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#when they all used to approach the worldbuilding in their music from a place of fantasy like ex ghost opera the entire epica/black halo seq
miserywizard · 8 months
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i love all kamelot albums with tommy but man they really did something with silverthorn that they haven't quite achieved since
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whinlatter · 6 months
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Hi! I wanted to ask you what's your take on clothes and how wizards dress? I've been thinking about this since the 'gettin ready fot the party' scene. What's a typical wardrobe for typical wizard in te 90's? I always imagined that they just dress like muggles (or maybe the younger generations?), and i when i read the books i always had a hard time imagining them when they are trying to pass as muggles, you know? Like what, they don't understans which clothes are for a specific event? Because Harry says that he could tell thay dress a bit diffrent, like out of place. I mean, it's probably just meant to be funny, but, how isolated are they to not knowwhat muggles wear? I guess it also has to do with how they are raised, i imagine blood-supremacists (is that how it's called?) use only 'robes' (whatever that is, and, also, what's under those robes? like, a thong? do they wear muggle underwear? SO MANY QUESTIONS)
So, i was thinking about this instead of working🤠.
I liiive for that part with tonks' clothes, i even got a litlle "oh i wanna be thereeee and try everything and make everything fit with magic!"
And this how i imagine wizards dress (according to jkr) in the muggle world
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ok please know that this image made me howl
thank you for the super interesting question! i have thought a bit about typical wizarding wardrobes and familiarity with muggle fashion among wizards in the 90s as a worldbuilding question in beasts. it's definitely true that wizarding familiarity with muggle dress is another one of those worldbuilding points in canon where the text is unclear and at times inconsistent. i know people have different views on how much wizarding and muggle culture interact, especially in matters of popular culture and fashion. i've heard very convincing arguments that the cultural insularity and physical remove of the wizarding community from muggles would mean most children raised in wizarding households, especially pureblood families like the weasleys, wouldn't know that much about how muggles plausibly dress, what they listen to, or what forms of media are popular (books, music, sports, even less so tv and film).
while i do agree with some aspects of this, in my approach to wizarding youth culture in the 90s, i think young witches and wizards on the left know more about muggle fashion than they do about many other aspects of muggle culture, and that interest and ability to pull off muggle fashion depends on a person's background, politics, gender (because mostly, it does all seem to be about trousers - i reckon pureblood supremacists, as you say, are in their undies most of the time), but especially generation and the politics/patterns of consumption in the time period when they were a teenager. i think your desire and ability to wear muggle clothing varies a lot if you're born in 1950 vs 1980, partly because of changing wizarding politics and the difference between growing up in peacetime vs a world at war, but partly because muggle fashion changes as a market in the second half of the twentieth century.
basically, i think these young progressive millennial wizards would wear more muggle clothing because of changes in muggle fashions/consumption that allow for greater availability and access to muggle clothing by the 1990s, as well as access to information about fashion and trends, and i think they would want to because willingness to embrace muggle fashions would be a way of showing their commitment to their own politics and forms of teenage rebellion that were distinct from those practiced by generations prior living through the first wizarding war. a longer discussion with my reasoning for this is below the cut!
so - in general, in canon, gen X wizards and older (so the youngest of them born in the 1950s thru 70s, and everyone older than that) seem to dress in muggle clothing really only as a protective measure to prevent exposure/risk breaking the statute of secrecy. when bob ogden goes to the gaunts' house in the 1920s, even as the head of a major ministry department dealing with law enforcement, he does a terrible job dressing as a muggle (the bathing suit, pls bob, i beg). if you look at all the wizards trying to dress as muggles for the world cup, it's clear that the adoption of muggle clothing, for most wizards, is a strategic, defensive move more than anything else. in PoS, mcgonagall - herself a progressive woman in her politics - disdains wizards who are celebrating the end of the first wizarding war by celebrating in the street "not even wearing muggle clothes", which she thinks is reckless and risks wizards' exposure (love when mcgonagall dresses like a muggle briefly at grimmauld place in OotP and it freaks harry out lol). there is no enthusiasm or interest in it - there's just conformity for self-preservation.
for that reason, i think you can see why those on the wizarding right in the mid-twentieth century, especially those drawn to pureblood and wizarding supremacy, would come to see dressing like a muggle as a disgrace, a sign of submission to a lesser people, in a way that would become extremely loaded in the years preceding and during the first wizarding war (1970-1981). when harry sees snape in the flashback to his first trip on the hogwarts express in the early 70s, he notices snape is already wearing his wizard robes very early on in the journey, which harry's narration supposes is because snape's happy to be out of his 'dreadful Muggle clothes' (DH). those muggle clothes were a sign both of snape's poverty but also his outsider status in muggle tinworth: special, because he's a wizard, but otherwise socially inferior to other children in every other way. snape, of course, is raised in a wizarding household with knowledge of magic but has been wearing muggle clothing to avoid detection for his entire childhood, in ways that imbue the wearing of wizarding clothes and casting off of muggle garms with great political significance. in canon, we see that the vast majority of wizards, while not death eaters or rabid pureblood supremacists, tend to be small c conservatives in their view of wizarding cultural norms and tend to think they're better than muggles even if they don't necessarily want to go out and kill them all. for that reason, they remain loyal to wizarding traditions, and continue to wear robes, partly as a symbol of their proud cultural identity as wizards, in ways that they would likely only cling to as their society moves towards open war over muggle-wizard relations (as you say, robes seem to be worn without trousers underneath, so most wizards are just wearing underwear under their robes and going about their day. slay, honestly).
so, if the right hate muggle clothes, then the willingness of gen z+ wizards to engage with and adopt aspects of muggle attire and culture might map onto a progressive political outlook and a disavowal of wizards-first ideology. but a person's politics alone doesn't mean they know how to pull off muggle clothing, and in the years of brewing tension then open war, most wouldn't bother risking their lives to be caught wearing a pair of bell bottoms. arthur weasley is the best example of this. arthur is theoretically interested in muggle clothes because he's a progressive man who disavows wizard supremacy and believes in principles of tolerance towards muggles. now, he's not good at knowing how to pair a plausible muggle outfits. this is because he still lives at a reasonable remove from wizards, he's extremely busy with a demanding job and seven children to be staying up to date with changing fashions, and at the end of the day still spends most of his week among wizards in a civil service that demands a certain level of professional conformity. but i think it's also because arthur weasley is born in 1950 and therefore spent his young adulthood trying to raise a young family during a war. arthur instead channels his politics into support for muggle protection legislation rather than in wearing muggle clothing, which he might see as a limited individual act of symbolic resistance that would put his family at risk and also cost time and money he doesn't have. (if we look at the marauders, as an example of a progressive bunch in the interim generation between arthur and arthur's children, especially someone like sirius with greater financial freedom, it's very telling that sirius shows his politics off through riding a cool muggle motorbike and sticking up muggle soft porn on his bedroom walls, but not noticeably through fashion, as far as harry's photographs show).
