have such desires. However, they become outraged when adult shifters express a desire to experience young love again (or expereince young love they never did) through shifting. This inconsistency is further highlighted by their willingness to engage in adult behaviors with older partners in one reality while simultaneously pursuing teenage relationships in another.
Moreover, the logic applied to adult shifters - that having a teenage love interest in a desired reality implies attraction to minors in the original reality - is not consistently applied to teenage shifters who frequently shift between adult and teenage experiences. This disparity in reasoning further underscores the bias within the community.
Lastly, the pressure to shift before reaching adulthood in the original reality is a concerning trend. The community's belief that minor-aged shifters can shift to any age creates an implicit urgency to experience various realities before becoming an adult, after which such experiences might be viewed as pedophilic fantasies by the wider community.
Many Shifters who are minors (I do not say that all shifters that are minors are like this, just a huge amount) have a very odd understanding of what shifting is. They often treat it like cosplay, which is not what true shifting is about. They accuse adults who age down of being predatory, yet they:
Age themselves up to be with adults.
Age down adults to be with them.
Have pornstar or stripper DRs, which is ironic considering their criticisms.
This double standard reveals a lack of understanding about the true nature of shifting and the subjective experience of each shifter. It's like they're playing by different rules depending on what suits them at the moment.
Consider this mind-fuck: A 17-year-old shifts to another reality, lives there for 40 years, then comes back and dates someone who's 17 in their CR. By their logic, this makes them predatory because they've lived for 57 years. Conversely, if they return to their CR as a 17-year-old and date a 57-year-old because they're "57 in shifting age," it's still seen as wrong. This highlights the inconsistency in their arguments and the subjective nature of age and experience across realities.
It's like trying to apply the rules of chess to a game of poker – it just doesn't work. Each reality has its own context, and trying to apply blanket rules across all of them is an exercise in futility.
b. The Hypocrisy of shiftok : Oppresive and unfounded dogma, lack of empathy and Cultish Tendencies
The TikTok reality shifting community, colloquially known as "Shiftok," often displays a concerning lack of empathy and nuanced understanding when discussing complex issues surrounding shifting experiences. This is exemplified by the interaction shown in the image below :
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In the first comment, an individual expresses feeling emotionally and mentally stunted due to missing formative experiences while growing up(which is true a lack of expereince can stunt someone s well being and developement). They view shifting as a potential way to have those experiences and achieve personal growth. This perspective highlights the therapeutic potential some see in reality shifting. However, the response to this vulnerable admission is harsh and dismissive: "Just bc your childhood got fcked up does not give you the right to fck up another child's." This reply demonstrates the judgmental attitude prevalent in the Shiftok community, where complex motivations are often reduced to simplistic, moralistic condemnations.
This interaction illustrates several problematic aspects of the Shiftok discourse:
Lack of empathy: The responder shows no compassion for the original commenter's expressed trauma and stunted development.
Misinterpretation of intentions: The reply assumes malicious intent, ignoring the therapeutic or self-exploratory motivations expressed.
Imposing rigid moral standards: The response applies a single moral framework without considering the subjective nature of ethics across different realities.
Oversimplification of complex issues: The nuanced topic of personal growth through shifting is reduced to a binary "right" or "wrong" judgment.
Hypocrisy: While condemning certain shifting practices, the community often overlooks similar ethical concerns in other contexts, such as minors scripting adult relationships.
This example shows perfectly the need for more thoughtful, empathetic discourse within the shifting community. Rather than rush to judgment, shiftokers should strive to understand diverse perspectives and the complex reasons one would shift to a specific DR of theirs.Otherwise people will keep thinking that we are nothing more than a cult that seeks to exploit the mental health of broken teenagers and prey on their desperationf for fame and money.
c.The "holier than thou" attitude: The "holier than thou" attitude, also known as moral superiority or self-righteousness, is a mindset where individuals or groups believe their moral standards, beliefs, or practices are superior to those of others. This attitude often manifests as judgmental behavior, condescension, and a lack of empathy towards differing viewpoints or experiences.
In the context of Shiftok, the TikTok reality shifting community, this "holier than thou" attitude is particularly evident and problematic. It applies to Shiftok in several ways:
Moral Absolutism: Shiftokers often apply rigid moral standards derived from their original reality (OR) to all desired realities (DRs), ignoring the concept of subjective morality across infinite realities.
Selective Condemnation: The community tends to harshly judge certain practices (like adults shifting to younger ages) while overlooking potentially problematic behaviors by minors (such as scripting adult relationships in their DRs) or people scripting in trauma abuse or that people get SA ed or are in relationship with problematoc people such as murderers and villains.
Lack of Empathy: As demonstrated in the image, there's often a dismissive attitude towards individuals expressing personal struggles or complex motivations for their shifting practices.
Oversimplification of Complex Issues: Nuanced topics are frequently reduced to simplistic "right" or "wrong" judgments, disregarding the multifaceted nature of personal experiences and ethical considerations in shifting. Shiting at its core is complex, nuanced and multifaceted, no black and white its gray.
Assumption of Expertise: Despite many members potentially lacking deep understanding or personal experience with shifting, there's a tendency to speak authoritatively on what is or isn't acceptable in shifting practices. It's always those who either have never shifted or minishifted who yap the most about shifting like they know it all . Honey you don't , you know nothing you have nothing to talk about shut up and try to shift before opening your mouth on a subject you do not have an expertise about.
Gatekeeping: Some members of the community may attempt to dictate who can or cannot engage in certain shifting practices based on arbitrary criteria or personal biases.
Dismissal of Therapeutic Potential: The community often overlooks or dismisses the potential therapeutic or personal growth aspects of shifting, focusing instead on enforcing their perceived moral standards.
This "holier than thou" attitude in Shiftok creates an environment that suppresses open dialogue, discourages the sharing of diverse experiences, and potentially alienates individuals seeking support or understanding within the community. It contradicts the very essence of reality shifting, which is about exploring different perspectives and experiences across infinite realities.
And also the most concerning consequence of this effect, this hypocrisy, this lack of empathy makes shiftok look like a cult in the eyes of other spiritual communities. I do know and disagree when antishifters make the statement that shifting is a cult but I understand and come to agree with them when they say that shiftok is a cult.
This community that is supposed to help one another is just oppressing bullying and suppressing people when they have an opinion that differs from the dogma big shiftokers imposed on the rest of the community thinking that their word is law and they get to write the rules of a practice that is the antithesis of that .Shifting is the epitome of breaking the chains the constraints of this world and its rules. Plus do some of you lot realise that those people that you worship do not give a flying fuck about you ? These people pray on your desperation to keep you on their page.
Shiftok is nothing more than a living sack of horse shit. All the knowledge and tips are just poorly regurgitated from amino and other shifting spaces that existed far before 2020. They immediately closed themselves to outsiders when they saw the damage shiftok did to the community as a whole. When a cultist, shiftoker claims to have this groundbreaking solution /information about shifting keep in mind that 100% of the time it was already known elsewhere.Just not on shiftok and now they are the new shifting Messiah lmao.
Shiftokers sometimes (more like always tbh) ignore the fact that shifting involves complete immersion in the new reality. If it's possible to gain your DR self's memories and personality, then obviously, you'll also become their age mentally as well. You're not just dropped into that life with no context; you fully integrate into that age and lifestyle. When you shift to your DR, that's your new CR. This reality becomes a DR. This reality is not the baseline for anything.
Some people say their memories of their OR feel far away while their DR memories are front and center, making their DR life feel like their primary existence. This means you won't feel like an imposter, no matter how different your DR is from your OR.
In ancient times, gaining spiritual knowledge like shifting required understanding that you are a soul or consciousness having a human experience. Modern cultists shiftokers often skip this step, leading to judgment and misunderstanding. Shifting should be a tool for self-discovery and growth, not just entertainment. This lack of spiritual foundation often leads to a superficial understanding of shifting. It's not just about living out fantasies; it's about expanding consciousness and understanding the nature of reality itself. By focusing solely on the surface-level aspects of shifting, many miss out on the profound insights and personal growth that can come from this practice. Because of the damage shiftok did on the reputation of the practise it is nearly or impossible to break free of the stereotype of shifter being a bunch of mentally ill schoolgirls shifting to be with the wizard version of Nazis (looking at you girlies that shift for Draco Malfoy or Tom Riddle).
Honestly that is the thing that makes me cackle. The most about shiftok i keep hearing and seeing videos from these cultists shiftokers asking and wondering themselves why is the platform dying and why theres no active discussions like sharing tips story times etc...
Bombastic Side Eye-Do you fuckers realised it is all your fault ? You try and silence people when their opinion differs than the one you have.They experienced something you did not you shame and burn them at the stake for it no wonder why people leave that ghetto ass platform and im scared just like a lot of us here of the massive exodus of shiftokers that will happen once tiktok is banned in the US.
Conclusion:
Age changing in shifting isn't inherently bad. It lets people explore different life stages, fulfill desires, and grow personally. The real issue comes when age changing is done for fetishizing purposes, turning ages into objects for sexual gratification. As long as shifters are respectful, consensual, and not exploitative, age changing can be a valid and enriching part of the shifting experience.
Remember, shifting is about expanding your consciousness and experiencing the infinite possibilities of existence. Don't let narrow-minded judgments hold you back from exploring the full potential of this practice. Stay open, stay curious, and most importantly, stay true to your own journey of self-discovery through shifting.
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fozmeadows · 2 years
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tools not rules: the importance of critical thinking
More than once, I’ve talked about the negative implications of Evangelical/purity culture logic being uncritically replicated in fandom spaces and left-wing discourse, and have also referenced specific examples of logical overlap this produces re, in particular, the policing of sexuality. What I don’t think I’ve done before is explain how this happens: how even a well-intentioned person who’s trying to unlearn the toxic systems they grew up with can end up replicating those systems. Even if you didn’t grow up specifically in an Evangelical/purity context, if your home, school, work and/or other social environments have never encouraged or taught you to think critically, then it’s easy to fall into similar traps - so here, hopefully, is a quick explainer on how that works, and (hopefully) how to avoid it in the future.
Put simply: within Evangelism, purity culture and other strict, hierarchical social contexts, an enormous value is placed on rules, and specifically hard rules. There might be a little wiggle-room in some instances, but overwhelmingly, the rules are fixed: once you get taught that something is bad, you’re expected never to question it. Understanding the rules is secondary to obeying them, and oftentimes, asking for a more thorough explanation - no matter how innocently, even if all you’re trying to do is learn - is framed as challenging those rules, and therefore cast as disobedience. And where obedience is a virtue, disobedience is a sin. If someone breaks the rules, it doesn’t matter why they did it, only that they did. Their explanations or justifications don’t matter, and nor does the context: a rule is a rule, and rulebreakers are Bad.
In this kind of environment, therefore, you absorb three main lessons: one, to obey a rule from the moment you learn it; two, that it’s more important to follow the rules than to understand them; and three, that enforcing the rules means castigating anyone who breaks them. And these lessons go deep: they’re hard to unlearn, especially when you grow up with them through your formative years, because the consequences of breaking them - or even being seen to break them - can be socially catastrophic.
But outside these sorts of strict environments - and, honestly, even within them - that much rigidity isn’t healthy. Life is frequently far more complex and nuanced than hard rules really allow for, particularly when it comes to human psychology and behaviour - and this is where critical thinking comes in. Critical thinking allows us to evaluate the world around us on an ongoing basis: to weigh the merits of different positions; to challenge established rules if we feel they no longer serve us; to decide which new ones to institute in their place; to acknowledge that sometimes, there are no easy answers; to show the working behind our positions, and to assess the logic with which other arguments are presented to us. Critical thinking is how we graduate from a simplistic, black-and-white view of morality to a more nuanced perception of the world - but this is a very hard lesson to learn if, instead of critical thinking, we’re taught instead to put our faith in rules alone.
So: what does it actually look like, when rule-based logic is applied in left-wing spaces? I’ll give you an example: 
Sally is new to both social justice and fandom. She grew up in a household that punished her for asking questions, and where she was expected to unquestioningly follow specific hard rules. Now, though, Sally has started to learn a bit more about the world outside her immediate bubble, and is realising not only that the rules she grew up with were toxic, but that she’s absorbed a lot of biases she doesn’t want to have. Sally is keen to improve herself. She wants to be a good person! So Sally joins some internet communities and starts to read up on things. Sally is well-intentioned, but she’s also never learned how to evaluate information before, and she’s certainly never had to consider that two contrasting opinions could be equally valid - how could she have, when she wasn’t allowed to ask questions, and when she was always told there was a singular Right Answer to everything? Her whole framework for learning is to Look For The Rules And Follow Them, and now that she’s learned the old rules were Bad, that means she has to figure out what the Good Rules are. 
