asking and receiving (bonus below readmore)
[ID: A black and white, digital Trigun comic of Vash and Wolfwood. In the first panel is a close up of Wolfwood's mouth as he says, "Vash". Accompanying it is a close up shot of Vash's eye, widen and cheeks flushed. Wolfwood presses a knee against the open space between Vash's legs and says, "Tell me everything you want from me." Wolfwood's face is equally as flushed. He continues to say, "I'll give it to you. Everything." As he talks, a wide shot shows the both of them in white space. Vash is sitting, leaning a little back with both hands pressed against the surface he's sitting on. Wolfwood is in his white dress shirt, stripped of the blazer. He's still leaning in with one knee in between Vash's spread legs, his right hand touching Vash's lips and his left hand behind his back.
The shot closes in on Vash's mouth and Wolfwood's hand against it, pressing down on the lower lip as he says, "You have to ask though. Go on." His hand moves down to Vash's chin, gently holding it. With a shy and uncertain expression, Vash hesitantly asks, "Um... K... Kiss... Please?" Wolfwood, without wasting a second, leans in and kisses him and indulges by pressing deeper, eliciting a small noise of surprise from Vash.
Wolfwood moves away from Vash first and with a smile, asks, "What else?" Vash tugs on Wolfwood's left sleeve, wordlessly budging Wolfwood to give him his hand that was still behind his back. In the next panel, Vash utters, "Hold me..?" He's holding Wolfwood's left hand with his own while his right hand is reaching for his waist. Wolfwood complies, moving his left hand to Vash's shoulder and his right hand continues to touch Vash's cheek. Wolfwood asks again, "What else?"
More comfortable now, Vash leans in to kiss Wolfwood. Wolfwood catches him immediately, pressing his thumb against Vash's lips to stop him before demanding, "Hey. Ask." Vash looks back in surprise and Wolfwood meets his eye with a quiet, insistent look. They're quiet for a moment before Vash leans in again and curtly requests, "Kiss. Me." Wolfwood says "Good", smiling as he lifts his hand away, and meets Vash's lips. In the next shot, Wolfwood had adjusted his position, sitting on Vash's thigh. The hand that was once on Vash's cheek has moved its way to Vash's nape, pushing away the collar of his jacket with his pinky. His other hand continues to grip on Vash's shoulder. Still kissing, Wolfwood asks again, "What else?"
In the next shot, Vash is starting to turn, moving Wolfwood with him. Vash asks, "Let me on top of you?" Wolfwood says, "Mhm" before asking again, "What else?" The next panel shows a close look of Vash's face. He's looking down, flushed and shy just as he had been at the beginning, but now, more decisive. Vash asks, "Wolfwood... Let me have you..?" A panel of Wolfwood taking Vash's hand into his, pulling it towards his chest. The next panel shows Wolfwood lying down where Vash had laid him. Vash's hand is on Wolfwood's chest, covering the cross of his rosary while Wolfwood's hand lingers against his, loosely pressing Vash's hand in place. He looks up at Vash with a shy smile of his own, flushed cheeks. He says, "All yours."
A panel shows a close up of Vash's tender gaze before he leans down to be closer to Wolfwood. The final shot is a front view of their positions, Vash's face turned away from the viewer; Vash is leaning over Wolfwood who's lying down with his right leg draped over Vash's legs. Wolfwood's left hand holds onto Vash's left arm. With finality, Vash says, "...Mine." End ID]
[ID: A follow up bonus comic in a looser, sketchier style. They're laying comfortably in bed when Vash asks, "What was that earlier?" referecing to the start of the previous comic. Wolfwood glances away and says, "To get you used to it. Asking. And getting what you ask for. Since you're alwasy hesitant about it." Vash's eyes widen, tight lipped. Wolfwood continues, "Knowing you, it'll be a tough habit to break..." When he says this, Vash can't help but laugh, unable to deny it. Wolfwood slowly brings a hand to Vash's cheek and continues to say, "So I'll keep trying -- whatever ways I can... to get it through your thick skull." Vash takes Wolfwood's hand with his, kissing the the palm gently. Wolfwood's eyes soften and holding onto Vash's cheek, he leans in to try for a kiss. Vash says, "Hey..." before stopping Wolfwood's lips with the back of his hand, a smug look on his face, "Ask." Wolfwood's embarrassed and with little irritation, asks, "Really?" Vash smiles, saying, "You're in need of practice too." They pause for a moment, Wolfwood looking contemplatively, before he's leaning in again, asking, "May I please kiss you?" Vash looks him in the eyes and says, "Yes." The comic ends with a "chu", indicating an off-panel kiss. End ID]
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Background AD&D info for Stranger Things Fans
I'm doing it, I'm writing an overly-long post A WHOLE SERIES of overly-long posts about how the Stranger Things kids play D&D, and what exactly first edition and AD&D were for.