but if you look at arthur's children, progressive wizarding millennials, it seems like more confident familiarity with muggle fashions and culture is generally more common. i think we can include someone like tonks in this, raised in a mixed marriage household by a blood traitor and a muggleborn dad. harry says that the weasley children are better than their parents at dressing like muggles. when harry sees bill weasley he doesn't think 'this is a man who looks like he's done a bad job dressing for a muggle rock concert' he thinks 'this is a man who looks like he could be going to a rock concert'. this suggests to me a difference, say, between bill and his dad. arthur likes muggles and believes engaging with muggle culture is important, but doesn't really succeed at it, but his eldest son manages to marry both a political commitment to embracing muggle culture with an ability to dress plausibly as a muggle so much so that he's able to ape a subculture in a way his dad doesn't really try to often and has never succeeded at.
why? i think there's a few things going on. one is that the majority wizarding millennials grew up in peacetime, after the fall of voldemort, in the 1980s and 90s, where wearing muggle clothing was less likely to get you killed and more likely to symbolise an individual act of rebellion against more low-level societal norms and cultural pressures rather than against a murderer in a mask. this, plus having the time and disposable income to follow muggle fashions more closely, as well as the opportunity to access about muggle fashions and celebrity styles, has a big part to play. bill weasley has more time and ability than his dad to stay up to date about muggle clothing tastes, as do his siblings. characters who went to hogwarts in the 80s and 90s also did so at the peak of a mass print consumer culture (one that was already on an upward ascent since the 60s) that was designed to be be accessible, inexpensive and create an appetite for following trends among consumers, and that could very easily be of appeal to progressive young witches and wizards. this is why in beasts i have ginny know about the spice girls and their iconic lewks from a copy of smash hits magazine because that seemed like the kind of inexpensive and highly portable source of information about muggle culture that a muggleborn or halfblood student (or even a pureblooded student with a parent with a progressive interest in muggle clothing) would be able to take to school and pass around a dormitory. on the gender point, too - donning muggle clothes, especially the more permissive and sexy clothing of the 80s and 90s would be a great way for a rebellious young woman raised in a wizarding household - eg. tonks or ginny - to stick it to the conservative gender norms in the wizarding world.
moreover, the changes in fashion as a market in the muggle world would make a certain base style of comfortable and inexpensive muggle dress much more readily available to younger witches and wizards than ever before. for kids born in the late 70s/80s, changes in muggle clothes consumption - aka. the globalisation of mass factory production of textiles, especially garments, and the early forms of fast fashion we now recognise today - would also have an impact on the ready availability of certain basic forms of cheap muggle fashion, including the ubiquity of cheap jeans and trainers/sneakers, that emphasise comfort and ease of daily wear at a low cost point produced in such high volumes such that if you wanted a pair of jeans, you could easily get your hands on one. this would have made a plausible muggle clothing a lot more accessible (there's only so wrong you can go if you're just wearing jeans, t-shirt, a jumper, and a pair of trainers, really), and explain why the clothes harry wears in the muggle world don't seem all that different from the clothes he wears in the wizarding world (admittedly usually under his robes), or indeed that different from what ron seems to wear most of the time. passing as a muggle in 1920 with little effort - à la bob ogden - would be a lot harder than doing so in 1990.
so - yeah. that's my take! i think it's mostly about generation, but also about politics, about war and peace, a bit about gender and a lot about capitalism. i hope this helps!
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fy-wonwoo · 5 months
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SVT GOING “SERIES” GUIDE
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As of this month, 182 episodes of GOING SEVENTEEN have made their way to the group’s YouTube channel ever since it became a regular feature in 2019. The show consistently pushes the boundaries of what a web series can be, crossing genre lines in every episode. GOING SEVENTEEN is consistently produced to such quality that it could practically stand as a streaming service on its own. GOING SEVENTEEN has everything from “Don’t Lie” episodes, where the boys play elaborate games of Mafia, to their “BAD CLUE” episodes that play out like a mystery series, the horror-thrillers “EGO” and “Grudge,” and lighter episodes like those centered around chases and mind games. We’ve selected some classic episodes that you can curl up in a nice, warm blanket with to pass the winter. With immersive gameplay, entertaining players, and set design and costumes that are a cut above, you can never go wrong with GOING SEVENTEEN!
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“Don’t Lie”: a long thread of Mafia games
“Don’t Lie” combines a game of Mafia with a treasure hunt and was the first game in GOING SEVENTEEN to make a comeback each season, now spanning 13 episodes over three years, with the first part of “Don’t Lie Ⅱ” having been watched over 10 million times (as of December 20) and a three-parter released over a period of two and a half months during season four. It’s fair to say the episodes have become the series’ signature, and it’s all thanks to a mix of the group’s mastery of the game and the production team’s ability to incorporate other games seamlessly into Mafia. The concept evolves with each season, introducing new roles like the broker and the thief, and other house rules like treasure hunts and chase sequences, and is even merged with the “CLUE” episodes for some thrilling mind games.
When “Don’t Lie” starts, the members of SEVENTEEN start trying to prove their innocence, with all the others making arguments against them just as quickly, using their reasoning skills, accusing others outright, or putting it to a vote (which turns out to be futile, since opinions can shift wildly and the votes never match the claims that are made anyway). Making the games even more exciting are the way the group suspects JEONGHAN of foul play even when he isn’t doing anything just because he typically makes trouble, and how HOSHI splits the group into factions and pits them against one another. After all these years together, the group members can see it in each other’s eyes when they’re acting suspicious, leading to alliances and constant betrayals. GOING SEVENTEEN takes its humor seriously, and the mafia members’ acting skills, the look on someone’s face when they’re led astray by a bad guess, and the perfectly placed captions and editing make the show hilarious to watch even when it’s hard to keep up 100% with what’s going on. And make sure not to miss the legendary scene where the mafia members flip the game on its head and openly announce who they’re going to kill.
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※ The perfect introduction for those who’ve heard all about how fun GOING SEVENTEEN is but don’t know where to start. This episode will make you wish you were the 14th member of SEVENTEEN so you could play Mafia with them!
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“EGO” and “Grudge”: a whole new approach to web series production
GOING SEVENTEEN has always been about pushing the envelope of what a variety show can be by introducing new ideas and characters, but in some episodes they take things to the extreme and engage in full-on worldbuilding. Two of the most dramatic “Going original series” are the episodes “EGO” and “Grudge.” Both are genre-benders, incorporating elements of detective fiction, escape room, and horror as they uncover mysteries, use clues to get them out of a pinch, and find themselves in dark places with creepy music and jump scares. While the episodes still give a taste of the members’ personalities, there’s so much polish that they feel like actual movies.