Sally isn’t aware she’s thinking of it in these terms, but subconsciously, this is how she’s learned to think. So when Sally reads a post explaining how sex work and pornography are inherently misogynistic and demeaning to women, Sally doesn’t consider this as one side of an ongoing argument, but uncritically absorbs this information as a new Rule. She reads about how it’s always bad and appropriative for someone from one culture to wear clothes from another culture, and even though she’s not quite sure of all the ways in which it applies, this becomes a Rule, too. Whatever argument she encounters first that seems reasonable becomes a Rule, and once she has the Rules, there’s no need to challenge them or research them or flesh out her understanding, because that’s never been how Rules work - and because she’s grown up in a context where the foremost way to show that you’re aware of and obeying the Rules is to shame people for breaking them, even though she’s not well-versed in these subjects, Sally begins to weigh in on debates by harshly disagreeing with anyone who offers up counter-opinions. Sometimes her disagreements are couched in borrowed terms, parroting back the logic of the Rules she’s learned, but other times, they’re simply ad hominem attacks, because at home, breaking a Rule makes you a bad person, and as such, Sally has never learned to differentiate between attacking the idea and attacking the person. 
And of course, because Sally doesn’t understand the Rules in-depth, it’s harder to explain them to or debate with rulebreakers who’ve come armed with arguments she hasn’t heard before, which makes it easier and less frustrating to just insult them and point out that they ARE rulebreakers - especially if she doesn’t want to admit her confusion or the limitations of her knowledge. Most crucially of all, Sally doesn’t have a viable framework for admitting to fault or ignorance beyond a total groveling apology that doubles as a concession to having been Morally Bad, because that’s what it’s always meant to her to admit you broke a Rule. She has no template for saying, “huh, I hadn’t considered that,” or “I don’t know enough to contribute here,” or even “I was wrong; thanks for explaining!” 
So instead, when challenged, Sally remains defensive: she feels guilty about the prospect of being Bad, because she absolutely doesn’t want to be a Bad Person, but she also doesn’t know how to conceptualise goodness outside of obedience. It makes her nervous and unsettled to think that strangers could think of her as a Bad Person when she’s following the Rules, and so she becomes even more aggressive when challenged to compensate, clinging all the more tightly to anyone who agrees with her, yet inevitably ending up hurt when it turns out this person or that who she thought agreed on What The Rules Were suddenly develops a different opinion, or asks a question, or does something else unsettling. 
Pushed to this sort of breaking point, some people in Sally’s position go back to the fundamentalism they were raised with, not because they still agree with it, but because the lack of uniform agreement about What The Rules Are makes them feel constantly anxious and attacked, and at least before, they knew how to behave to ensure that everyone around them knew they were Good. Others turn to increasingly niche communities and social groups, constantly on paranoid alert for Deviance From The Rules. But other people eventually have the freeing realisation that the fixation on Rules and Goodness is what’s hurting them, not strangers with different opinions, and they steadily start to do what they wanted to do all along: become happier, kinder and better-informed people who can admit to human failings - including their own - without melting down about it.   
THIS is what we mean when we talk about puritan logic being present in fandom and left-wing spaces: the refusal to engage with critical thinking while sticking doggedly to a single, fixed interpretation of How To Be Good. It’s not always about sexuality; it’s just that sexuality, and especially queerness, are topics we’re used to seeing conservatives talk about a certain way, and when those same rhetorical tricks show up in our fandom spaces, we know why they look familiar. 
So: how do you break out of rule-based thinking? By being aware of it as a behavioural pattern. By making a conscious effort to accept that differing perspectives can sometimes have equal value, or that, even if a given argument isn’t completely sound, it might still contain a nugget of truth. By trying to be less reactive and more reflective when encountering positions different to your own. By accepting that not every argument is automatically tied to or indicative of a higher moral position: sometimes, we’re just talking about stuff! By remembering that you’re allowed to change your position, or challenge someone else’s, or ask for clarification. By understanding that having a moral code and personal principles isn’t at odds with asking questions, and that it’s possible - even desirable - to update your beliefs when you come to learn more than you did before. 
This can be a scary and disquieting process to engage in, and it’s important to be aware of that, because one of the main appeals of rule-based thinking - if not the key appeal - is the comfort of moral certainty it engenders. If the rules are simple and clear, and following them is what makes you a good person, then it’s easy to know if you’re doing the right thing according to that system. It’s much, much harder and frequently more uncomfortable to be uncertain about things: to doubt, not only yourself, but the way you’ve been taught to think. And especially online, where we encounter so many more opinions and people than we might elsewhere, and where we can get dogpiled on by strangers or go viral without meaning to despite our best intentions? The prospect of being deemed Bad is genuinely terrifying. Of course we want to follow the Rules. But that’s the point of critical thinking: to try and understand that rules exist in the first place, not to be immutable and unchanging, but as tools to help us be better - and if a tool becomes defunct or broken, it only makes sense to repair it. 
Rigid thinking teaches us to view the world through the lens of rules: to obey first and understand later. Critical thinking teaches us to use ideas, questions, contexts and other bits of information as analytic tools: to put understanding ahead of obedience. So if you want to break out of puritan thinking, whenever you encounter a new piece of information, ask yourself: are you absorbing it as a rule, or as a tool? 
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mutfruit-salad · 5 months
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read your criticism and have a genuine question about your thoughts on the branding scene. i completely understand how max's branding is inherently tied to a racist history, and it always will be, but i dont feel like the scene itself was written with that bias/intent. thaddeus also gets branded in later episodes and it's implied to happen to every aspirant upon their promotion. at what point in writing are black characters morally barred from specific story points because of their similarities to a history that's not directly related? sort of similar with barb, at what point can black characters not do bad things at all, especially in a story where there are near a dozen non-black characters who do worse things? also considering it's implied (at least, i understood it as) she's sticking to vault-tec to protect her family?
I am not in the best position to comment on this, because I am not black. I will do my best to add what I can, but this is a space for others to chime in.
Barb is interesting because she's essentially become the person who did the most heinous crime in the entire setting- by far and away worse than anything anyone has ever done. There really aren't white characters who did worse things- because all the crimes of Caesar or the Enclave or whoever else pale in comparison to being the one who literally set into motion the total annihilation of all nations on Earth. (This is setting aside her willing participation in the inception of the vault experiments- which is an entirely separate also horrific crime.)
The issue is they've created a setting that is, as presented, colorblind. Race is invisible to the writers, who did not consider it meaningfully while producing the show- as is often the case with white creatives putting characters of color into their stories. Colorblindness does not always produce entirely racist results- and when done with tact and intentionality it can even be revolutionary. Look at the relative inclusivity of star trek as an example, and the radical depiction of Uhura in the original series.
The thing that makes Fallout different from Star Trek however is that it is not depicting its colorblind future with tact and intentionality. This is a show that is intensely concerned with depicting the specific brand of nationalistic American politics of the 1950s and the Cold War- and they've reproduced that system for the show but with a black woman at the head. That's where the issue comes up.
This was a system that had racism baked into it by design. It still does. American Nationalism and corporate violence are built on racism against black people and other minorities. And this show desperately wants to depict these things, but they've decided to put a black woman at the head of them. They're depicting systems that are, by their nature, violently racist- but they've decided to portray them as being run by a black housewife.
Fallout 3 does a similar thing with how it depicts every major slaver as a black person. Eulogy Jones, the slave buyer at Paradise Falls, the head slaver in the Abe Lincoln memorial, Ashur in The Pitt. Hell Mothership Zeta adds in a black woman from the wasteland and even SHE'S revealed to have been a slaver. This is something Bethesda consistently does- depicting ideologies and practices with a deep history of racialized violence- and then showing black people at the head of them, seemingly to try to avoid actually addressing any aspect of racism in their stories outside of hamfisted metaphors like synths and ghouls. (I use Fallout 3 as an example but Fallout 4 does many of these same things.)
Thaddeus does also get branded, and he does also get treated to the same demeaning servanthood as Maximus. The difference, quite frankly, is that Thaddeus is white. There are just some things that are straight up inappropriate to depict happening to black characters without appropriate thoughtfulness and context. Never before this series has the Brotherhood ever done brandings- and yet this show opens with it in the first episode and introduces this brand new jarring concept with the visceral image of a black man being branded by faceless fascist cultists.
It's also important to note that even if they didn't intend the scene as racist, it still is. Like I don't think the scriptwriter sat down and said "oh I'm gonna do a racism" cuz intent just doesn't matter here. The scene was intended as a way of showing the severity of the brotherhood- but it also thoughtlessly reproduces images of historic black violence.
@orange-coloredsky I know you've been talking about this stuff all day, and your initial posts about the antiblack racism in the series were what prompted me to write my thoughts today- which is what this ask is in response to. I was curious if you have any other input with all this.
I'd also be more than happy to have any additional input from people better suited to answer these questions.
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bakuhatsufallinlove · 4 months
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Who Wants To Talk About Japanese Orthography In Manga???
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Me, it's me, I do, and I have been chomping at the bit to get the chance to.
Orthography refers to the conventions of written language to represent sounds. That may bring to mind the idea of rigid grammar rules or spelling standardization, but in a linguistic sense, orthography simply describes observable trends across language use. This isn't about authority--I am not going to talk about what schools teach or say people should write one way or another. This is about examining how real people use written language creatively to convey different things in popular media.
This is a huge topic, so I'm only going to use examples from MHA to highlight Horikoshi's style.
First, let's get a run-down of the main parts of written Japanese and how they tend to be used.
We've got kanji and kana; kanji are logograms, while kana are syllabaries. Kana refers to both hiragana and katakana collectively, but we will delineate the two from here on.
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The Wikipedia page for kanji, describing this more succinctly than I'm about to.
For clarity, I'm gonna color-code each one.
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Let's take a quick look at all three in action.
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Chapter 65
By virtue of being the syllabary that grammar particles are written in, hiragana can get away with a lot that kanji and katakana can't.
You can write simple sentences in hiragana alone, like so:
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The sentence is perfectly comprehensible like this, but it reads as casual or perhaps a bit immature, like the person is either leaving out kanji for speed or simplicity (like online) or they aren't confident using kanji. Although, the word hito (person) is extremely common and its kanji is simple, so this would probably look more natural:
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But there are also kanji for the word kawaii, so you could also write it this way:
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On the other hand, writing the whole thing in katakana looks weird as fuck:
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bECAuSE iT kINDA reADS LIKE THis, or maybe L I K E T H I S
It seems almost alien, overemphasizing the phonetic sound of the words, implying there's something notable or unusual about them.
But what if you write it like this?
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Both ways use katakana to put flavor on a specific word. The first puts it on person, which could be used in a situation where someone hasn't been named yet, but the speaker tonally emphasizes your knowledge of them--like "oh, you know who."
The second emphasizes cute, which could read as sexually suggestive, teasing/joking, or even a threatening tone, depending on the context. "Real cute, ain't they?"
Basically, the connecting grammar bits need to be in hiragana, but nouns, verbs, and adjectives can typically be written in any of the three systems. That introduces choice into the matter, and these choices may have some cultural connotations.
This is a subtlety in written Japanese that manga loves to take advantage of. Orthography contributes a lot to characterization and tone, so individual creators develop little quirks as part of their own writing style.
Now let's finally take a gander at some of Horikoshi's!
Kanji instead of hiragana for semantic emphasis
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Chapter 48
Best Jeanist could have used only hiragana for the word "good" (いい, ii), which is a very common way to write it. But he's not just commenting that they are nice kids, he's talking about them as "goodie two-shoes" and even puts brackets around the idea. The kanji emphasizes the cultural idea of a Good Child™, a well-behaved, morally upright, obedient young person.
Kanji instead of hiragana denoting a serious or severe tone
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Chapter 36
Katsuki's "you" pronoun omae being written with kanji comes across as markedly serious, especially compared to how his dialogue is normally written. This is actually the only time Katsuki says omae and it is written with kanji--all the rest are in hiragana, which tends to read as more casual.
Hiragana instead of kanji denoting a gentle tone or youthful/childlike language
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Chapters 129 and 183
Katsuki and his omae show us how kanji use can be seen as more mature and serious; Eri's dialogue does the opposite of this by using hiragana when it could use kanji, emphasizing her youth and innocence.
Katakana instead of hiragana or kanji for emphasis or slang
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Chapters 209, 207, and 2
As I detailed above, one of katakana's most common uses is similar to italics or all-caps.
But you also tend to see slang written with it, and depending on the slang, the word being in katakana can immediately clarify it from other, perhaps more standard meanings. In Jirou's case, her personal pronoun uchi can mean a couple other things, so it being written in katakana clarifies her usage. It could arguably also imply she is taking a bit of an argumentative tone--Katsuki's slang is typically written in katakana for both of these reasons!
Katakana denoting regional dialect/accent, nonstandard pronunciation/muddled speech, or confused articulation
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Chapters 102, 208, 394, and 2
Ochako gets flustered and defaults to her regional Kansai dialect. Instead of "chigau wa" (Tokyo dialect), she says "chau wa" repeatedly.
Katsuki and Toga both drop the w- sound from a word. Katsuki says "ore a" instead of "ore wa," while Toga says the word "kawaiku" as "ka'aiku" and "kawaii" as "ka'aii." Notice how the katakana which represents the vocal omission/hiccup is actually smaller than the others? That's also a little stylistic detail for communicating this kind of nonstandard speech.
Izuku repeats All Might's words, chikara wo, in a confused daze because he isn't following All Might's point. By removing the kanji especially, this kind of katakana emphasizes him sounding the words out without recognizing the underlying meaning.