Source: I've been playing since 3rd ed/3.5 era, NOT AD&D, but I've had a lot of friends who've been in the game for much longer and I'm kind of a nerd for rulesets so I watch D&D bros go off on youtube sometimes for fun. Also, I've actually read the AD&D player's handbook, which is an experience let me tell you. If anyone who's played older editions wants to chip in, go for it!
I think I'm going to have to write a separate post (or posts...god hopefully not posts) about the kids' individual classes. So stay tuned for that. I'll link it from this one when it's done.
First, some history: The earliest editions of D&D are a little confused, numbering-wise, because they didn't know there were going to be numbered editions yet. Dungeons and Dragons debuted in 1974 as an offshoot of mini-based tabletop wargames that already existed at the time. These were mostly big games, where players controlled whole armies rather than creating individual characters, and set their forces against one another. (Not unlike very complicated games of chess, if you really think about it.) D&D was not, to my knowledge, the first individual-character-based ttrpg, but it became the biggest pretty readily.
Advanced Dungeons and dragons, or AD&D, came out in '77 or '78 (Wiki says '77, the publication date on the copy I've been using says '78), although they were still publishing Basic D&D as an alternate option, more or less until the mid-nineties. AD&D was a lot more rules-heavy and had a lot more intricacy going on (relatively speaking), and it's the game the ST kids play.
Compared to modern D&D, AD&D's basic rules feel both more and less. The mechanics themselves are often way more complex, and navigating your way through all of those percentage tables as a DM implies a pretty high level of math skill, worth noting for both an 11-year-old or a guy who failed senior year twice. The character options, on the other hand, feel slim. On first glance.
AD&D only has five classes -- ten if you count subclasses, which you probably should for AD&D. There's fighters, with special fighter subclasses ranger (Lucas's class) or paladin (Mike's class); clerics (Will's class, supposedly), with special cleric subclass druid; magic-users (or mages, theoretically El's class), with special mage subclass illusionist; thieves (NOT rogues! but this is definitely Lady Applejack's actual class, with some caveats), with special thief subclass assassin; and monks. You will note I did not mention bards. We will get to bards. (Probably in the character post, when I talk about Dustin. Bards are...special.)
AD&D had no barbarians, no warlocks, no sorcerers. No special, prescribed forked paths for a character to venture down. Subclasses functioned mostly like classes do nowadays -- you'd roll up a character and be a paladin from day one, simply lumped under fighter because many of the core mechanics were the same. And a significant percentage of text given to describing these classes seems full of really restrictive orders and conditions. Clerics are never allowed to use a bladed weapon? Druids refuse to touch metal? Assassins must engage the local guildmaster in a duel to the death in order to progress to level 14? Where's the creativity, asks the modern 5e D&D player? Where's the freedom?
And this highlights a really core, central thing about how AD&D works and what it was for, that I think modern audiences can very easily miss:
1st edition AD&D is a game about archetypes.
Modern D&D is a game played in a sandbox that's been dug up and worked over for the past fifty years, in a cultural landscape that values individuality and originality and sometimes pretends that daring to share a trope with anything that came before is somewhere between boring and a straight-up crime. Original D&D came with very different baggage, and while it was still very much a game about storytelling, the KINDS of stories being told were a little different.
Characters weren't intended to be highly specialized, granular creations with intricate backstories and complex individualized skill sets. This wasn't even because those kinds of character-driven games or narratives were seen as bad, necessarily -- it's simply not what the game was written for!
First edition D&D was designed for big, epic adventures, where players could embody their own personal instance of a specific stock character trope. It was written for "I want to be a knight!" and "I want to be the magician!". It was about getting to be YOUR VERSION of a very particular, already-existing idea that would have been familiar from fantasy fiction at the time.
So, when the AD&D rules say that druids hold oak and ash trees sacred, that they will never destroy woodland or crops under any circumstances, that they cannot and will not use metal weapons or armor, that there only exist nine Level 12 druids in the world and they form a council with students below them -- this isn't an attempt to micromanage players, to be arbitrarily pedantic or controlling. This is Gary Gygax attempting to present the archetype that 'druid' is meant to encompass. This is what a druid is, according to this ruleset: a priest of nature, part of an order with rules and loyalties, with these priorities and these ideals. Mechanics and personality are not divorced in AD&D as they are in 5e; they are written together, to outline a specific character concept, and that is what's presented for the players to get to play.
If this sounds like it leads to boring, formulaic stories -- well, it could. But archetype-based stories, particularly adventure stories, are by no means necessarily bad. A story about a mysterious and knowledgeable old wizard; a naive-but-determined farmboy full of destiny and potential; a reckless rogue, slick but sometimes bumbling, selfish but secretly loyal; a beautiful princess, charming and clever and sharp-tongued when she wishes to be -- it's a pulp novel full of stock characters and tropes. It's Star Wars. What makes Star Wars special is NOT that its characters are specific, convoluted, or entirely original. What makes it special is that the specific instantiation of these characters, the little things that make Luke Skywalker be Luke Skywalker and not any other callow farmboy. Star Wars uses these archetypes well, and that makes them deeply satisfying. THAT'S the kind of story ethic behind AD&D.