“EGO” takes place in an abandoned lab, opening with the SEVENTEEN members waking up two by two in white coats with no idea how they got there or what they’re supposed to do. But they’re looking for clues soon enough and find a way to escape, all the while peeling back the layers of a mysterious storyline. And while “EGO” is like a horror game, “Grudge” is more of a fictional horror documentary. The boys play YouTubers who come in small groups to what they’re told is an interesting abandoned building, but that’s all the background information they’re given. As they explore the building and interact with members of the community, they piece together what happened there. The film crew stays hands off in both episodes, making the way the SEVENTEEN members experience the story and their reactions to it candid, which also gives viewers the chance to solve the mystery themselves through what the boys say and do rather than through editing tricks or hints from on-screen captions. The members use their experience and wits to quickly adapt to their circumstances and solve the mystery, adding to the excitement of these detective stories. “Grudge” is especially interesting since the SEVENTEEN members were already big in the world of YouTube by the time they played their YouTuber characters—an episode where the lines between YouTube and TV, and YouTubers and idols, are blurred.
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※ For horror lovers looking for a mystery. Your best bet is to watch late at night with earphones in and the lights off. “Grudge” is the scarier of these two episodes (but both have scary scenes, so viewer discretion is advised).
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dreamtydraw · 4 months
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Hello from the Fishbowl!
Oh I’m so glad you and plant anon agree with me on my vn red flags/icks! Like I said a lot of the red flags and icks I tend to have are really subjective so I get that some people will love what I kinda hate but it’s nice to see I’m not alone on stuff :)
Also, is it bad that I kinda wanna hear more about Heir to Love and Lie? I’ve never played any Fictif games but this sounds like some hot gossip I want in on, tell me more about how bad of a game it is lol. From an outsider perspective I think it’s kinda funny how it’s like “Yes the Fictif app has a bunch of great and fun stories with a ton of good content- NO DONT LOOK AT THAT STORY ITS HIDEOUS-” I know the stories are probably made by different teams so it makes sense that there’s differences in quality but still
Last Legacy and now Roadkill have peaked my interest since I’ve seen you talk about it here (I had never heard of Fictif at all before) but I’ve been a little hesitant to give the games a try because they’re mobile games and frankly I’m not the biggest fan of playing vn style games on mobile, I used to all the time but the grinding for stuff like story keys just to get content that may or may not be good kinda grated on me so I stopped and haven’t looked back. But idk maybe I’ll decide to give Fictif a chance when I have the time, your love for the games are definitely convincing me to give it a shot :)
Also I hope you get better soon and you’re not sick with anything too serious! Take care of yourself!
-🐟
( ok i’ll do proganda about the good game of fictif ask me about htlal on another ask )
Ok so i’ll start by saying that you should def play roadkil, last legacy and monster manor on the fictif app, WITH A CRACKED VERSION! If you have an Android play with a mod app and you won’t have to pay for the special choice ( you still have to wait for keys tho but it’s manageable) I personally use Modyolo. With the mod there is no grind, you just wait for your keys to regenerate to play the chapters.
Why you should play last legacy ? Last legacy is a really well written fantasy romance made by queers, for queers with good queers characters. The narrative is limited but realize that fans of this game haven’t had update in 2 years and we all still love this, that how good the game is for us. What I really appreciate is the approach of the romance, the well-written worldbuilding, and the interesting plot and evolution of the li throughout the story + bonus points the art is really pretty + the music is awesome
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This is an otome where you feel the passion of the dev because of all the details and care they put into the characters. It sad that we’ll never get an ending but just because it’s my second favorite otome after Our life i really recomand.
Now another wonderful story on the app is Monster manor. It’s a reviseted tale of beauty and the beast where mc is a reparator that come helps the resident of the manor to fix the place and also fix their issue. Again it’s very well written and although you can get subtile subtext on romance this one is very axed on exploring the character's mental health and their story of self-improvement. ALSO IT HAS A CANON TRANS DRAGON CREATURE WHO’S THE SWEETEST I LOVE HIM HE’S SO WHOLESOME-
Bonus the music is so good i even added it on my spotify- and good art
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Monster Manor is one of those stories that leave a very specific feeling in you. I don't know how to describe it but it just has a lot of wholesomeness and character going troughs sad but relatable problems that you see get better and makes you happy that they're healing.
now.... my guilty pleasure.... Roadkil !
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THE BROMANCE OF THIS GAME IS SO GOOD I swear
Objectively: This game feels like a wild mess of fan fiction with random scenario after scenario and cliché horror moments, but oh man the ambiance. The best trio of Li, they are close friends, and in the 3 routes the group is just such an amazing friend group. The characters are lovely and it's like reading a bad yet good wattpad fanfic : well written ? no ? But the ideas ? good !
Like i said, this game is based on cliché of horror movies but also on american culture ( which I learned trought this game lol ). It has longer chapters than the other two games (except Tess but Tess got hit by the sexism of a greedy company that wants shirtless men in dating sim to attract gurls ) BUT they all shine.
Poe's route had me ugly crying in the end, Howie's ending is AWFULL but I had a great time, Tess is actually a superbe F Li even whith the dev having to cut her short and ruin her ending, she shine very britgh in the other routes and her own ( for ex she's the one with a shotgun and the one that won you and howie a teddy bear )
I really need more people to play roadkill because it's an underated banger in my opinion and it has many great scenes in the mess of scenarios ( the intro is really good for ecxemple )
Like, when I say not all game needs to be well written? That's what I'm talking about, this one is a hot delightful mess
ANYWAY! My rambling was long but I hope it was interessing !
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thewatercolours · 1 month
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OK, continuing @telthor's shop talk questions, because I'm no longer falling asleep and striving too hard to answer questions precisely.
What's your favourite trope?
... resisting the urge to read the entirety of TV Tropes just to make sure I answer accurately. Um, taking this question in the sense it was undoubtedly meant, where favourite doesn't necessarily mean ultimate favourite for time and eternity, and I will not be held to my answer in this life or the next, and also in the sense of tropes I actually use recurrently in fic, here are a few:
Being royal is really tricky and intertwines with relatable human struggles in interesting ways.
Quality time! (and by extension: Just being there for someone is worth so, so much, even if you have no solutions to offer)
Something's gradually messing with your memory/mind
You are more loved than you can make yourself believe.
You are sleepy. You're soooo sleeeeeepy
Let's scaffold the worldbuilding just a tiny bit. Turns out everyone's jobs are multi-faceted, your own backyard is bigger than you think, the world carries on regardless of you, traditions exist, consequences ensue.
Don't make decisions from a place of shame or fear
Now dance.
What if we somehow played "surprisingly realistic outcome" and "cartoon physics" in the same scene?
Your worst fears are worth facing
(Poor but earnest attempts at) Fridge brilliance/rewatch bonus
You love your found family AND your birth family! Awesome! You don't need either/or?