Basically, Japanese has some excellent ~vibes-based~ orthography because of how the language is structured!
Of course, you find this kind of thing in English as well--especially in the age of the internet, where people note that "how dare u" reads as tonally distinct from "how dare you." As you develop language fluency, you tend to pick up these things subconsciously more than anything, but it's one of my favorite things to analyze and compare.
These are just a few examples and my own interpretations of them. I'm sure there are many more uses and flavor-nuance I'm not picking up on. Since any given choice can be read a few different ways, context is very important. My examples aren't definitive proof of anything, but it can be fun to keep these kinds of details in mind while reading.
Shueisha and Shonen Jump surely have in-house standards for text, and mangaka must operate within that range. That said, I have indeed seen every one of these examples in other manga as well.
And on the independent side of things, doujinshi and online manga are basically the wild frickin' west--I have seen tons of totally crazy, highly creative ways to take advantage of the unique flexibility found in Japanese, but that's a post for another day.
I will probably write more about this kind of thing in the future when I can pinpoint some more observations, but I hope you all enjoyed the ride. <3
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relic-seeker · 8 months
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it's always really weird reading fics or looking at art of hollow knight & specifically the pale king, because the interpretations of him i see are COMPLETELY different to one another.
one moment i might be seeing him as a flawed yet noble king, then others he's the scourge of the whole kingdom.
it's really odd for me because i simply cannot see any king ever as a "good guy" in any respect -- this comes from living in britain, under a very corrupt monarchy. unfortunately this then reflects onto how i see the pale king as well -- i don't really know how to feel about him because mostly what i feel is a hatred for the system in general.
there are very valid criticisms of him from a contemporary human pov: all the stuff with vessels & using a living creature to seal an Infection for the greater good; leaving the rest of the vessels at the bottom of the abyss after he picked the 'perfect' one; colonising hallownest in the first place when there were clearly natives etc; implementing the strong caste / class system in hallownest-- there may be more but that's what i think of from the top of my head
yet, a lot of people spin these things to make him a very positive force in hallownest. lots of people interpret his relationship with the white lady as something very loving, or the moment you see at the end of the path of pain is something that shows he may have wanted to care for his child but couldn't due to the duty of sealing the Infection. even the fact he built a monument in the centre of the capital city to his child is enough to show he clearly cared for the hollow knight.
i think something that aids the understanding of who he is is putting it all in the context of possibly being someone from hallownest: wouldn't you truly believe that the hollow knight was truly hollow & save everyone? i can't remember the source for it, but i think there was an inkling somewhere (correct me if wrong) that the public of hallownest didn't even believe the king's plan was going to work -- shows a degree that he didn't completely brainwash the entire kingdom into loving & worshipping him... plus in the sense of being a controlling & powerful king, he does everything majorly right -- basing my views on that of the medieval european feudal system etc (ive not much knowledge of other ways kingdoms ran, my history degree hasn't started yet).
either way, i think the pale king is certainly morally grey at best but he's got a code of conduct -- imagine him as lawful neutral if you will. in terms of alignment, it seems that most put him somewhere in the lawful category but evil or good, but that just doesn't feel right. a truly good person probably would not seal their hundreds of children down in a deep pit (whether they thought they were hollow or not) & a truly evil person would not go to the lengths & agony to save his entire kingdom.
therefore: the pale king has a set of morals & codes he abides by, but they can definitely be questionable! but he's as complex as any other person & i LOVE seeing interpretations where he's portrayed in a fairly positive light :D
(especially all compared to my uhh anti-monarchy stance)
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nothorses · 1 year
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this isn't @ anyone or any particular post, but. I do find myself questioning whether it's useful to distinguish "anti-masculism" from like... misogyny and patriarchy.
maybe it's just me, but narrowing the definition of "misogyny" to just describe contempt for women, specifically, has never felt super accurate to me; the overall system of oppression being described here isn't just about a dislike of women, it's a functioning system (patriarchy) relying on, and as a product of, systemitized misogyny. It's misogyny in a dominant role of power.
And that system (as it currently exists) also requires that gender roles are strictly followed and fulfilled, including by men. It requires no deviance; no queerness and no transness. It requires that women be babymakers and caretakers and sexual gratifiers, and it requires that men be protectors and dominant breadwinners, and seek out sex. (Among other things)
I think it's helpful to expand our understanding of misogyny to include the aspects of it that necessarily impact men; it's not just the toxic masculinity that hurts others, but the system that rewards and punishes conformity to misogynistic gender roles.
"Anti-masculism" feels like it's trying to describe an aspect of this; the way this system views masculinity as brutal and violent and monstrous, especially in relation to men of color, and as a corrupting force- particularly when in contact with (whoever patriarchy views as) women.
And these things exist, and happen, but (obv) so does a mirrored phenomena for femininity; are we calling that "misogyny", to the exclusion of attitudes toward masculinity? Because I don't think it's accurate- and tbh I think it's actively counterproductive- to define that by gendered expression rather than perceived gender.
I honestly think it does more to say that these are all a part of misogyny, and to identify contempt for certain expressions of masculinity as being inherently, necessarily intertwined with other parts of misogyny. Patriarchy relies on all of these things to function, and we need to get folks to understand that challenging these attitudes toward masculinity is, in fact, a crucial part of the fight against patriarchy.
I don't think it works to say "misogyny" is an umbrella term that enconpasses all of this, and that "anti-masculism" just falls under it, either; just practically speaking, I don't think it's helpful to differentiate this particular thing as separate from similar attitudes toward femininity. It's super easy to separate the word from that context (esp without a counterpart for femininity), and while I hate having to factor in optics, I do think there's a parallel here to "transmisandry" in the possible interpretation of the word to mean that men are oppressed/misogyny doesn't exist. Even if we know that's not the intent.
And I don't think it accounts for differences between how either of these manifest for cis vs. trans people, gender-conforming vs. GNC people, straight vs. queer people, white people vs. people of color, etc.; how and why it shows up is gonna be wildly different based on whether you're being presumed more masculine or feminine because of your race, size, or disability status, or whether you're being punished for not conforming to gender expectations one way or another- which will also look different for trans people who present more in line with what's expected of their AGAB vs. their actual gender.
Also- I'm saying this here because I'm open to discussion. I feel like I've read enough about it by this point to have an opinion, but I could absolutely be lacking some crucial info, insight, or perspective, and I want folks to engage with this as a mutual conversation.
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bigmilkagenda · 7 months
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Of the many, many plates of pancakes* that were offered to the listener in magp 1-07, this one may be my favourite
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[ID: A screenshot of an unofficial transcript to The Magnus Protocol. CELIA is saying "Yeah. I mean, it's an old system, but it could have been worse. It's not like we're wrestling with tape recorders and manila folders." /end ID]
When we meet TMA-Celia for the second time, she's lost her name. She was Lynne Hammond, and now she's not. She doesn't seem to remember Martin, either, but it's not clear how much of herself and her life from before the change she does remember. She's freaked out by the tape recorders that start showing up, and there's no indication that she associates them with the Institute specifically.
If Celia Ripley is, as we are clearly intended to believe or consider, the same Celia as in TMA, why is she making knowing comments about manila folders and tape recorders? Tape recorders in particular are hardly standard equipment at what seems to be mostly a text data-entry and cataloguing job. She could have said typewriters, or carbon paper. Fax machines, if we're dunking on Freddy specifically.
She says "tape recorders and manila folders." Celia Ripley is referencing The Magnus Institute, particularly the outdated technologies in use in the Archives.
Maybe she learned more from Melanie about what the recorders were and did at the Institute, sometime after MAG 190. Maybe she has those specific memories of giving her statement in MAG 100, and little else. Maybe Martin grew an apocalypse beard and she remembers everything, but just didn't recognise him out of context and in a tunnel and during A Pretty Weird Time Overall.
Maybe she stuck around with Melanie-Georgie-Basira for a while after things returned, and that's how she learned about the particular significance of tape recorders.
Maybe she found some tapes and listened to a couple hundred of them.
Or maybe she's simply an AU Celia, with a knack for oddly specific and kind of clunky comparisons, drawn into this through the powers of metafiction and string theory.
Or maybe someone filled her with spiders and sent her to finish the job of spreading Fear to this particular world.
And the reason this particular plate of textual pancakes** (short stack, butter and nightmare syrup) is one of my favourites from "Give and Take" is because I genuinely have no idea! None of these are theories because there isn't enough evidence to point me in any particular direction. It's a mystery!, Jon voice, etcetera.
If you cornered me and paid me to have an opinion about it I could say which options I thought were more likely, I guess. But the odds are high that I'd be wrong, and I think the boat for me getting paid to interpret texts probably sailed fifteen years ago, besides. I'm in this for the love of the game.***
November is the true spooky season in the northern hemisphere.**** Yeah, October ends with Halloween, but you know what month starts with Halloween? Mmhmm. By November of 2019 TMA had been on my list for a few years, and someone I was getting to know and really liked recommended it to me specifically in the days after 159 aired. The conditions were correct for me to get into something new, is what I'm saying. I still remember listening to "Anglerfish" for the first time, walking home from my office job in the blustery November dark. I got home starry-eyed and red-cheeked and thrilled by the story I'd just heard.
It took a couple of months for me to catch up, and though I loved having so much to listen to there were times when I wished I'd started earlier, to have the experience of seeing things unfold.
And now we're back at a beginning, and get to experience the horrible joys of finding out.
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[ID: A screenshot of an unofficial transcript to The Magnus Protocol. LENA is saying "Of a sort. I hope you're as ready for it as you think you are. Consider yourself "in." /end ID]
*Sabrina pancake meme
** the best kind, especially if it's a contest between textual and fluffy pancakes. Keep those spongy bastards away from me, I'll take the kind with a typeface instead
***Being a huge nerd
**** For more of my opinions on November, see https://www.tumblr.com/almostmolly/188799234276
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y-rhywbeth2 · 9 months
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Lore: Elven Culture #1
(An incomplete compilation.) Link: Disclaimer regarding D&D "canon" & Index [tldr: D&D lore is a giant conflicting mess and it's borderline impossible to cover everything. Larian's lore is also a conflicting mess. You learn to take what you want and leave the rest]
Elves Physiology | Culture | Surface Elves | Religion | History | Homelands | Half-elves --- WIP
--- How to flip somebody off in elven culture. Random elven pan-cultural highlights ranging from marital traditions to poker.
Key elven philosophical concepts that inform their entire cultures. Farming, architecture, opinions on undeath, stages of life (Astarion's 200 years too old to be acting like an ardavanshee, but there we go)
Default elven society, including the family units (Clans and Houses), nobility, and the absolute monarchies with the divine right of kings that're tasked with herding cats.
Forewarning, this is a long post! And I still cut stuff... I was going to include the specifics of the seven individual surface elven cultures, but it was getting too damn long.
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Random little things before we get into the wordy stuff:
The equivalent to giving somebody the finger amongst elves is to crook the middle finger inwards towards oneself and then bring it upwards in a diagonal movement across the body. For the greatest show of insolence, the elf in question may then hold eye contact and slowly lick the tip of that finger. I have no context for how this come to be, or why it's insulting, but I'm sure it's quite the story.
Elves rarely make their piercings out of metal, instead preferring to craft them from the bone of their ancestors and departed loved ones.
The elven term for their own people is Tel'Quessir ("of the people," or simply "the people). The name refers to the fact that all elves are inherently spiritually linked to each other, the Seldarine and the Weave. They are capable of a form of low-level telepathy where they can share emotions, surface level thoughts and reverie with each other. As a result, non-elves who are not part of this interconnected whole are N'Tel'Quessir or N'Quess - "not of the people."
The elven spirit, or soul, is referred to as ues. The ability for elves to link their minds and share feelings and thoughts is a state referred to as "communion."
The elven term for "stick-in-the-mud" is irrquarlan - which I'd imagine is often used by moon and copper elves to refer to sun elves.
When an issue is considered to be "black and white" - as in a choice lacking any moral ambiguity, where one is wrong and the other right - elves would say it is "sun and moon," as in anybody with working eyes can tell the difference between sunlight and moonlight.
The elven equivalent of "no shit sherlock" is “Trees grow, no?”
Elves have a gambling game called kholiast, involving a deck of over 1,000 cards. The hands are determined randomly by dice roll, and the point system would apparently "drive even the most dedicated Candlekeep scholar completely mad." Needless to say, moon elves love it and probably invented it.
Haven't found much on elven coinage, but the one familiar in human lands is the "blueshine" coins; silver coins with a blue-green lustre bearing the image of a crescent moon (the holy symbol of Corellon Larethian). Presumably equivalent to a silver coin in any currency.
While they can be made of the materials used in reality, elven bowstrings may be crafted from spider silk (especially if of dark elven make), elven hair, and sometimes magically-treated spun silver.
Elven fashion varies by specific culture, location and individual tastes. The trend is for loose and flowing garments with no footwear (except for the sun elves, who refuse to go out in public without some kind of shoes). An alternative to shoes is to use some kind of minor magical accessory that allows one to hover just above the ground, able to glide around without getting one's feet dirty or damaged. They tend to have few or no taboos about nudity, so garments may be quite revealing. Elves believe that their dress should be a reflection of their home nation, and the peace and prosperity that it cultivates.