First edition D&D has a reputation of being all about combat, and not about story at all. And on the surface, it's somewhat true: AD&D's rules are also highly combat-based. This isn't because players were expected to only do combat and dungeon crawls, and never roleplay -- but it WAS expected that, by signing on to play D&D, players were most interested in a campaign of exploration and fighting towards some fanciful goal. There was an element of buy-in from the start. The game was (and still very much is), at its core, about going on a quest.
The thing to remember, though, is that a quest IS a story. It's not the psychological trauma-unburdening character-driven narrative that pop culture might tell you to expect in modern D&D, but AD&D was every inch as story-based as the game's ever been. The stories being told were a little different, but with a very similar root.
The 1979 Dungeon Master's Guide is actually full of information about how to set up a world and stock it with people, political factions, and socioeconomic logistics. There are extensive rules about how high-level adventurers become part of the political fabric of the realm, building forts and amassing followers and making names for themselves. (Here, again, we see echoes of AD&D's forebearers in war games, and certain elements of the game that are all but gone from modern D&D.)
What there AREN'T a lot of rules about, on the other hand, are things like skill checks. There's no "persuasion" or "investigation" in AD&D, no list of specific things players can do and how good they are at them. Aside from combat and a small handful of specific non-combat activities, discretion over the success or failure of just about anything was left up to the DM. A DM was always free to call for a dice roll, and could set an arbitrary target number for success at any activity, but the rules also don't say they have to. To see if the characters persuade the barmaid to give them a hand, the players would have to be persuasive. To find the hidden clue in the cluttered chamber, the players might have to describe themselves looking in the right place.
In other words, there are relatively few rules for activities outside of combat, not because those activities were expected to be absent, but because they were expected to be unpredictable. How much exploration, and what players had to explore; what NPCs to interact with, and how they might react to being spoken to; what factions might exist, what moral quandaries could unfold, even the goal and big bad guy of the whole campaign -- the original sourcebooks for AD&D offer at best some very general advice, and NO hard and fast rules. That was for players and DMs to decide.
Many players and DMs, I know, fell on the side of engaging in relatively little worldbuilding complexity outside of the very mechanically-crunchy dungeon crawl. What little we see from the campaigns in ST is certainly mostly combat-oriented. And yet there are also hints of storylines happening off camera. Season 1's one-day eight-hour adventure was probably mostly dungeon crawl. Season 4's campaign takes most of a school year, until the players recognize the members of the cult they've been chasing for months, and know Vecna lore that would only have been published in one or two places anywhere by then, which means they probably learned it in-game. We don't see a lot of evidence of specific character plotlines -- in fact, repeatedly we're shown that the Party's characters share names with their players, making the whole thing even more clearly a big kids' game of let's-pretend. But that doesn't mean there's not a story.
So in short, the original game of D&D is built for epic quests, founded in very specific archetypes, but with the space for just about infinite in variation within that framework. That's what the Stranger Things kids are playing.
(And with this posted, I can start writing about the individual classes these kids are playing and what that says about each of them.)
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EO3 (partial) lineup - November-December 2022
Peak MAbo is collaborating with your best friend for a(n admittedly unfair) final project (for web development!!!! an elective!!!), saying you would post it, forgetting about it for a year, posting it on Artstation and forgetting about it again.
As always, AC drew the lineart, and I colored. Designs were more of a collaborative effort between the two of us!
Probably should have shared this when the HD collection came out... anyway it's here now!
Some design ramblings under the cut :0! There's a lot i wanna share especially given that we recently did a soft rewrite that departed from the guild system entirely ^^" and EO3's cast was actually one of the first that we had, surprisingly!
Micah is quite clearly alt gladiator 3, but in an entirely different profession. instead of going into the labyrinth, he works in what i imagine would be an analogue to the forge in Tharsis (aka helping people make things busted af). It probably works best for his character, since he was always a gizmo freak even in his first iteration! geomagnetic (or submagnetic, ugh) gizmo is AC's idea!
Micah's brother, Eva, is a very loose spin on zodiac 3, but with a wayyyy lighter colour palette. Admittedly, i did steal a little bit of the spiritmaster's coat from bravely default, but AC managed to spin it back to resembling the original coat that the class had. Eva works as an astronomer, hence the little telescope he always has on him.
Next up we have Eva's protégé, Miri (who was imported from AC's stories)! Theoretically, Miri would be a second zodiac, and, after watching some EO3 speedruns, would probably be really strong in the earlygame when working with Eva in an actual playthrough. AC's design heavily borrows from Patho II's Grace, hence the coat + dress combo.