Let me return to the subject, yet again (I know,) of that one time that you turned green
You're not a failure
Flailing, blushing, pushing aside the sharp comments you could have made, emphasizing every word, scowling, gasping, doing something gingerly/gingering as a verb. Just, just, just, just, just, word of all time, just. And did I mention we are going to express all this in the wordiest, most pretentious way we can? If it's not dialogue only!
You wear pajamas in canon, but not under my roof! Here you get a nightshirt, always! Because for some reason, in this anachronism stew, pajamas are the historical "error" that I can't bring myself to write.
What do you love and dislike about writing in general?
I love honouring God through the glory of creativity (which imitates Him) the sheer fun of it, getting to combine something I enjoy inm itself with my desire to storytell, the community aspect, the satisfying breakthroughs, all the brainstorming fun from conversations to music, revisiting my own writing and really enjoying it, feeling like a writer even though my original novel is languishing, encouraging comments, taking people by surprise with my writerly moments and schemes I hate lack of motivation, some aspects of my writing voice/lack of skill, moments when I'm tempted to make it all about my ego and then only just barely get pulled out of that bog like Frodo falling into the dead marshes in
Where do you get your ideas?
From a little shop in Schenectady! ;-) Well, there's three main ways, I suppose, from worst to best.
"Riding the Coattails." This often happens when I'm still feeling the rush of getting a comment, and I just want to do it all over again. This usually involved sitting down and deciding in a rather workaday fashion, "Which character would I enjoy writing about? What feel do I want to come out of the scene? What's a scenario that would bring up that feeling? What would contrast with other recent scenes?" You would think this rational, thinking based approach would lead to the best thought-out scenes, but it usually doesn't, because at the back of it all is a smidge of impatience to have it done and posted. These are the ones I bang out in one evening, tend to be careless with, and don't actually leave a strong impression on me. I don't think there's necessarily anything wrong with this approach, but it leaves a lot to be desired (and if I'm not careful, can wander by the perilous border of a validation mindset.)
"Riffing." This is my most common way of stumbling into ideas. This comes from mentally playing with concepts I'm already enthusiastic about - from game, from fanon, from a piece of art, from previous scenes I've done. Daydreaming how things might continue, exploring emotional consequences, explaining throwaway lines, just wanting to write more of this dynamic or that and putting them under the daydream microscope. Just riffing off things until something demands to get written.
"Leafmeal." I think it was Tolkien who said absolutely everything you put into your mind becomes part of a compost heap and eventually flowers kind of spring out of it spontaneously? And all the influences in that heap just blend together and you can't really tell what grew what? I am worse than I used to be at letting myself get bored, but when I do, leafmeal ideas that don't seem like simple riffs eventually show up. Some examples that came without any conscious attempt to daydream: the image of Graham having a human hand and an inhuman hand, sitting on top of a lift (how did the elevator come into it? I don't know.); the tollbooth itself; a fairy narrating the process of falling asleep in second person (we're not there yet, but you can fill in the blanks.)
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white-chalk-sapphomet · 3 months
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because you wanted to hear about things people have been studying:
recently i’ve been learning about the purposes of performance in my theatre class! there are various reasons why someone might perform - to entertain, to emphasize something about their identity, to heal, to foster community with other people (can be other performers and/or the audience), etc. there can be multiple purposes in the same performance, and they can apply to all sorts of performance too - not just theatre, but also stuff like sports games, graduation ceremonies, weddings, etc. for example, change of identity is often present in weddings - the people getting married are putting on a performance to show how they’re changing from unmarried to married or from single people to a couple.
it’s super interesting to me (though i do happen to be studying theatre lol) and it’s helped me with my own performances, as well as made me more aware of how i present myself to other people, which is a performance in and of itself! i think the interaction between performance and identity is FASCINATING in general :]
Sorry this is a couple days late, but that is interesting! I think a lot about performance. I did musical theater and dance in hs, but my last two years I stepped away from performing arts bc I thought it was unrealistic for me, was grieving, and also the teachers at christian school were just unpleasant. Another thing I studied a lot in highschool was stuff like occult theory, and the way rituals or psychodrama were meant to be useful tools for like. Altering your sense of disbelief in order to manifest a type of change in like a subconscious or placebo kind of way.
I find a lot of what we do is a performance. I did acid at this one random chain alehouse once and it made me think of things in terms of like. The worldbuilding that's emulated by certain places like restaurants, even when they aren't necessarily a "gimmick" restaurant. Like there's a platonic ideal of a service worker that employees are typically expected to perform and maintain. The popular look of an artificially rustic interiors with distressed wood and dim 'vintage looking' light fixtures and things. sure, there's places that actually look like that or are using reclaimed materials for cost or sustainability, but largely it's a manufactured atmosphere and it relies on some amount of suspended disbelief. Like it's emulating a place that itself had ambiance. It's a set design with actors even though it's like an occupational thing. But I don't feel like thats unique to restaurants or anything.
Lately I've been trying to cover inventory on performance as it pertains to like. Identifying my personality, what my range outside of my personality is, and what kind of characteristics would be the most well received. Partially because I had some interest in drag performing and I'm not sure what to do with the persona, also not sure the best direction to go in for a sw persona. And even just like. I'm trying to get a grip on my life and participate in it more, but I'm overall not super at ease talking to people. I want to be way more like blithe and approachable instead of running around like a hit dog when meeting new people lol.. couldn't hurt if I had an easier time with public speaking or interviews either
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Eli Writes Sometimes - Updated Intro/Masterpost
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Last updated - 23/1/24
UPDATE - I'm on a bit of a writing hiatus, I've been exhausted recently and not had much motivation, so I haven't been writing as much. This blog is now mainly reblogs, but I am hoping to get back into original writing soon when I'm less tired all the time. Thanks for understanding :)
(normal intro below)
Hi! I'm Eli! I write sometimes (as the name would suggest)! I'm trying to be more active here on writblr, so I'm redoing my intro so it's more up to date with what I'm writing now.
About me
My name is Elias, but I go by Eli most of the time
My pronouns are it/he (interchangeable, but please don't just use he/him)
I'm a minor, so please be respectful of that
When not writing, I play the flute and the piccolo
This is the picrew I made my icon with
@ev-enhotterthanyou is the best no 1 fan I could ask for <3
Where to find me
I have a shitpost/fandom blog at @eli-is-an-idiot
Currently planning to upload my stories online somewhere, working on that at the moment, check back soon for an update!
About this blog
As you might have guessed, this is a writblr!
I'm aiming to read and reblog other's writing, as well as posting more of my own original writing
I primarily write fantasy, with a focus on queer characters, found family and magic, as well as stories based on my own experiences
WIPs under the cut
I have a lot of old ideas and rambles about stories on here, so if you see something from a few months ago and don't see it here, I've either given up on it or just not had any ideas for it recently and it felt wrong having it in my intro
Ok with:
Being tagged in tag games - I love these, and I want to try and interact with other people in this community more, so if you want to tag me in anything, please do!