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The generic term of reference for ones committed romantic partners is one's "mate." Elves practice marriage, and the terms "husband" and "wife" have been seen, although it seems "consort" is just as - if not more - popular.
Elven marriages may be sealed through the use of one or two lower level High Magic rituals;
Quamaniith, "the vow made tangible," causes a vow made to be woven into physical form. In the case of a wedding, it's about the size of a fist. It usually takes the form of a stone, carved with inscriptions relating to the vow, though artistic mages may craft a figurine. When used for marriage vows, the created object is called an Aestar'Khol, a "marriage stone." Should the two divorce, or betray their vows, the stone will shatter. There is no other way to damage it, it will always remain perfectly unblemished.
U'Aestar'Kess, "One Heart, One Mind, One Breath" - this ritual creates a permanent passive mental bond between an elf and another living being (who may also be an elf), and it sees use most often as part of marriage rites. It allows the linked beings to know instinctively when their partner is in danger, detect and sometimes share their mood, and if they concentrate they can communicate telepathically.
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Due to the fact that elves don't sleep, instead spending four hours in reverie, an elven home will not include a bedroom. Personal rooms resemble something closer to studies and sitting rooms; furnished with comfortable chairs, lounges and divans, furnished with personal affects and whatever projects the owner might be working on.
The other side effect of the reverie is that since elves have a full 20 hours of activity, can see just fine at night, and don't necessarily have fixed sleeping hours, elven communities don't fluctuate in activity levels. Villages, towns and cities will be as busy in the dead of the night as they are at every hour, and elves have more free time than others.
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Elves have perfected birth control. While technically the magic rituals involved in this came about for practical reasons - including ensuring a child would not be conceived in harsh conditions like famines, plagues and wars, where its birth would cause suffering for both it and its family - elves now just use it as an everyday thing when they don't want to get pregnant. No elf will be having children if they don't want them, those who do want them will only be conceiving them when they intend to, and attempting to change their mind will be considered an infringement of their personal freedoms and bodily autonomy, and be met with hostility.
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Linguistics: The elven language is called Lalur, "the Singing." All elven languages are written in the Espruar script, which has two forms. One features more loops and curls, and the other features a series of curved lines, dots and dashes, which has come into fashion more recently. Another elven language is Seldruin, which is almost extinct. It's the language used in the casting of elven High Magic, and is written in a unique script called Hamarfae.
Local dialects, informal and formal registers and drifts occur all over the place.
Elven accents are usually described as "musical" - they tend to pronounce "s" softly, drawing it out and their voices shift up and down the vocal register more than is usual. Elven vocal chords are odd, allowing them to reach over an octave-and-a-half, which they can sustain for longer than a human could. Elven vocal chords are capable of producing two completely different notes at the same time. The overall effect of the elven voice and accent is likened to chiming, or little bells.
Elven songs are usually either wordless vocalisation, or feature multiple overlapping voices singing different lyrics. The typical "mood" of the music varies by culture: for example, sun elves prefer solemn songs with gravitas; wood elves enjoy a good rhythm; moon elves prefer something fun, whimsical, and sometimes bawdy. Some elves have a rare genetic quirk that allows them to use their vocal chords to speak two different things at the same time; the "secondary" voice is much fainter, and limited, but in music is allows the singer to produce a layered, echoing quality.
Elven musical performances feature galadrae - three dimensional illusions depicting scenes to go along with the song, not dissimilar to what one might see at a modern concert.
Musical instruments most often seen are woodwinds and strings, especially harps (which are strongly associated with elves). Elves are the only people thus far who have worked out how to build their instruments to be capable of sustain. Elven music has been compared (out of universe) to Enya, Loreena McKennit, Genesis and ELO.
Music and song is an important part of romance in elven culture... alongside erotic dances, apparently. But anyway, courting is accomplished by writing each other love songs and singing them to each other, or by composing poems for similar effect.
Non-elven languages are rather charmingly referred to as Glahkery, which translates into something like "strifeful sounds."
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Key Philosophies: An important part of elven cultures is the concept of laraelever - technically referring to undamaged forest, "as it should be." This does not mean nature should be "pristine" or untouched by humanoid life. It means that the way the world is found in its untouched state, unmodified by another's desire, is how it is meant to be. The lives of others should not impose on the world more than they need to. The natural world is to be without blight, unburnt and unharmed by careless logging, overhunting or depletion of resources.
It also applies to the elven approach to life and the passage of time: things will generally occur when they're ready and grow/proceed at the speed they're intended to. One should never rush. Non-elves and younger elves tend to find this attitude incredibly frustrating, while "adult" elves find them dangerously impatient.
This may also be a part of why elven cultures tend to value independence and individual freedom - that one must "accept life as it is", implies you can't force things to be anything else.
The "way life is supposed to be" does not include dark magics that tamper with natural cycles, and the elven word for undeath is mormhaor - "corrupted death." Undeath is a blasphemous attempt to impose one's will on the world and force it into a shape in the most horrific way possible, and is heavily tied to the loss and violation of free will, and its believed that undeath destroys the soul (whether this is correct or not in D&D varies by source). The state is generally considered worse than death - the elf is cut off from their people, their gods and their path, and denied their chance for spiritual enlightenment and the afterlife. The sole acceptable form of undeath exists in the baelnorn; a form of elven lich that was created willingly and is sustained by positive energy instead of negative, in the name of continuing some duty or other for the sake of their people. They are sponsored by the Seldarine, and tolerated by the elven deity of death. Elves respect their sacrifice, but are usually still uneasy around them.
This philosophy appears in the rest of their societies in the way that they build their homes and furniture; a chair may be "constructed" of wood that was carefully grown into shape and harvested with careful consideration to the timing, rather than by unnecessarily cutting down an entire living tree and taking more wood than is technically needed and whittling it down to shape.
Elven architecture is built to complement its natural surroundings, blending in with it. The design concept is that a building should seen as much a part of the landscape as the trees or mountains and enhance their beauty. To help these buildings blend in, elven doors are designed to disappear into their surroundings, and they can be incredibly annoying for outsiders to spot (elven children grow up learning to see them, and so elves don't have this problem).
Buildings are preferably constructed by growing trees into shape rather than by constructing from timber or stone. If they are made of stone, they're still usually "grown" by shaping them with magic, creating a seamless mineral structures.
From non-elven perspectives, an elven city resembles a garden or park more than a settlement. They favour building in the trees themselves more than anything else (for example, the city of Suldanessellar in Baldur's Gate 2 is built on platforms built around the trees, high in the canopy). The higher constructions are linked by bridges and swinging ropes.
Ground dwellings are typically built for children, the elderly, and the disabled, and others who might be unsafe with heights and getting up and down them. It's also where elven realms that have contact with outsiders build their inns, taverns, warehouses and businesses. Elves don't clear the area a great deal when building their ground dwellings, their roads and streets are built around pre-existing natural structures and can meander a lot.
The ground level and higher parts of the city may be linked by teleport magics and enchanted platforms that function as lifts/elevators.
This preference to leave things untouched doesn't mean that elves never alter the world for their own desires - especially since obsessive, eccentric artists are a staple of the elven population. Wealthy Houses are known to make roofing materials out of precious stones. Some cities, such as Leuthilspar, get artistic with their roads. The main road there is magically constructed from some kind of glassy, clear crystal and is nicknamed the Diamond Road.
Each building typically belongs to a single Clan or House (often the building is an entire living, ancient tree), and if they belong to a culture that builds tombs, they will also have a family tomb. The rest of the city, outside of residential buildings, is not considered owned by the elves but simply under their care and stewardship. It belongs to the other lives as much as them. Elven communities often have neighbours from other fey races; dryads, faerie dragons, treants, fauns, nymphs, pixies, etc. Elves and fey tend to be relatively close, and the elven and seelie fey pantheons are often worshipped by all of them.
Elves do not farm in pastures and fields - it's more that they cultivate the world around them without disturbing it too much (I don't remember the technical agricultural jargon here.) They'll try not to disturb the rest of the ecosystem too much, but elven farmers will nurture the plants they desire while removing harmful plants and pests. They don't introduce plants or disturb the soil, merely encourage what's already there for healthier and higher yields of whatever grows. A lot of outsiders can easily stroll through a farm without realising it. Farmers are the only elves who count the passing of years, due to the need to keep track of crop yields and the ages of plants and animals. The equivalent of a year to elves is a grouping of four years known as an aeloulaev, or more commonly as a pyesigen - "four snows" (plural pyesigeni).
While Houses might have their lorekeepers, who preserve and record history, the typical elven opinion on time tends to be that "history is the weave of things outside of life, not for those still within its loom." They see history in their reverie, they don't need to worry about it in their waking hours.
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Yet another elven philosophy is of the Road of Life: a multi-staged, twisting spiritual path every elf walks, and one with many potential branching paths to explore.
It is, in part, a shared path because all elves are part of the greater whole that is the Tel'Quessir - but at the same time, no elf can walk the path for another. All should care for the community and support fellow elves in being able to walk their path, so that the community can support them as they walk theirs; “We are on this shared path together, but at the same time all of us are finding our own way.”
Elves under 100 years old are walking the first section of the road. Their life experience and perspective is the equivalent of a human of the same age. They don't yet perceive time and think in terms of the passage of decades and centuries as a "mature" elf does, and from their elder's perspective are incredibly (annoyingly) impatient. Due to this gap in understanding, young elves often find themselves more comfortable in the company of humans, who share their feelings and perceptions.
It's the elves in their first stage of the road who are usually found adventuring and living in human cities, they're "whimsical dabblers, ‘flighty’ and inclined to plunge into something new or [grow] tired of something and move on without feeling the need to shoulder responsibilities, or [care] overmuch about consequences," "...almost like the humans in their passions of youth, and they adapt to their more transient surroundings. They eat over-spiced animal flesh and other abominable foods; they wield simpler, cruder, combat-oriented human magics; and they even mate with non-elves."
These younger elves, in the throes of rebellious youth and lack of patience, may be prone to selfishness, ruthless ambition and disrespecting their elders as they turn their nose up at elven values. This particular phase is referred to as Ardavanshee - "the restless young ones."
Older elves mostly leave the youth alone to make their own mistakes, assuming they'll grow out of their crueller and selfish behaviours with time and experience.
An elf under 90 years old is not considered experienced enough to be allowed to hold leadership positions.
All elves will begin their journey on the road with a basic magical education during childhood: Magic is an everyday part of elven cultures at every level of society, and every elf grows up surrounded by it. Even the copper elves, who have little interest in arcane magic, surround themselves with druidry.
Basic martial training in traditional elven martial arts is also part of the standard for all elven cultures, involving the bow, sword and rapier - elven blades tend towards being long, very thin and flexible. Elves have a long and bloody history of conflict, and every one of them is be expected to be able to defend themselves and their home, should the need arise.
Whatever other education their family sets for them, elves have childhoods much like any other race's children. They learn their history through creative retellings form their elders and are let loose to run around and engage in physical activities - climbing trees and swimming. They're taken to play in the outdoors and encouraged to take interest in the natural world, learning of the animals and plants they share the world with.
Reaching the elven age of majority, and the second stage of the path, occurs some time in their second century of life (120 years old, on average). As they mature and outlive the human lifespan they tend to settle into the elven ways, and focus on their spiritual ties to their communities and faith.
Mature elves typically take things very slowly. They spend a lot of time in contemplation, consider all facets and nuances in a problem, and try to predict all potential consequences that could be born of a choice (even those domino effects that may occur decades after the fact). They prefer to implement these choices very slowly, watching what ripples are caused through the course of years and responding accordingly - they may continue, stop, or make revisions as they go.
Occasionally an "adult" finds themselves drawn back to adventuring and a faster paced life outside of the elven homelands. This is accepted as simply a natural part of that elf's particular path.
The other branch on the road is one where an elf finds a passion and devotes themselves to it; fine art, playwriting, magic, architecture, the martial arts, literature, faith, music, whatever. They become hyperfixated on whatever has caught their eye; they keep the company of others who share their interest and talk about it to the exclusion of almost everything else (others are warned to beware engaging an elf in conversation about a topic dear to them, because they will tell you every single detail there is to know and will not stop).
Elves will dedicate months and years preparing for their projects; spending time in reverie and contemplation as they meditate on ideas, praying to the gods for guidance, and traveling leagues to gather materials and discuss with experts or observe others' works for inspiration.
The last stages of the road are stages of seeking spiritual enlightenment; they reflect on their long lives and many, many experiences with the world and contemplate the bigger picture and the nature of the universe and the People. They will begin to feel the Seldarine calling to them in their reverie, summoning them to the afterlife in Arvandor (Sehanine Moonbow's call, in particular).
The mythical final stage, occurring past 700 years of age, is one where an elf's contemplation successfully leads them to enlightenment. They become at peace, and their understanding puts them in perfect unity with the universe. These elves are faced with the choice of returning to Arvandor to join the gods, or to remain in the mortal world and use their wisdom to guide their people. Thus far the only elf said to have achieved this state was the elven queen Amlaruil, who chose to stay behind.