Following Miri in this lineup would be Noa, her admittedly very lazy but clingy sibling. I think it's apparently here that we didn't have much time to filter what a believable design would be in an EO setting, given that Noa's clothes were translated directly from our designs of them in school attire. It's actually funny how for we diverged from their original portrait (buccaneer 3) to the point that she is literally unrecognizable. Truly a pipeline from good sea boy to j-horror twist character.
Last in the OC section would be Masaru, who recently found work for the Senatus. Admittedly he does have another example of "incongruent time period" clothing (the jacket), though it's a lot more reworkable than Noa. We also made his design a lot less poofy and rugged compared to the original, and I mixed the base and alt color palettes as well to make him less, well, glaringly red. Probably one of the funnier things is that his clothing palette made him blend in more with the likes of Kujura, but given that they work for the same place, it'll probably work out fine.
Now we go onto NPCs, and who better to start than with Flowdia! Admittedly, her art was one of the last ones that we did, hence why her design looks relatively plain (sorry lola). Probably one of the things I would like to add would be more ornate patterns, perhaps of butterflies to tie her closer to Gutrune!
Before we get to the Princess, we gotta get through her bodyguard first! >:0 I honestly don't like Kujura because I answered honestly in his first question, and he said that I was prideful, but AC likes him so he looks really good here. He isn't as rendered here as he is in his portrait, since he was also one of the last characters we made, and I didn't really get to notice that he doesn't have as much value contrast in his clothing as Masaru does. Probably something to think about next time I color him >:0
Next up we have Gutrune!! We decided to make her look more jellyfish-like, while still keeping it a bit uncanny and unsettling. We tried to give her a more traditionally Filipiniana look (mostly on the Maria Clara gown), but we haven't yet made a poncho design that mixes well with butterfly sleeves without looking cluttered. As such, she has a more nightdress-y look here. AC drew in a few tentacles, and I couldn't help but make them look squishy.
Last but not least is Olympia! We wanted to align her appearance more with her background, hence her altered design :0 Having rips of the artbook easily accesible online also helped us flesh out her hair in particular, since we didn't want to just transplant Gutrune's hairstyle onto her.
And that's all of them!!! I'm honestly hoping to draw more EO characters, though Seyfried's design scares me (honestly the reason why I couldn't make a Reversed Emperor comic).
Currently, I've made a lot of progress on the EO4 game, and I'm excited to draw up the three N-turned-PCs + Xiuan >:'0!!! I don't think I can ever get as cool as Morika tho. If you've come this far and aren't into EO, please check out their blog!! Their art is stunning and has come a really long way :")
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~INTRO TIME~
i go by Synth online. i probably count as a “tumblr old” (been here since 2011, and i’m even older than the source material my f/o comes from). i’m one of these 🏳️🌈. i do a lot of arts n crafts, and have commissions open. i’m bad at writing about me.
this is my main selfship sideblog- my main blog and the one i'll follow you from is @leadendeath, mostly furry-oriented but personal too, and if you want more general spunch.b0p-related goodness, i’m over at @1percentevil. if you already know me from those places, you are absolutely fine to follow/interact/whatever. i’m only joking when i call myself cringe or embarrassing :))) i’m unnecessarily self-conscious about every action i’ve ever done ever and i gotta get over it somehow.
This isn’t a faq, more like a “things you might be wondering about”:
“What does your url mean?” -the species plankton are called copepods. yay for having a pre-existing interest in marine bio. the 5000 doesn’t mean anything, i just thought it looks cool. and vaguely technological.
“Plankton is already married…” -anyone who loves Plankton, i also love by extension. That includes Karen! luckily i like computers and robots too very much :)
“So are you okay with sharing him?” -See above. Yes! He needs all the love.
“Anniversary?” -23/7/23. i already knew him from years back, but really reconnected with him when i heard a certain song… it was love at first listen. i’ve had few and far between f/os in the past, and every time it was the same “fall for them hard and fast” situation.
“F/O list?” -just the one guy is all i need. :)
Now here’s where i’ll infodump about my s/i…… eventually lol. When I get round to getting a few sketches I’ve done out of “WIP purgatory”, I’ll post about it under the #🦈 tag. I’m a shark, his best(/only…) customer, then shoulder to cry on, then we progress to more… lil dweeb latches on to the first guy who truly doesn’t consider him a loser. i could be talking about either of them there…
❗i now have a toyhouse page for it! backstory and more here❗
blinkie cred
One little thing which i've started putting on all my "about" pages: i've never stated what i would like people to tag for in all my time on tumblr, but i'm making a change for that now. Please tag #cats and #scars for me, i would appreciate it immensely. i'll tag for anything you'd like too! <3
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