On a similar note, feel free to send me asks or DMs about your WIPs or OCs, or just anything you want to talk about, I'm always happy to listen!
On the other hand, if you want to ask questions about my WIPs, I'd love that :)
Not ok with:
Any kind of hate speech or prejudice
TERFS, transphobes, homophobes, ableists, racists or anyone that doesn't respect other people's existence - unkindly fuck off
Bullying
Entirely NSFW or 18+ blogs (I'm a minor)
Wips and navigation under the cut:
Tags:
There is quite a noticeable pattern in my tags, if you couldn't tell
General writing things - #eli writes sometimes
Things that don't include my writing (including games) - #eli doesnt write sometimes
Tag games - #eli tags sometimes
Ask games - #eli answers sometimes
Art - #eli arts sometimes
Reading- #eli reads sometimes
Each WIP has its own specific tag
WIPs:
I have a lot of old, dead or on-hiatus WIPs, so if you see anything about God of Chaos, Face the Music, For All In-Tents and Purposes or Jason King's Guide to the Supernatural, then those are all old stories of mine that I do want to go back to someday, but these are my main ones:
Five Man Band
Intro post HERE
A collection of ocs and story ideas that i'm planning on writing short stories around, and that I'm considering turning into a webcomic one day when I have the skill!
Phoenix Hunter is different - labelled an Anomaly, their ability to shapeshift has always been a guilty secret. But when they are recruited to the Anomaly Rehabilitation Agency, a place that promises to train them to use their powers for the better, it feels almost too good to be true.
Their suspicions are almost confirmed that once they meet their new team - a self-proclaimed "five man band", with only four disillusioned members left and one crucial member missing, leaving only an empty hole where she used to be - a hole that Phoenix is meant to fill.
With a threat bigger than all of them approaching, can Phoenix gain their new team's trust in time to stop it?
Genre - urban fantasy/superhero
Status - worldbuilding/character developing
wip tag - #five man band
The Princess, the Pauper, and the Pirate
My main WIP, currently working on it the most and doing a nanowrimo-like challenge where I try to write 50000 words in three months rather than one
Three strangers. Three stories.  When Kai, Vera, and Rune’s paths cross in the middle of the forest, the three of them share stories and swear to help each other, come what may, as allies in a world out to get them. Together, they face everything from pirates to cruel parents, and work to try and take down the system that stacked the cards against them from the start.  Will they succeed, or will they be crushed like everyone else? 
Intro post HERE
Genre - High fantasy
Status - First draft
Specific WIP tag - #wip ppp
Face the Music
My NaNo WIP, I hit 50K and then immediately started working on something else, so there will be stuff about it, but not as much as PPP
When Miles Baldwin, a quiet kid who keeps to himself, is sent to a three-week long music camp, it sounds like a death sentence. But as he meets new friends, including trans boy Finn who is loud and proud about his identity, he starts to come around, even beginning to question his own gender. Irritatingly, not everyone is as open to change as Miles and his friends, and as the music swells and tension builds before the final concert, can Miles come to terms with his identity without falling victim to the bigoted nature of his fellow players?
intro post HERE
Status - First draft
Specific WIP tag - #face the music (I also used #eli does nano 2023 for other nano stuff)
Superlosers
Four roommates, each with a unique power, each with their own set of wildly different personalities. They barely know each other, the rent is due, and an egomaniacal villain is threatening to destroy everything they hold dear - and only they seem to care or want to do anything about it. For the sake of the world, let's hope they can get their priorities straight.
Intro post HERE
Genre - Urban fantasy
Specific WIP tag - #superlosers
The Remnants of Shadows
When beloved Alya Maxwell, renowned pillar of the small community of Blackburn, disappears with only shadows swarming around her house to give any idea of her fate, no one really seems to care, giving up on her as a lost cause.  But two teenagers, both from totally different background and both with their separate reasons for trusting her, don’t accept this, and they begin to dig into what really happened. But when old, buried secrets begin to emerge, how far will any of them go for the truth?
Intro post HERE
Genre - Fantasy
Status - First draft/having a crisis over the plot
Specific WIP tag - #wip tros
That's all for now, thanks for bothering to read this far :)
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septembercfawkes · 3 years
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How Character Creates Context
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I've been reading Dwight V. Swain's famous book, Techniques of the Selling Writer; published in 1965, it's kind of considered a classic in the writing world, and so far, I've been impressed with how his advice has held up. This book is most famous for Swain's approach to scene structure ("scene" and "sequel"--if you've heard of that) as well as what he calls motivation reaction units (or MRUs). But it covers plenty of other topics as well, one of which is context.
Now, when I talk about context, I'm not talking about the year a story is written, who it is written by, or the climate of that time. Context in a story is all the information the audience needs to accurately interpret, understand, and assign value to, what is happening. It includes all the grounding and guiding information the audience may need, such as who the characters are or where it takes place, as well as any pertinent worldbuilding information, such as taboos of the time period or the rules of a magic system. This enables the audience to derive meaning from what is happening.
When the audience lacks context, the story becomes very vague, which is a problem for several reasons. (See my post on vague vs. ambiguous for further reading.) If there is no context, there is almost no investment in the story, because the audience doesn't have access to the meaning of any of it. If they don't have access to any clear meaning, they are unable to care about what happens. Perhaps the only time where a lack of context works well is when writing teasers (which must always be short strictly because they lack context). An audience will not sit through a lack of context for very long.
Context will usually be supplied through the viewpoint character or narrator (and in most stories, these will be essentially the same, and usually be the protagonist). Whoever is telling the story, will convey the setup of a scene and slide in any important information--such as the laws of a dystopian society or why the Smith family who lives down the street matters. One thing newer writers need to be careful of, is to not make the context into subtext. Context = what the audience needs, to understand what is happening in the text itself. Subtext = additional information that is implied from the text. Context allows us to understand the text, which then allows us access to subtext.
In his book, Swain talks specifically about how character creates context, which is what I'd like to share with everyone today.
As events unfold in a story, the reader needs to be able to assign value to whether what happened was good or bad. Say that a big rainstorm comes in the story, is that good or bad (or irrelevant)? What about a bombing raid? Good or bad?
As readers, we might bring some of our own experiences and opinions to the text, but in order to properly experience a story, we need to be able to assign value to events in the story. Some of that value will come from the potential consequences (stakes) of the event. But a lot of that value will come from the characters.
If the character is suffering a drought, then a big rainstorm will be a blessing. If a character has her clothes hanging out to dry, then a big rainstorm will be a curse.
"A thing matters only insofar as it relates to and affects and is judged by people. . . . We decide how significant a thing is by the way a particular somebody behaves when faced with a specific instance." - Dwight V. Swain.
Without someone to orient us as to whether something is good or bad, we are just reading about events.