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All this philosophy aside, elves still run businesses, have class and wealth divides and squabble amongst each other for power and prestige like anybody else does. The common elf is a priest, a guard, a farmer, a hunter, a cook, a maid, a tavernmaster... In daily life, most of the daily function of the realm involves cultivating the plants that grow in it (farming, construction, maintenance) and security (scouting, guarding, patrolling).
Although, elven society is steeped in magic all over the place, so in regards to things like maids and household chores, elves are more likely to simply use magic to clean the house and lessen the amount of physical labour involved.
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Society (Houses and Clans, and the Government):
The concept of the Merchant Clans and Noble Houses aren't unique to drow; these family dynasties are part of larger elven culture, be they categorised as high, wood or dark. All elves are part of a larger extended family, known either as a House or a Clan, from which they take their surname.
Elves will generally be loyal to their Clan and House before their nation, and they have their own laws that members must follow, generally set by the matriarch or patriarch (the later only existing in non-drow cultures). Some have multiple leaders, ranging from a duo (House Nightstar is governed by twin sisters) to a council of elders. Each clan/house has different methods for choosing their leader/s, some are hereditary and others are elected. For larger Houses that span multiple regions, there will be a hierarchy with local leaders who answer to a family head that oversees the entire bloodline.
Elven nobility belong to Houses, which are generally known for each having certain political ideologies, and they often specialise in training their members in specific skills.
The elven concept of "aristocracy" is granted by a ruler, who makes that elf and their clan a Noble House as a reward for some exceptional service to elvenkind (this is very hard to achieve). The status cannot be revoked by a ruler, nobles can only be exiled and stripped of their House name by their own family.
Some families restrict their membership, and will not acknowledge the spouses or children of their relatives who are of certain elven cultures, non-elven races or half-elves. As a rule of thumb, moon elven culture would frown upon excluding anybody of elven blood from the family. Everybody tends to make an exception for drow - you are not bringing a dark elf into this family tree. Houses may adopt others into their family, and it's also possible for a House to adopt N'Quess into their ranks, usually as servants (so one could find a human cook who happens to be a member of an elven House).
Houses are generally associated with a specific elven culture, although the family usually contains a mixture of backgrounds. House Le'Quella, for example, has prominent mixed moon elven and green elven ancestry. The copper elves have mostly abandoned the concept of Houses, though some prestigious and historically important ones remain. Green elven cultures have long forsaken the concept, along with most of the trappings of the elven society that caused them thousands of years of suffering. Sun elves pay greater attention to their elders and important ancestors, and consider their Houses more "legitimate" than moon elven or wood elven Houses, and take House politics and affiliation far more seriously. Due to this, their Houses usually hold greater status than those of other elves'. Within the vast majority of dark elven societies, House affiliation and prestige is a matter of life and death, and being without a House to protect you leaves you open to enslavement and death.
Each House has two colours associated with it (sometimes they have more, less strongly associated colours), as well as an insignia (for example House Aelorothi's colours are pale blue and green, with a red swan for a crest. House Starym's colours are silver and maroon, with two falling silver dragons on the crest.) It seems like Clans may also have colours and insignias, but that may only be for the most prestigious of them. Even within the larger Houses, there will be members of the House who are nobility, and those who are common servants and footmen.
Clans and Houses are not tied to specific realms, and members and family units may be encountered anywhere in the world. "It's a mistake to think of elven Houses as equivalent to human [noble] Houses [...] in some respects you can almost think of an elven House as a small, extremely long-lived organisation with blood-ties."
Some Houses have existed for over 10,000 years, and these houses usually boast the highest status.
Status is a fluctuating thing; it depends on many factors such as wealth and prestige, the actions and reputation of its members, its relationship with other houses (feuds and alliances), how many powerful and talented mages - especially High Mages - it hold in its ranks...
Elven Houses may have smaller, related Houses attached to them called Septs, much like human dynasties have cadet branches. Septs are formed when a noble marries a commoner and takes their clan name, rather than having their lover marry into their House. A Greater House has many Septs, and a Lesser House fewer or none.
Arranged marriages do - or did - exist. They're primarily practiced as part of House politics, mainly by sun elves, and this historically caused some irritation in the time of Myth Drannor, when the Houses started using arranged marriages to call dibs on promising mages to bolster their own family's retinues and reputations. When elves marry, the elf of the less prestigious Clan/House will be considered as marrying into their spouse's more prominent Clan/House.
Surface elven Houses are as prone to intrigue and politicking as their Underdark equivalents, but they are significantly less likely to murder over it.
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Most surface elven realms are city states, ruled by a Coronal, who is "speaker among the trees with Corellon's voice and bidding."
While this means that Coronal has absolute authority, the assumed role of the ruler is to keep the peace and maintain harmony between the various elven peoples and Houses within their realm. On an individual level, elves won't necessarily respond well to attempts to meddle in their personal lives, and sometimes trying to organise the masses is like herding cats.
The Coronal's word is law, but the entire realm may discuss and debate it before that word becomes law, and the Coronal cannot pass a law before at least a month has passed since its proposal.
While elves must accept the law of the land once made, mass migrations of entire clans and houses are known to occur in response to an unpopular proclamation as the elves leave for somewhere they don't have to listen (assuming the response isn't something more along the lines of an assassination...). While they might move to another elven settlement entirely, these elves won't necessarily leave the geographic area, they may simply settle on a patch just outside of the Coronal's jurisdiction and govern themselves. Sometimes elves just build an entire demiplane (small alternate universe) and move there instead.
In larger realms, such as the former empire of Cormanthyr, the Coronal oversees the realm and the individual cities within are been governed by a local council made up of the heads of the most influential Houses, who govern the minutia of daily life in their own city and have no influence outside of it.
Coronal is not usually an inherited position (especially in the modern day). How one achieves the position varies by place. In Cormanthyr, this was determined by blade-rite. The applicant draws an enchanted, sentient blade from its sheath, and the sword judges their intentions for the power they seek. If it decides they don't have the Tel'Quessir's wellbeing at heart and will abuse their power, then it kills them on the spot.
Rulers are advised by a council of elders, who as always are usually the family heads of the local Houses.
Larger surface elven society saw a slight shift towards matriarchy in the reign of Queen Amlaruil Moonflower on Evermeet, and women usually wield the most influence in elven politics.
The entirety of elvendom was technically ruled by a (popular) royal family at one point, situated in Evermeet. However the queen has vanished in the last century, and it seems the monarchy no longer applies. Even when she was alive, some of the elves were merely humouring the notion and didn't pay it much mind. Loyalty came mostly because she was likable and her people felt she cared for them and served them well.
Nobility is defined as the Houses in "good standing." Those who possess more "wealth" - although elves don't value things like gold the way others do, so they don't put the same weight on it - and those who have a fancier family history, which gives the family more weight when councils convene to make realm-wide decisions about enterprises and social policies being made for the good of all.
Some particularly arrogant Houses feel they have "claim" to a particular patch of forest, in the same way a human noble might claim estates, but nobody else would agree with them, and collective elven society considers the world outside of their front doors to be public property that happens to be under the People's care.
While no house is beholden to the realm it resides in, and owes no duties, society expects the elven aristocracy to provide warriors, funds and resources to the wellbeing of the realm as a matter of honour. In peacetime this means providing the guard patrols and hunting parties, and providing for the sick and elderly of their communities who require aid.
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While the dwarves and some human cultures can give them a run for their money, elves are quite possibly the proudest people on Toril. Theirs was the first and longest humanoid empire, theirs is the greatest grasp of magic, theirs is the longest lived of the common races of Toril, theirs is the blood that runs in the veins of a god... Suffice to say, the People tend towards being arrogant and stubborn. It never occurs to a number of elves that their ways might not be the way, and between that and their resistance to being governed when the rulers want to change things, the dwarves have invented a saying regarding attempting to change their minds on something: "If you want to tell an elf what to do, be sure to bring your axe."
Where the halflings and gnomes blend in, elves (and dwarves) are the most likely to stand out as distinct, separate cultures within human cities. On average they're proud of their history and their ways of life, and won't be trading them for others. How aloof they are exactly will depend on factors like personality, and how fairly treated they feel they are being by their neighbours.
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thydungeongal · 1 month
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What would you say are some good examples of knowledge checks in games being good gameplay?
I think for a lot of people knowledge checks seem like the obvious benefit of having a character with high Intelligence (or the system equivalent), that the character would be well-read and might have lots of knowledge about the game world that the player might not. As an alternative to the GM deciding arbitrarily whether the character knows a given specific fact.
Or alternatively, good ways of addressing the above issues without knowledge checks.
I also hear comments like "GMs don't gate your lore behind a roll" but the alternatives to that seem like either offering exposition outright, or having that lore be discoverable in game (in which case it might have even less chance of being found)
So, while I agree that Knowledge skills do provide, on the surface, a benefit for playing a high Intelligence character, the actual emergent gameplay resulting from Knowledge checks the way they are often handled does not generate interesting gameplay within the context of a game like D&D.
If it's a piece of lore that is not critical to overcoming a challenge but that could provide further context to a situation I personally find it preferable to show, not tell. Provide the players with all the clues they need to put together the bigger picture, but leave the actual sussing out to them. A knowledge check to hand out such lore is basically a binary dice roll to grant the players access to a lore dump.
As part of a challenge knowledge checks are also a bit irksome. To make a knowledge check an integral part of a challenge you basically have to gate access to some knowledge, either behind gameplay (exploring to find that knowledge) or a check. You could do both, and in many ways that can be rewarding, basically allowing characters with the requisite knowledge skill to skip the exploring to find that knowledge part of the gameplay. But at the same time, it can very much feel like robbing the group of gameplay because of a dice roll. A single dice roll used to resolve a question of "do your characters know a thing" will almost without fail be less interesting than a series of hurdles that characters overcome to answer the question of "how will your characters find out the thing."
As for good ways to handle knowledge and reward high character Intelligence in gameplay, I think there are ways to do it that can be tied to the process of finding a piece of knowledge: I am quite fond of @cavegirlpoems's application of it in The Stygian Library, where character Intelligence plays a part in the central point of the module, which is looking for a specific piece of information within the library. Character Intelligence does not act as a way to automatically solve the puzzle, but as one component of the greater library crawl that determines how long characters will have to spend in the fucked up library.
But yeah, knowledge-based gates are already kinda naff and having the key be a binary dice roll is effectively non-gameplay. I understand how knowledge skills made their way into D&D, as a way to make the process of figuring out what a character knows less arbitrary, but after almost thirty years of playing D&D and other games I kind of feel that especially in the context of fantasy adventure games knowledge skills are kind of a solution looking for a problem.
A few ways I have seen "knowledge" type skills handled in interesting ways in games:
A knowledge check basically lets the character bank a number of questions relevant to the check result that the GM has to answer truthfully when the player wants more knowledge about a situation relevant to the situation.
Fantasy Craft has Knowledge checks, but no single Knowledge skill. Instead, characters have Studies which translate to bonuses on Knowledge checks but can also grant bonuses to other checks given they relayed to the study. (This is one of my favorite ways of handling Knowledge within the context of d20 based fantasy adventure games.)
I can't actually think of a third example right now
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familyagrestefanblog · 10 months
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Clarification I definitely should have done ever since season 4 and the Ladynoir conflict started escalating, but hey, let's just get it out:
There are reasons why I'm harping down so badly on Miraculous' Girlboss feminism and defend Adrien as much as I do.
To get the feminist (in-universe) explaination out of the way first:
I would be lying if I said that I like the direction the show has taken Marinette's character and the story in general. But regarding her specifically I simply have to say that most of my problems with her are how she is written as Ladybug, Guardian, and especially leader & partner. Not in her civilian self. Hence why you won't find that alot on my blog, only when it contributes to the overarching double standards problem from s4 I take issue with.
I simply cant deny it, Ladybug is a kind of leader I just came to not be able to respect alot anymore in how she operates most things bc she doesn't really ever look passed how things look & stand for herself, and what SHE needs & wants. Marinette is a very low empathy person in the sense that she struggles putting herself in other people's positions, or remembers considering that at all.
But that's not the reason why I can't respect her as leader. I have ADD, that would be really hypocritical of me.
What leaves me unable to respect her as leader though (& honestly kinda even wanting Alya to take her position) is the fact that the show doesn't see much wrong with Maribug doing that.
They don't properly depict this as flawed leadership she actually NEEDS to grow out of by making up for her shortcomings by, for example, making other people her official co-leaders. Instead the show since s4 (& kinda s3) will proceed to put it's feminist foot down if Maribug isn't actually in the end 100% correct and "totally girlboss justified" in any given case - with CN & authorities specifically - no matter the context. Ergo she's barely ever truly improving her weakpoints in partnership skills for example & continues doing the same mistakes over n over.
like she genuinely would benefit from having Chat Noir as her co-leader too, not just Rena Rouge. But no. The neurodivergend low-empathy girl can't have a high-empathy boy co-leader bc apparently thats misogynistic now, huh ?
Again, I have ADD and I'm also a woman. In fact, I actually have alot in common with Maribug (hence why it hurt so much once s4 took her away from me), so forgive me when I still say: I am NOT going to lower my standards of my believe that neither of those aspects get to be an excuse on everyone else's expense regarding LEADERSHIP (which I do also am in the position of in my life).
And I repeat: LEADERSHIP. Not Marinette herself as a person necessarily & esp not her civilian life.
People always say that her critics wouldn't be so hard on her if she were a man, but I strongly disagree. In my experience, if Marinette were a boy people would actually draw a line nowadays and call out that Mariano is too stuck in his own head to be a good leader (& partner). And maybe even demand that he shouldn't be in that position anymore either at all or until he's in a better head space.
Bc with male characters people are actually drawing lines now in important factors when it comes to power & the accountability coming with it, bc in the end being in change means it ain't about you
Hence why e. g. Steve Rogers (Captain America) was then a fucking fugitive from the law when shit got real in the MCU. They had to do that bc of his leadership morality not being able to exist well within a corrupted & complex law system under fire and attack. My man's an amazing battle leader, but the MCU did VERY well leaving taking care of all kinds of social & political matters to Tony Stark. This kind of nuance ain't Steve's strength. Marinette & Steve are actually a EXTREMELY similar type of leader and it's interesting that I don't exactly vibe with him too much either in that regard, but like him as person the way I did Marinette. So for me it's definitely an issue with their type of leadership.
But the mainstream female leader characters are often still "too female" to get held to the same regular standards bc telling a female leader character in a complicated and not entirely beneficial situation & position 'yeah, it's sucks but you're not the center of the universe'' is now more often than not still "too mean/ sexist"
again, Steve was made an outlaw for a reason and you can bet if he had been a Stephanie people would have made all her struggles about sexism & called the 'outlaw leader' route after Civil War misogyny, merely bc "society doesnt respect women". This is whats happening with Maribug & it clashes with her leadership style.
Hence why there AREN'T ALOT of mainstream female leader characters. And if we get some, most of them are narratively defined by how powerful & in control they are for THEIR OWN BENEFIT and it being depicted as 100% right & just in general (like with Marinette) which goes against what a normal leader should be, so alot of people don't like them (ignoring the actual sexist people for a sec)
The first Wonder Woman movie for example was so well-received for a reason. They did it RIGHT (& may I please also recommend Wakanda Forever? Fuck, that movie was GOOD)
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But yes, it's notably how Maribug treats Chat, who is supposed to be her partner and friend, that I take alot of issues with.
And yes, I would say the same if LB were male and CN female. Ladynoir is so rooted in toxic femininity that this "partnership" (or just the entire LS) the way it is could NOT exist today in gender bend. S4 and the s5 finale in particular are unthinkable in gender bend and they sold it as "justified female empowerment" & "unparalleled loving treatment" from Ladybug's side Chat Noir needed to learn to be GRATEFUL for.
All while, and I will never stop stressing this: the show has never stopped writing Marinette to treat Chat Noir as if he basically just spawns into existence once he puts on the mask. He's HALF a human being. Even once she falls in love with him in s5.
This is the fundamental and deep seeded problem of where my issues come from here. It never stands in question if Adrien views Marinette and Ladybug as full human beings, but the other way around that very much is the case. In whatever way it's depicted. Yes this is a line I draw, especially because of the whole Sentihuman thing.
I personally am alot more like Adrien regarding Friendship and partnership (or what his character initially started out). They are heavy & meaningful topics for me. So seeing Marinette being utilized to girlboss all that into the ground with Chat Noir, esp in s4, while she apparently barely ever even noticed anything wrong with how she treats him in the first place as she literally replaced him with Alya/ Rena in everything but name
cause buring him under a wall of secrets & lies meant she can still 100% benefit from his eternal devotion by letting him believe she's too alone to be a partner anymore AT ALL. (Kuro Neko onwards and then NEVER stopped letting him think she's just as alone as he is. NEVER. She's still doing it in s5 while leaving him 100% isolated which was then his demise in the s5 finale.)
and gives Alya the deluxe partnership entirely on his expense, while barely ever sparing him even the most basic thought in anything; & by "Risk" then literally having them switch status. Rena is her actual partner she fully treats that way and he's merely her favorite temp hero with no rights, which Rena was previously.
And the only reason why Chat was treated with something resembling to fairness or dignity again in season 5 (& finally wasn't a rag doll for her every little mood anymore...) was because Maribug plainly had no other choice and had her team & position of power taken away by force while Alya renounced for her own safety. And yet she's still treating him as half a human being even by the end of S5. AFTER her character development. He's Chat Noir and that's where his existence ends in her leadership & friendship. CN and Alya in s5 are literally 2 halves of ONE PARTNER.
All that was painful to watch to say the least. Bc it's imo honestly a disgrace to friendship and partnership. I can't put into words how ashamed I would be of myself if I treated someone the way Marinette treats Chat Noir (again, HALF A HUMAN BEING).
Much less a friend I claim to love dearly and don't want to loose (another thing the MCU did better regarding Steve's fall-out with Tony over Bucky... I should really make that comparison post why Steve works for me & Marinette doesnt)
Just the mere fact that Marinette in "Elation" even told Chat "It doesn't matter who's underneath your mask" is honestly outrageous.
Because thats simply what it is for me. If s4 & 5 Marinette were portrayed from a similar morality angle to Emonette in the Paris special I would have much less issues with her. Cause thats ironically an angle female characters barely get & is mostly used to redeem the broken bad boys with a hidden heart of gold™.
Double irony: s1-s3 actually DID put civilian Marinette often into that angle, hence why I really liked her, but then s4 suddenly said "well, her methods & actions really dont matter. She's wrong, but actually not really; ergo she should get rewarded in the end. Always. But with a few exceptions. Here n there she loses to claim otherwise. But actually the world just needs to learn how right & amazing she is."
She makes countless mistakes but often either doesn't really learn from them anymore or they just don't "count" bc that's 'what makes her quirky & loveable', so having any issues with her now means you hate women. And she's a very flawed leader but actually never did anything wrong. Ever. You can't have your cake and eat it too.
I will be VERY blunt now: The moment you put a female character into the leader role the FEMALE aspect is supposed to be of secondary importance. And a leader, by the nature of the position, ALWAYS has to be questioned morally wise in my opinion bc of the fatal blindspots that will automatically occur in every leadership.
And it happened here too: Chat Noir's treatment. But they demanded that her being the (female) leader means she's OWED to treat him badly & gets to keep him as blindspot on HIS expense bc she doesn't like thinking about him existing as civilian person.
A leader is ALWAYS somebody who is NOT going to sit well with everybody regarding their approach. That's a normal instinct, and in fact it would be highly dangerous if that wouldnt happen at all. So if I, or other people, don't respect her as one that simply means she has an opposition the way every leader has & is being held to normal standards a leader should be held to, regardless of gender.
Sorry if you think thats sexist, but in my opinion that's a YOU problem. I personally respect female leaders too much to not acknowledge them as anything else but the potential threats they are. The same way I do with male leaders.
You're leader first, woman second. If you can't handle that get out of the leadership position (yes, oc that also applies the other way around). Feminism was about making sure that women cant be excluded from e. g. position of power just bc we're female. The goal wasn't to have yet another group of people stomp their foots, now claiming that they are OWED power once they wanna have it to feel powerful. But that's what Marinette was used to teach an entire generation of children, especially girls.
The last thing you will EVER get me to do is accept that I should be holding women - specifically for equality, female empowerment and leadership - to LOWER (moral) standards as I would the men in her position.
Buddy, I am NOT gonna fucking do that. Just the thought is pissing me tf off, and has ever since s4, cause it directly plays into the misogynistic thinking of:
"Women can't be given power, status or even too much focus as human beings because they're too irrational and immature to be able to then lay proper priorities & take rightful accountability for their shit like a man in power could; and not just scream and cry while playing the oppressed victim card the moment things don't work out & they aren't being given the special female treatment to let them mostly off the hook consequences wise.
Leading to everyone around them, especially the MEN, having to step up, do the work & basically babysit the women like children - while still having to give her the credit as person in charge - turning the women more or less into toddlers wearing a queen's crown"
Which, by all means, Adrichat in every dynamic of the love square by season 5, Gabriel at the end of "Recreation" and even Luka & Félix (& "thankfully" Alya too since s4) had to do for Maribug in alot of ways.
Pick up all of her slack in several major areas & catering to her while simultaneously having to still give most of the credit to HER or else they would be "mean to the female lead" (it's also telling that Alya is treated the best here, & goodness dont get me started on Su-Han...).
And with that out of the way, a few more meta reasons:
1) I'm NOT watching a damn documentary. Marinette is NOT a 14 year old, she doesnt exist & isnt based on a real person or story. She's a fictional main character and narrative tool, so forgive me for approaching this differently than a real life case.
and 2) in everything I watch I automatically look out for the narrative's blind spots and victims of the writings' favorites. I take it this seriously because this is career related for me.
Hence why I have barely ever liked a main character and ironically Marinette/ Ladybug was once one of the few exceptions (alongside Korra from Legend of Korra and Blitz from Helluva Boss)
Look, when I for example watch Helluva Boss or a Yugioh show I will automatically pay extra attention to how the female characters are being treated bc they are obviously treated worse by the writing and much more neglected and scapegoated than the male characters.
Meanwhile when I watch Miraculous and She-Ra, I do the opposite and pay attention to how the male characters are treated bc now they have the gender-biase against them.
And when I for example watch Avatar the last Airbender or Legend of Korra [and She-Ra, that show is great], then I actually get to be mostly fucking happy for once in my life jfc
I'm not going to elaborate too much more on this because I already named by my main point in the beginning: Chat Noir's - not even Adrien's, I mean CHAT NOIR - sometimes honestly awful treatment being the biggest moral and narrative blind spot of the entire show, and honestly where most of Maribug's problems then are also rooted in. Hence why I started focusing so much on Chat Noir since season 4. I look at the overall narrative and circumstances and look for the blind spots that needs to be solved to get to the core of the problem of this whole mess, to get effective results.
And that was and even by the end remained the fact that Adrichat is treated so badly, scapegoated in every possible way in the name of "feminism" and kicked out of the story where HE is at the core of most everything going on, just so the show can force Maribug into everything, make things about her that have no business being about her
Just so she can then be made to constandly turn around and scream, cry and stress about problems - and go about them in the least effective way - that wouldnt be there in the first place if she wasnt the main character of a story that isnt hers.
Mate, I dont know what to tell you here, but the fact that we are following Marinette Dupain-Cheng ,who has nothing to do with anything besides being the cool action girl, is and will always remain of the of core problems of this show. I WISHED that wasnt the case. But for the love of everything, Kagami would have made so much more sense as the female lead, but no.
Anyway, I will leave it at that now cause I already elaborate much further than I initially wanted to, I just wanted to finally have all this stated.
This Blog is not a full representation of how I lay priorities in (feminist) media in general, my view adjusts to the piece of media I'm watching.
And unfortunately, ever since season 4 Miraculous turned into a full blown extreme case and has only gotten better somewhat recently. So I will continue doing what I always do: focus on the fucking VICTIM whose bad treatment pulls down the whole show's quality, and here that's plain obviously Adrien Agreste/ Chat Noir.
And with all due respect: Die mad about it.
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aemiron-main · 3 months
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A Cave System vs A Cave Automatic Virtual Environment
So, I was thinking about how TFS Brenner constantly refers to the cave in Nevada as a “cave system”:
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And then that made me think of NINA and computer systems- and then THAT brought me to a CAVE system/the Cave Automatic Virtual Environment/a Computer Assisted Virtual Environment. But what IS the Cave Automatic Virtual Environment?
Well, it’s basically an immersive VR simulation invented in the 90s (staring at some of the 90s anachronisms in ST like “when it’s cold i’d like to die” being from 1995 and Vangelis’ Fields of Coral being from 1996, both of what are used in ST but also even anachronisms aside, regardless of when the CAVE system was invented, ST plays a ton with the sci-fi aspect of messing with when certain tech would’ve been available) and it’s based on using projections:
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And specifically when it comes to the projector stuff with the Cave Automatic Virtual Environment, it has me staring at five key projector-related things:
1.) The projected environments etc in TFS- we have that weird projection of the Creel house:
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And the weird projected Jesus picture/sculptute thing and projected glass window on the walls of the church in TFS:
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And the weird WW2 projection when TFS Victor has his flashback:
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And the projected red mindscape during the TFS Creel murders:
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What's up with all the weird projected set elements?? And what's up with Victor's WW2 flashbacks being projected onto the environment around him??
2.) It also makes me think of Scott’s projector from S2 when he’s explaining Phineas Gage and Phineas Gage’s head injury vs TFS Henry’s head injury in the cave in Nevada, as well as TFS Henry’s other Phineas Gage parallels:
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It’s also interesting that Scott’s use of the projector results in a larger, shadow version of his hand- much like another large shadow hand we’ve seen:
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(which, I’m going to talk about the fog/white light more in a second in the context of projectors, but it’s interesting to me that they have that white fog there with the shadow hand vs the shadow hand being paralleled to a shadow that was created by a projection, especially considering the PROJECTED versions of the Mindflayer in TFS)
3.) The movie theatre scenes in ST/movie theatre projectors versus what I alluded to in this post and all of the weird “play vs movie,” stuff in TFS with Godzilla being Jim’s “favourite play”.