Meaning and significance only take real effect when we know about the characters. As an audience, what we have to gain or lose from an event in a story, will be based on what the characters have to gain or lose and who we are rooting for. What the character wants (goal), what the character has to lose (stakes), and how the character feels about events (reaction) help readers assign meaning and interpretation to what happens (plot). Otherwise, it's just stuff happening. (And trust me, I've read passages of "just stuff happening" and it's not very interesting.)
Let's look at an example. Last week I saw the musical Annie. Early in the play, Annie tries and manages to escape from the orphanage . . .
Event: Sneaking out of the orphanage.
Protagonist: Annie
Goal: Escape the orphanage, so she can find her parents
Stakes: If she finds her parents, she can be part of a loving family. If she doesn't find her parents, she'll live the next several years as an orphan under the mean Miss Hannigan (and probably never have a loving family).
Reaction: Glad (and optimistic) to have escaped and to be looking for her parents
The event itself, "sneaking out of the orphanage," could be interpreted as a good thing or a bad thing. But it's Annie who equips us to properly identify it as a good thing.
Because Annie is who we care about, and (furthermore) because we know her goal and the stakes tied to it, we view the fact she sneaks out of the orphanage as something successful, as something good. Her reaction strengthens that. Running away from the orphanage is progress.
However, in contrast, if Miss Hannigan was the focal character, then the same event would be interpreted as something bad. Miss Hannigan's goal is to keep Annie from leaving. If Annie leaves, Miss Hannigan could get in trouble with the law. Annie sneaking out is a setback.
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This is all in general, of course, because like all writing things, there are exceptions. It is possible to deviate the audience's experience from the protagonist's experience. After all, in A Christmas Carol, the audience isn't meant to share Scrooge's views on Christmas in the beginning. The narrator, tone, promises made, and simply our own cultural understandings may provide a context that is the exact opposite of the protagonist's experience. However, one may argue, that in some sense, we are being provided more than one "context" or interpretation of events. Scrooge's and our own.
Also, if you have multiple viewpoint characters throughout your story, it may be that the protagonist of the story, may not be the "protagonist" of a particular scene. You may have a viewpoint character who acts as the focal character for the scene.
So this can all get pretty messy, pretty fast.
But notice in these examples, the audience is essentially being given multiple interpretations of the story's events. This creates ambiguity. Ambiguity happens when something has multiple interpretations. Vagueness happens when something has no clear interpretation. Ambiguity is fine and is often a great tool to use. Vagueness is often problematic, as it makes the text inaccessible to the audience.
So having multiple entities create context for the audience is okay.  Having no entity create clear context is problematic--because the audience can't care about what happens, if they can't interpret it.
As you work on your writing this week, maybe make sure your scene has these things:
A clear focal character
with a goal
that has stakes.
An event related to that goal
and the focal character's reaction to that event.
This will help draw your audience in, because they'll have context, which allows them to make meaningful interpretations.
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shiningsagittarius · 3 years
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Why The Shilo Scene Is The Most Emotionally Evocative Scene In TMBS (In My Humble Opinion) And Why It Resonated With Me So Damn Much
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While watching episode 5 of TMBS (The Art of Conveyance and Round-Trippery), the scene involving Constance solving the riddle given to the group by Mr. Benedict (25:37-27:41) became my favorite scene in the book-to-screen adaptation, and continued to resonate with me after the first season was over. It took me a while to piece together exactly why this scene moved me more than any other, but I think I finally have a few thoughts put together, which I will now attempt to sort through here.
Expectations For The Show
I think the first and most vital thought I have regarding this scene involves how my overall expectations and hopes for this adaptation have shifted. If you had asked me a few years ago what my perfect book-to-screen adaptation would look like (for any book), I would have said “a beat-for-beat adaptation with no changes to the source material” bar none. As the years have passed, however, I became interested in following how a book-to-screen adaptation is made. From this, I have actually come to appreciate some of the changes made to tighten the script, portray the worldbuilding, and develop the characters in a new and exciting way which stem from creating a television or movie script. (Some. Not all. But that’s another essay for another day.) If my interest no longer lies in seeing a 100% faithful adaptation, then, what exactly am I expecting to experience when watching The Mysterious Benedict Society? I asked myself this question, and the answer ended up being “I want this show to make me feel nostalgic.” As much as I wanted the show to make me feel nostalgic towards the book in general, I also wanted this show to bring me back to when I was reading the books for the first time. How did I experience the world? What did I think and feel? Evidently, seeing Constance solving the puzzle made me think about that time in my life and the endless imagination I had:
I used to play in my yard with my sister and kids from my neighborhood for HOURS. I happen to live in a rather woodsy suburb near a lake, so the environment Constance is in immediately started ringing bells in my mind
A lot of my pretend play was based on espionage and adventure and puzzle solving, which is partially why I adored these books so much in the first place
Seeing Constance alone, alongside the song celebrating an imaginary friend, brought back the bittersweet feeling of playing by myself sometimes, but learning how to enjoy it and even becoming a fan of occasional solitude
As I said in my review of the episode, these are life or death stakes for Constance, but this scene ironically brought me back to the happier, more carefree moments of my childhood. Of course, this scene is poignant beyond the personal connections I found. It is also a turning point for the audience’s perception of Constance.
Constance’s Character Development
Before this scene, I don’t believe there were any moments where Constance is entirely alone (at least, none that the audience gets to see). Throughout the show, Constance struggles with being taken seriously by her friends. She knows she is strong and more than capable of aiding the mission, but time and time again, she is passed over entirely or given menial tasks as her contributions to the team. Of course, she doesn’t help her case by insulting her friends or acting obstinate. It’s quite… contrary- she wants to prove herself to the society and help stop the Emergency, but she also puts a wall between herself and the rest of the team. This is why having her first scene alone be her reaction to the copper waves is so emotionally powerful. There she is, completely dwarfed by the statue, all alone. She looks up in awe, murmurs “It’s beautiful”, and wipes away a tear. In my opinion, there’s two ways to interpret this reaction:
She truly thought the statue was ugly earlier, and needed some time to appreciate it, artist-to-artist
Or,
She was putting up a front earlier to avoid being perceived as “weak” by Kate
There’s certainly enough evidence for either conclusion, but I tend to lean towards the latter myself. This scene takes place about halfway through the first season, so it would make sense for a shift in how the audience perceives Constance’s characterization to occur at the midway point. We see her open up to her friends more in the last episode, but this moment sets the precedent for those bits of emotional honesty to occur. In fact, this scene also sets a nice precent for her solo mission in the next episode, where she once again proves herself to the society. However, this scene has something that her solo mission does not.
Shilo (by Neil Diamond)
The lyrics to this song are placed perfectly with each part of the scene, and I wouldn’t expect anything less. Let’s break it down a little bit:
Dreaming each dream on your own / When children play / Seems like you end up alone
Once again, this is the first scene where the audience has had a chance to see what Constance is like on her own. It highlights her sense of isolation from the rest of the team, and implies that this might not be as voluntary as she lets on. She even has to finish solving this puzzle alone, as the other society members seem to never truly consider her capabilities when deciding how to approach a problem (except Reynie on occasion)
So you turn to the only friend you can find / There in your mind
This lyric further displays Constance’s solitary nature, but also gives some subtle foreshadowing of her psychic powers
Got to go and I know that you’ll understand / I understand
She has come this close to solving the puzzle, and now effectively “understands” it. (I mean, just look at her face when the song says “I understand”) However, the song doesn’t stop here, as she continues to try and figure out how to activate the panel. So, she doesn’t understand as much as she thinks she does.
Overall, it’s a perfect song to drive this scene forward (and it’s very catchy, too).
TLDR;
This scene is emotionally impactful to me personally because I was able to make connections between this scene and my childhood. It is also emotionally impactful to a wider audience, as this is the first peek into Constance’s psyche. The music and environmental storytelling used to craft this moment is masterful. It fulfilled my desire for the show to make me feel nostalgic. Also, it’s a turning point for the show to start revealing more of Constance’s emotional vulnerability. (And it makes me tear up each time I watch it, so there.)
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kanohivolitakk · 3 years
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Since its 3Hs anniversary some really cool things I like about the game that aren’t talked about enough because the fandom is too busy arguing who is right and who is wrong
The worldbuilding just. 3H has honestly one of my favorite fictional settings. Its just both expansive but also genuinely interesting. I have spent HOURS thinking about the world and made so many ocs its not even funny. I love thinking about the setting of the game so much.
I LOVE the puzzle like way the game explains its world and story. Like I know some people don’t like it because it makes the game a bit too convoluted but personally? I LOVE 3Hs way of not telling everything but rather giving hints and clues the player has to piece themselves. It makes the games world feel more interactive and feels so satisfying. Then again I enjoy that kind of approach to worldbuilding
In general I love 3hs fragmented story and the way how the story is placed in many different fragments. It is geniunely rewarding to replay the game from another storypath and notice the foreshadowing Would’ve the story been probably better had it been just one storypath? Honestly yes. But 3h is ambitious and one of the ways it is is with its fragmented story structure.
The structure of White Clouds is criminally underrated honestly and gets way more hate than it deserves. I love how the first few chapters set up the world of Fodlan and show injustices/conflicts of the world with chapters like the chapter where you face off Lonato for instance. Then the next few chapters are spend in deepening the mysteries such as the conspiracy against the church and the mystery regarding TWSITD. Then Jeralt dies and the last few chapters are spent as “beginning of the End” so to speak, as things clears to the intense climax.
On related note I LOVE how the game handles perspective and how the lords are the respective ways we view the story. I know so many people say “WHite Clouds is same on all paths” but I do feel that’s kinda the point. The story is the same but there are differences that come from the way each of the lords is strongly characterized and has different values, worldviews. The subtle changes on what are focused on in each route also foreshadow what will be focused on each route, which I think is super cool.
Even beyond the lords and routes the game does explore the idea of perspective well. I do think 3h has this very “everyone is the hero of their own story” type of approach to perspective and it shows it well. Each character believes they’re in the right and you can get this view that they view themselves as right. Even Agarthans who are the designated villains have this sense they think they’re in right and that the Nabateans were evil.
The way how games routes being divided into having a different focus is very cool. I love how AM is a smaller scale personal tragedy, how CF is a battle of ideals and how VW explores the world and reveals deeper mysteries. I also love how all of these are related to the lords ideals and worldviews: Dimitri is the most conflicted of the lords so he gets the most characterfocused story focused on . Edelgard is the most ideologically driven so her path focuses on her ideals and battle of wills against Rhea. Claude is the one who is the most freespirited and wants to know the truth so his route focuses on revealing the mysteries.
Also the way the houses characters reflect their respective routes storyline and central themes: Black Eagles are nobles that have conflicting relationships with nobility reflecting Edelgards goal, Blue Lions are all united with the trauma of Tragedy of Duscur, and Golden Deer are a house of misfits who give this “ragtag group who will save the universe with POWER OF FRIENDSHIP and this cool gun I found” vibes which fit the route PERFECTLY
I LOVE how the game plays with and subverts a lot of Fire Emblem tropes. While it does play some tropes straight (dad death and evil cult manipulating behind the scenes) it does do a lot to break from series conventions and playing with ideas to make a more ambitious story. The way it either subverts expectations (The evil emperor being female well intended extremist, Rhea being the Gharnef/Medeus instead of the Nyna archetype she’s presented as), twists familiar tropes to their natural extreme (Dimitris arc is basically the natural extreme end of stereotypical FE lord) and other similar things make the game feeling so planned out, like the writers understood FE stories and wanted to make something that challenges FE while still feeling like it.
The way how every major player acts as foil/pararell to another player is so GOOD. Every faction leader can be compared to the other somehow and that just makes the game SOOOO fun to analyze, trying to find all the similarities and differences and pararells is so rewarding.
A more specific example on this is how i love how the game plays with the idea of holy/sacred weapons. While normally these weapons are artifacts from goddess that defeat dragons, here the holy weapons are bones made from dragons and just???? HOW METAL IS THAT????????? It’s just such a neat way to subvert the idea of sacred weapons. Rather than being blessed creations of the goddess, they are weapons of destruction made by the villains.
I ADORE THE GAMES science fiction elements. I know people say they feel out of place but personally, they make the game memorable for me. I still remember the first time I saw that scene with nukes. I especially love the heavy implication that Sothis isn’t a goddess but rather a powerful alien. It makes her character much more interesting
I know a lot of people don’t like Agarthans but can I just say their backstory being “forced to hide after their land got conquered and desiring it back” making them a dark mirror not just 3h lords/Rhea but FE lords as whole is SO FUCKING METAL. This is what I mean with 3H writers knowing their tropes like back of their hand.
I love how in Part 1 sometimes you’d talk to two characters in Monastery at once instead of just one. It’s something I miss in part 2 honestly.
I love the small sidequests such as the fishing tourney and White Heron cup and wish Part 1 had more of them, it would’ve made the school part feel more alive.
I LOVE how some missions (esp paralogues) have subgoals that you can clear to get better rewards. I wish the game had been more clear with them or even made them main goals of maps sometimes.
I LOVE THE WAY Paralogues act as small gaiden stories that show more of the games world and characters. Its a neat way to let the sidecharacters shine and reveal some neat secrets of the games world and story.
The gameplay loop is honetly fun and satisfying. It is rewarding and while it gets tiring towards the end overall its a good gameplay loop.
I ADORE the aesthetic of Shambhala. Its just so sleek and sinister. The cyrillic letters spelling different words is so cool. Shambhala is my favorite map in the game and the aesthetic is a big reason why.