And during the S3 EP1 movie theatre scene, they make a point of showing us the projector repeatedly:
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And during that same S3 movie theatre scene, there’s this shot of Day of the Dead playing which is setup to make it look EERILY similar to the white lab cube from TFS, especially with the way Sarah from Day of the Dead sits in the centre of the white room vs TFS Henry sitting in the centre of the lab cube:
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And speaking of the theatre projector, that also has me staring at the weird white light and fog that’s always present during Vecna visions and was present during Will’s vanishing and also showed up from where the demogorgon was when Castle Byers was destroyed in S1 versus the S3 shot of the white light and “fog” coming from the theatre projector:
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Which then also makes me think about the weird white light/fog with TFS Henry that gets projected onto the stage and shows up when he’s in the void, and during Virginia’s death and during the bridge scene:
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Which, it’s interesting that the fog really moves around Henry, and by the end, it almost seems like he’s controlling it (or it’s controlling him), because it has me staring at the idea of Henry controlling projections (or again, projected stuff controlling him, esp in the context of someone being in a projected VR CAVE system-esque environment and being controlled by that) and all of the astral projection stuff with the CIA/the CIA’s Gateway Technique stuff (which I have a whole other old draft about) and how Henry popping up in the void/listening in on Brenner and Virginia’s conversation & it looking like he’s physically There even though he’s not/they can’t see him is very similar to astral projection/astral travelling.
And we also see very similar white fog lighting in TFS when the Creels are outside the Creel house for the first time:
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And we even see a very similar white light/fog during the shot of TFS henry alone in the attic, with the visual of the white light/fog coming through the broken boards being very similar to the visual of the white light/fog coming through the boarded up Cunningham house boards during Chrissy’s vecna vision:
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I’m also staring at all this projector stuff vs the projected Creel house I talked about earlier vs Bob referring to both the projected Creel house (and Henry in the attic of it) as “the source” but also seemingly breaking the fourth wall and referring to the projector itself as “the source” versus a VR CAVE system & the fact that the projections are the source in a CAVE system/the projections are what created the environment around a person who’s in the cave.
4.) There’s also the projector-esque footage of 7 year old Henry and what I just said re: movies and projectors & that 7 year old Henry footage as well as the other aerial scenes of Hawkins that are projected onto a screen in TFS (it’s kind of hard to see, but we go from an aerial shot of the Newby house being projected onto a screen vs the screen being pulled up & the projection continuing to be projected onto Bob/the wall behind Bob & they also projected video of 7 year old Henry onto a projection of the Creel house which them zoomed out into a projection of the lab & the screen lifted up the dame way it did with Bob & projected the lab onto the BG behind Henry):
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5.) I’m also staring at all of this vs the Wizard’s projection in The Wizard of Oz & all of the parallels between TFS and Wizard of Oz & the way that the Wizard projects an image of a head (and pretends it’s what his own face looks like even though it isn’t) versus a.) Scott’s Phineas Gage projection of a head and b.) the projection of 7 year old Henry & how the shots tend to focus on Henry’s head & how the text surrounding him is also talking about his head injury during that clip and also the fact that the Wizard’s head projection in Wizard of Oz wasn’t what he actually looked like vs 7 year old Henry looking so different from TFS Henry/having dark brown hair instead of blonde:
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(and also, the Wizard of Oz projection the fake/inaccurate face has me staring at all of the “you’re not a child” stuff & the idea of Brenner or someone pretending to be a child/projecting the image of themselves as a child/there’s just something tangentially rattling in my brain about it, especially considering Martin Brenner vs Martin Brundle from The Fly 2 & Martin Brundle simultaneously being an adult and a child/growing up into an adult in the span of 5 years/being a 5 year old adult)
And all of the CAVE system stuff also has me staring at what I talked about in this post re: TFS and The Descent and in this post and this post re: Henry’s ballgag at the end of TFS & how it parallels Will with the tentacle in the library “cave” in S1 & the idea that TFS Henry may have never actually left the cave (especially with the idea that the “cave” in question was some sort of NINA bunker or weird NINA simulation area, just like how the Cave Automatic Virtual Environment is a weird VR simulation area).
And on that note, here’s one of the biggest things re: this post and the CAVE system- because yknow what ELSE connects to all of this? That lab box from TFS- because it looks remarkably like a Cave Automatic Virtual Environment:
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So, then THAT has me staring at what I just said re: wondering if TFS Henry ever actually left the cave and ballgag Henry’s parallel to Will when Will’s in the library cave, and the idea that TFS Henry ended up in some sort of simulation back when he went into that cave/that it may not have been a cave at all & may have been the NINA missile silo/bunker.
(And it also has me staring at Jim’s S3 letter about being “out of the cave” vs the way TFS Henry leaves the lab box sometimes/goes in and out of it & breaks the fourth wall when he’s outside of it by picking at the actual walls of the theatre vs the CAVE system box being paralleled to the lab box & the CAVE system box being a VR system/simulation & the idea of TFS Henry breaking the fourth wall once he leaves the simulation-paralleled lab box)
And also, re: the NINA missile silo vs cave vs TFS lab cube stuff, it’s also interesting to me that the door down to the NINA missile silo is this weird isolated rectangle- much like the weird isolated TFS lab cube (and also like, insane stretch moment but re: the NINA bunker & bunker door itself being paralleled to the TFS lab cube and to a VR CAVE system cube does make me wonder if somehow there’s a simulation that exists outside of the tank and within the bunker itself, sort of like an “el was in the simulation the “whole time”/before she got in the tank and didnt realize it” thing which may explain some of the stuff like her powers not fully working on Brenner vs Morpheus having the upper hand on Neo in the training simulation in The Matrix initially and the idea of Brenner being stronger in a programmed simulation than he is outside of it but again that’s a stretch/just a fun little thought):
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And also, on a final note, re: the NINA missile silo, jumping back to Day of the Dead from earlier & the Day of the Dead theatre scenes in S3 & the projector stuff there & the parallels to TFS & the lab cube & the CAVE system, it’s interesting that in Day of the Dead, the characters are trapped in a missile silo, which would then reinforce what I’m saying re: TFS & a CAVE system simulation & the “cave” in Nevada being a missile silo/bunker instead.
(And there’s also a Captain Henry Rhodes in the movie which has me staring at what I’ve talked about re: all of the weird “Brenner is Henry and vice versa” stuff in TFS vs the “you have to be your dad” line in TFS in the context of Brenner Sr/Captain Brenner and Brenner Jr versus Captain Henry vs Captain Brenner & TFS Henry also wanting to be like Captain Midnight)
Anyway! Lots to think about.
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canmom · 4 months
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what's the book for? part 1
[here's an intro where I talk about the three hour video essay that inspired me to do this]
This is a part of a series about TTRPGs! I'm looking at the relationship between the book and the thing you do, the play.
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That forum, the 'Forge', was founded on the premise that, in Edwards's pithy slogan, 'System Does Matter' - which is to say Edwards believed that the formal and, perhaps especially, informal procedures you follow when you play a roleplaying game have a large effect on what kind of experiences you can have there. Kind of tautological, but I'll let him have that. It is true that there are many different activities that fall under the heading of 'tabletop roleplaying'.
Edwards and his pals wanted to have a more explicit and intentional 'creative agenda' when playing a game. In general this is something that the players were supposed to get on the same page about when they sit down to play a game. To the Forge mindset, the ideal is for everyone to be pushing harmoniously to the same thing; the root of 'dysfunction' in TTRPGs was seen as arising from an unacknowledged clash of these agendas.
The solution found by the Forge was to design new game systems which put their preferred agenda, 'narrativism', front and centre.
Many more words could be written about the Forge, a lot of them quite mean, but let's bring this back to game design. What is it good for?
Why do we buy all these books anyway?
What is 'an RPG'? On the shelf to my right are... hold on let me count... some 27 different D&D books, mostly from 3.5e. Also a couple other TTRPG books (including Apocalypse World). On my hard drive are... some 94+ other games accumulated from various Humble Bundles and similar. I have played only a small fraction, and honestly, read only a slightly larger fraction.
What is a 'game' in this context? Generally speaking there's a book, and maybe some other tools like character sheets, which theoretically provide what you need to get together with some friends and do an activity that it defines. Sort of like a recipe. But the book itself is not the game; the book anchors the game, which is something rather nebulous, into a thing that can be bought and sold. The game is an activity, which 'exists' when it gets played. However, consulting the book is (usually) part of the game!
I rather vaguely say 'what you need', because it's more than just 'rules'. Lancer, for example, is full of colourful, vivid pictures of giant robots; these pictures do a lot to get players' imaginations thinking about what sort of giant robot they might pilot - how cool it would look and what sort of sicknasty shit it would do. I doubt Lancer would be even a fraction as popular if it didn't have these artworks to get you on board with its fantasy. The pictures are a very load-bearing part of creating the 'game' here.
We could say the aim of the TTRPG book is to convince you that the game "exists" in a concrete enough way that you can actually play it. Much like the Golden Witch, BEATRICE. Then you can gather your friends and say, 'hey, do you want to play Sagas of the Icelanders', and they will say 'yeah, what's that?', and you'll show them the book and sit down and attempt to follow whatever idea the book has imparted of 'how to play Sagas of the Icelanders'.
So, the relationship between TTRPG book and play is rather nebulous. This is something of a problem if you are an aspiring auteur designer who would like to impart something specific to players. Who knows what they're going to do with that book?
let's talk D&D - on the 'proper' way of playing the game
D&D is the oldest roleplaying game, and still by far the biggest. Many TTRPG players will only ever play D&D. Many others will play games derived from some version of D&D, like all the different games belonging to the 'OSR'. It's a point of endless frustration for indie game players, who have to deal with being a satellite to this juggernaut, which they see as poorly designed. If only these players would recognise how could they could have it!
But the interesting thing about D&D - and TTRPGs in general, really - to me is that it's folklore. It's not a product you buy.
How do you learn to play D&D? You could go and buy the 'core set': the famous Player's Handbook, Monster Manual and Dungeon Master's Guide, a tripartite division that has existed since the days of AD&D. However, for all their glossy art and flavour text, these books still do a pretty dire job of actually getting you up to speed on how the game is played, especially for the Dungeon Master.
No, what you actually do is: you join an existing D&D group. Or, in the modern day, maybe you listen to an 'actual play' podcast such as Critical Role. This furnishes you with a direct example of what D&D players say and how that results in a story, far more vividly and concretely than you'd ever get from looking at a book.
Once you're convinced that you wanna join this weird little subculture, then perhaps you go and grab some books, run a published module, create a character, whatever. Maybe you go on D&D forums and read endless arguments about the best way to play the game, which all the while serve to define what that game actually is in your head.
A lot of critics of D&D complain that the rules of D&D as written do a pretty terrible job of facilitating many of the purposes that D&D is put towards. They tend to argue that there are games better suited to it, often from the story-games milieu. If people say 'sure, but we change the games in x, y and z way', this is seen as a bit of a joke - "well you're not really playing D&D at that point, are you?"
If you view 'D&D' as defined by what's printed in the books printed by Hasbro, sure. However, D&D is not really that. D&D is the label we apply to a huge nebulous body of lore, from the Dread Gazebo and Tucker's Kobolds to weirdly endearing monsters derived from knockoff tokusatsu figurines. It is all the ideas you've received about what it looks like to play D&D from listening to a podcast. It's arguing about what Chaotic Neutral means. It is 50 years of material - of frequently dubious quality, mind you! - that exploded out from that time some nerds in the States decided to explore a dungeon in their wargame.
If whoever had the rights to use the Dungeons & Dragons trademark never printed another book, that would not kill D&D. In fact, there's even a condescending nickname, courtesy of Edwards, for people who cook up their own slightly-different spin on D&D and try to sell it - the 'fantasy heartbreaker'. The concept of D&D has considerable inertia.
It's pretty, but is it D&D?
In this perspective, defining what D&D 'is' with a strict demarcation is kinda impossible. Gygax himself was very inconsistent on this front, favouring strict adherence to rules at times (declaring of houseruled games that 'such games are not D&D or AD&D games - they are something else'), and encouraging changing them at others - rather depending on whether he had the rights at the time, and his conflict with Dave Arneson.
"Since the game is the sole property of TSR and its designer, what is official and what is not has meaning if one plays the game. Serious players will only accept official material, for they play the game rather than playing at it, as do those who enjoy "house rules" poker, or who push pawns around the chess board. No power on earth can dictate that gamers not add spurious rules and material to either the D&D or AD&D game systems, but likewise no claim to playing either game can then be made. Such games are not D&D or AD&D games- they are something else, classifiable only under the generic "FRPG" catch all"
In this he sounds rather a lot like Ron Edwards declaring that only his perfect design is the true and correct version of Sorcerer! And to both these fellows, we should say, who gives a shit.
So at this point, beyond the (so far) 11 'official' versions of the books published by TSR and later Hasbro, there are hundreds of offshoots that bear a heavy amount of D&D in their lineage and function almost identically even if they don't bear the trademark... and an uncountable number of small variants, whether explicitly houseruled or just different habits forming from 'who speaks when' or 'what rules we ignore' to the focus of the game.
So. Imagine a person who was inspired by the D&D milieu, gradually figured out their own taste of what they like to see in a TTRPG over many games of 'D&D', and is now having a good time playing a game of 'D&D' about tense feudal politicking, even though they almost never look at a D&D sourcebook and frequently defy the rules printed in there. Is this person 'playing D&D'?
How about someone playing an OSR game derived from early D&D, that can't legally use the D&D trademark, but still uses THAC0 and maybe the occasional Mind Flayer(R)?
Now let's try someone who read Apocalypse World sometime and got inspired to try DMing in its style - asking players leading questions, acting to separate them, applying a cost to a desired thing or rearranging things behind the scenes when a roll goes bad... but they still consider what they're doing to be D&D, and they're strictly speaking playing by the book? After all, D&D doesn't say a thing about whether you should do that stuff or not.
Bit of a tough question imo! Maybe we should call Wittgenstein.
the scope of the book
There are so many different kinds of TTRPG book.
Some are very specific - a game like Lady Blackbird, The King is Dead or Hot Guys Making Out overlaps heavily with something like an adventure, giving you just one very tightly defined scenario and mechanics that only make sense in that context. This isn't a new thing, either - a game like Paranoia (1984-) is designed with a specific game structure in mind, where the characters each have a variety of explicit and secret objectives that are all at odds with each other.
D&D was originally a game like this, though it didn't last long. The earliest editions of the rules instruct the referee to draw out 'at least half a dozen maps of his "underworld"' filled with monsters and treasure, representing a "huge ruined pile, a vast castle built by generations of mad wizards and insane geniuses". As far as I understand the history of the hobby, though, people almost immediately started getting into character and using the game for other things than exploring a dungeon.
Other game-products leave larger gaps to be filled in by the player...
a game like Shadowrun or Eclipse Phase, or D&D settings like Dark Sun or Eberron, will give you huge amounts of information about its setting, but leave 'what you do it in' to the GM's discretion.
a game like D&D gives you various setting elements, and there are many adventures and modules you can elect to 'run', but it is the GM's task to pick and choose some subset of those pieces and build them into a custom setting for that game.
a game like Apocalypse World gives you quite explicit instructions for how to set up a first session, and works very hard to set a vibe with the many examples and general style of its rules, but it tells you next to nothing about a predefined setting.
a game like Fiasco or Microscope offers only a loose structure, that your job is to fill with content over the course of the game.
All of these games market themselves with the same type of promise: with our book, you will be able to have this kind of experience. Like all marketing, they will tend to overpromise! But the marketing is, vexingly, itself part of what makes 'the game' happen.
In the video, Vi Huntsman roughly argues that this marketing is the core of what Root: The RPG is actually doing, trying to sell you on Forge ideology rather than provide anything helpful for running a tabletop game; and that the way it attempts to provide this experience is through crude 'buttons' which are inherently limiting, belonging more to the mechanistic worlds of computer games or board games than TTRPGs.
I kind of agree, but the problem is that... to some extent every game does this exact kind of marketing. For example, here's the Bubblegum Crisis RPG (yes, there was a Bubblegum Crisis RPG, published by Mike Pondsmith's company R Talsorian Games in 1996) which announces:
Those words are lyrics from several songs from the Bubblegum Crisis soundtracks, and they encapsulate the kind of action and drama you'll find in the Bubblegum Crisis Boleplaying Game. With this book, you'll enter the world of MegaTokyo and the oppressive megacorporation Genom—a world where monstrous Boomers, desperate AD Police and the mysterious Knight Sabers battle for the future of civilization.
This copy serves as a promise of what the game will bring, but also a prompt that tells you what kind of game you should use its tools to make. It's attached to exactly the sort of licensed game that Vi Huntsman criticises, applying an existing framework to a licensed RP as if to imply you need this book in order to tell a Bubblegum Crisis-inspired story.
Why? Huntsman called it 'reproducibility'. If every game that ever runs is a uniquely circumstantial snowflake, there is nothing to sell. But if you can offer someone the tools that they surely need to do that thing they heard about...
The problem is that what makes an RPG memorable is something that arises when you get a group of friends (or strangers!) to sit down together and make up a story, and that kind of definitionally can't be reduced to instructions in a book - it's too personal, too specific to the people involved. But we live in the era of capitalism, so... RPG companies and independent designers alike need to have a product to sell to this 'RPG player' subculture-identity.
The drive to somehow make reproducible experiences dates back all the way to the very first time people heard about that crazy game that Gary Gygax and Dave Arneson were doing at their wargames club and Gygax and Arneson decided to print a book to help people do that at home.
And with many RPGs on the market, they need further to differentiate themselves: to tell you that they're offering something you can't get elsewhere.
So what is that something? In the next post I'll get into that!
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ganondoodle · 3 months
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fuck it, elden ring DLC rant (spoilers) (long post ... oh dear)
so, to start this- this is a very emotional reaction, so take everything with a ton of salT (i need to get this out of my system bc i need to go and do stuff today, i literally couldnt get much more than 3 hours of sleep bc my mind was racing) i only know two screenshots and what others have told me (thank you) so i might be missing more context and havent seen or read it myself
(more details and spoilers for the DLC below the read more thingy)
also, just to explain a bit, i dont usually get this upset about things i like, i like alot of things, but its RARE as fuck that i care, like actually care care about something, and that just kinda happens, i dont choose it or can decide to not care, i just do, and when something like this happens its like ... a sort of grief? i cant help but care about it but it messes with me emotionally, i have no control over it and cant change anything about it when it gets bad or done dirty, leavign me to just have to watch it be real even when i dont want to accept it-- i wouldnt say so much that i 'expect' somethign specific and cant handle when its not like that (common accusation about disliking totk)- and no i dont have somethign specific in mind, i just dont want it to be bad OR things that seem done and closed off suddendly out of nowhere be revealed to 'actually' have been like this, new stuff that either makes no sense or invalidates alot about what i valued about it, what i thought was the point
(i remember two .. my only two other intersts before- see what i mean RARE- that also went down simiarly like this; transformers (bay movies and mainly prime series, listen i didnt choose it either) with each movie it got more messy and stupid, primes second(?) season had an end i hated and the following movie was the final nail in the coffin- and one piece after that, which i slowly fell out of love with bc every chapter seemed to go more into a direction i didnt like, then the reveal that luffy is a god actually was my final ok i hate that moment)
i knew demise for a long time but wasnt obsessed about him at all, it took me learning about how hylia was depicted in a non canon (?) manga (which made me annoyed me bc i didnt like it and made a design for her to counter demises instead) and then reading his few lines of dialog about her again that it suddendly HIT me, like cupids arrow into my head-- i liked but wasnt that super interested into elden ring until radahn showed up, instantly his design made me go owo and then learning his (base game) lore it HIT me (i love sort of tragic side characters that might have been powerful or heroic at some point but now arent anymore- not saying he is that elden rings lore i messy and no ones good tm- and especially so if that character is widely hated for no good reason, dismissed or forgotten, has little lore etc)
i have things i like but dont care this much about, like okami or bloodborne, i like it alot, theres characters i really like (oki) but im not like, fixated on them?- and to have two at the same time, while not equally strong, i dont think i had before, and then have both be damaged or potentially lose it in a similar way within barely a year hurts so damn much--- anyway, getting into the actual rant now lol
so, to sum things up (that i know), in the elden ring DLC later on
miquella is actually a master manipulator and brainwasher (even to his sister???? which means alot of impactful things about his relationship to people is kinda invalidated or made meaningless, shitty)
he wanted to become a god by marrying radahn (his half? brother, same father) of all people that has never been mentioned before until now somehow?? ) you can argue it was hinted to but i find it completely out of left field
miquella sent malenia after radahn to kill him so he could be put into the realm of shadow so miquella could marry him (there were better candidates for that??)- its unclear (to me) if radahn ever actually accepted when sound of mind or even knew about it at all, but failed and he was isntead inflicted with rot to slowly waste away but not die (like he is in base game)
which also means that, what i found really impactful in base game, the festival of radahn, that i thought was a tragic sort of last wish/effort for of radahn to grant him an honorable death as a respected general after being made into mindless people eating zombie, organized by his soldiers/friends- might have been just yet another attempt to kill him and get him over there to miquella (and even if not, it still makes it way less impactful and now i feel like letting him continue to roam as a zombie is more of a favor than killing him bc hes just gonna a puppet again! which turns the whole tradgedy of the stuff in base game on its head imo)
you need to kill him to get into the DLC (and i was even sus of that but shrugged it off when i heard it ..) bc that way miquella could take whatever was left of his soul and stitch it into mohgs corpse?? (which is why hes so small in that DLC fight) bc his body was rotten by that point, which also allowed miquella to control radahn and make him agree, force him to do whatever miq wanted (which ALSO might mean mohg 'kidnapping' miquella wasnt that actually but mohg too was manipulated so oud kill him and make his remains usable)
radahn in DLC is a voiceless meat puppet essentially ... like a mindless rotting zombie eating friends and fow alike wasnt enough- also means that we never ACTUALLY GET OT KNOW RADAHN HIMSELF bc hes eithe a zombie or a literal puppet (if you are gonna do him dirty at least let us meet actual real him *cries*)
his fight is super hard apparently (though i have been hearing people complain about the entire DLC being too hard, while the -casual player- streamer i watched is beating main bosses so fast they dont even get to start their second phase) when his fight in base game, and him by extentsion, was also hated bc of that ALREADY, which means more people are gonna hate his guts (he doesnt deserve that!!) AND most people probably wont get or care that its not actually HIM him so its like a repeat boss that everyone hates
it feels weirldy forced in for it to be radahn (like miquella was already said to be one of the strongest gods out there .. why hed want radahn so badly when his goal seemed to be rather .. combat less?? if you get what i mean, and radahn also rejected him??? and the tarnished is right there too????) bc theres plenty others it would have worked with that are barely used- it feels like someone jsut wanting him to be tha main guy not matter what (when he worked so much better as a side character!!!!)
a tragic but well rounded off side character (imo) was made into the main guy this is all about actually tm (i generally dont like main guys and this jsut feels so .... it just hurts, it didnt feel foreshadowed at all, and its not even truly HIM that is reveal to be a creepy asshat but hes just manipulated and controlled with the whole time, be it by rot or miquella)
and for miquella its like, no theres no even mildly good people there, hes brainwashed and manipulated everyone actually tm, a giant plan all to force his half brother into marrying him by making him into a corpse puppet bc he rejected miquella- inlcuding potentially manipulating his own twin sister, which goes agaisnt what you learn of what hes done for her in the base game i think?? (not that much into that part but yeah ... it feels unfair to her too)
it also kinda just leaves other lore from the base game in the dust? like the whole haligtree plan, how miquella cared for the rejected (i guess he didnt then??? and it was just more manipulation tm??) that castle with the eclipse stuff
(is the gloom eyes queen, marika, and or st trina even .. important at all to any of this??)
ok from reading tweets from people talkign about it, miquella says radahn agreed apparently but whether thats true remains uncertain and given the circumstances i do not think radahn did- others said that it kinda sounds he agreed to something that he didnt think would involve him marrying miquella
everything feels like its in shambles for every fan of every involved chaarcter
yes i know you can argue that it was all planned from the start and meant to be a twist and everything and that people having a different idea of characters isnt the fault of the creators .... only to some degree bc why then build up make so much lore and story about stuff that turns out to be like saying 'actually it was all a lie' like its not valid to feel betrayed then, you can plan things out all you want but that doesnt mean it cant be bad oder underwhelming
(i wished to be able to meet or know more about radahn but like in a non rot way or like past flashback whatever kind of way and then not like this anyway, like i was interested into his relationship with jerren and just .. more about him i suppose the monkey paw has curled hasnt it -or however you say that-)
and there i was like two days ago going "omg radahn mention!!!" when that one .. feyja? NPC says she fought alongside him at some point ............................................................
leonard isnt there in the DLC to my knowledge, you know it cant be truly radahn if his horse isnt there (the sole reason he learned gravitiy magic for and it stayed with him even after the rot!!! i know people have started to hate it bc people love that but i love that, it made him so endearing to me, like a character i already found cool omg has a confirmed softer spot??? in MY fromsoftware title??)
sorry for the long post of rambling, i am a mess, barely slept 3 hours, yes i am weird to care, autisms or whatever .. i need to go somewhere in an hour and havent prepared as all bc i needed my thoughts out of my head- might have forgotten stuff, idk if i will add it later or just kinda .. stew in it for a while
(and yes a big point why i feel so strongly is both bc its just gonna make more people hate him even more AND feels so invalidating of alot of other stuff- pulls other characters down with it- the entire time i was watching the streams i and trailers i thought i was like, its onw thing, with miquellas littel adventure and more background info on marika mostly on its own from the base game BUT NO I GUESS)
(read all this in the sense of an utteraly disoriented confused and drunken seagull yelling around pls i am not in serious mental distress ..)
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