The games soundtrack is so good!!!!!!!!!!  But not only that I LOVE the way its electro elements subtly hint of Agarthans being in control behind the scenes. This is especially cool in Road to Dominion where the electro parts are barely noticeable yet present. but other tracks have subtle electro vibes as well.  The other way the games music tells the story (such as use of leitmotifs or how the monastery music changes once Jeralt dies) is great as well.
I love how 3h can be read as an allegory for reformation era and reneissance. Its such an interesting way to read the games events and compare it to a real historical periods there’s quite a bit of f
In general I ADORE the cultural references of the game. There’s surprisingly lot of way the games world is based on real life and the details are just *chefs kiss*
THE GAME IS DENSE WITH THEMATIC IDEAS. Besides the perspective the game tackles ideas of how trauma can affect a persons psyche and worldview  (as well how a persons trauma affects the way they interact with the world which in turn can affect the world as well), grief, societal values, historical revisiniosm and so much more. The game tackles SO MANY topics in an interesting manner, it is thematically just as dense as it is storywise as well.
I also love how the games thematic parts work in harmony with the story rather than one overshadowing with the other. Its super refreshing honestly where a games themes and story are both rich and I don’t have to pick one over the other.
Lastly I ADORE the games central message (or at least what I see as the central message anyway): The world’s fucked up and most people want to fix it, but what they deem fixing differs and because of that they go into conflict or outright war rather than trying to find a common ground. Everyone wants a better world but no one can agree what a better world truly means  so they fight over it. It was a theme that not only resonates with my personal values but also hit me REALLY hard when I first played it as it’s a theme that I found incredibly relevant and reflective of our own world during the time I played the game for the first time.
So yeah. I made this post since there’s SO MUCH neat things about the game, its gameplay and story that sadly get swept under the rug in favor of either arguing  which lord was right/wrong or complaining how the game is an unfinished, rushed and overambitious mess. Is 3h perfect? Hell no. But it’s a game that I hold near and dear to my heart and does genuinely SO MANY THINGS RIGHT, I’m sad no one talks about the genuine strengths the game has anymore, instead just complaining.
I’m not even joking when I say that 3h should be up there as heralded as one of the best, most ambitious and complex JRPGs alongside Xenogears, the first Xenoblade game, Suikoden and Trails series as whole along other such games. Its a shame the games reputation is less like those games and more like Persona 5s where everyone focuses more on its flaws and the fans being annoying than the fact the game does geniunely A LOT right. It’s just that good, ambitious game I love so much.
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scriptstructure · 3 years
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part 1 I have multiple alien planets, but the things is I want to to be similiar in earth as in 200 countries, 5000 ethnic groups, 6500 languages, varied climate/terrain/politics. Part of the story is still on earth and obviously as a whole, 99.9999% of stuff on earth isn't even getting used, but we know there is more and sometimes there are little hints. That is stuff we know from real life and generally doesn't need explanation. Example, a character says "We borrowed this from the Russians."
Part 2 Regardless of what is really important, what we know and doesn't need explanation is a lot because we figure readers generally understand--or they can google. Hell, there could even be lots of subtle culture references as well. Anyway, depending on the reader's knowledge, it can enhance the reader's understanding in various and subtle ways. But when I do things similiar in alien planets, it makes no sense and requires extra explanation to fill the details. So, basically useless.
Part 3 Thus it seems I'm unable to fully give the type of experience as when using earth as pretty much everything needs to be important to the story. Unless there's another way to do this so I can make my alien planets seem so much more than what's actually focused on without the needless exposition? It feels like at best I could try to mention a few things but it could never feel as vast as earth does. Perhaps maybe I just need numbers?
Reminder that if your question doesn’t fit in a single ask box, you should use /SUBMIT instead.
I have had a few questions in the past which are very similar to this one, [HERE] is about how to introduce invented elements of secondary worlds (stuff that doesn't exist in the real world but has been made up for the story), [HERE] is about how and why we might include extra details about the places that a character is visiting, [HERE] deals with establishing what a 'normal' day in an invented setting is like, and [HERE] is about ways of thinking about worldbuilding, and how much you need to know vs how much the characters know.
So it is a fairly common shortcut, in scifi writing, and scifi film writing in particular, to portray alien planets as kind of 'one thing' settings. Here is the desert planet, and there is the dessert planet, and over there is the Evil planet, and there's the cute jungle teddy bear planet moon. This can be useful if you're making a film or story where you just want the different worlds to work as shorthand for certain ideas 'shitty home world', 'the seat of democracy', 'the swamp where Yoda lives' etc.
But it is very simplistic, and obviously looking at Earth, as you've said, there's a vast array of different climates, cultures, people, languages etc. We do tend to simplify the way that we portray Earth in film and stories, as well--think about, say, Australia being largely signified by the Opera House/ Harbour Bridge, and the Outback™, or the UK being Big Ben and the houses of parliament, or the USA being a vast stretch of corn fields between New York and Hollywood.
So how do we effectively give the sense of a world being bigger than the particular spot that we happen to find ourselves in?
First off, you need to have background information about the world that you're building. If you know what the major cities are, what the main continents are, if your alien world has countries, or if it has a singular centralised system of government--or is it divided into city states? or is it divided into time zones? or is it divided into... etc
Think about how your characters conceptualise their world, and their place in it. Do they think about the world, with all its variety, as a single vibrant whole? Or do they think of 'us on this continent, and them over on that continent'?
How does trade work on this world? Do they have extensive trade networks among the various cities/ countries/ regions? Or do they rely on off-world suppliers for various things?
What kind of cultural exchange is common among these different areas, and what are the cultural touchstones that your characters might be familiar with, or interact with on a daily basis?
As with the examples I gave in the first linked post above, it is less about providing the readers with an exact view of how the politics and interactions of the various places function, and more about demonstrating what that means in practice for the characters.
Say there's a certain kind of fruit that is PROTAGONIST's mother's favourite, and she spends all day searching the hypermarket for one to surprise her mother with for her birthday, but turns out there's none of that fruit available because it's all from OTHER REGION, and there's a war on, or a volcano has erupted and interrupted trade, or the shuttle crews are on strike and so the fruit can no longer be transported down from the moon.
If your protag's favourite pop group is from a polar region and only produces music six months out of the year, because the other six months they have to work with their community to produce supplies for the long dark winter, that tells us something about the way that polar community is organised, and how it interacts with the rest of the world.
What else can we think about when constructing alien planets/ secondary worlds?
It can be difficult to think 'outside the box' of the culture that we're immersed in. It's very easy to slip into thinking that we're doing things the 'correct' way, and if someone else somewhere else does stuff different, that's weird, wrong, or sinister. Often it can be just a different way of doing things that gives the solution that the person is after.
I think it can be very helpful to read books about ancient history, especially stuff about societies that no longer exist, because a lot of the assumptions that we make about the way the world currently works are less useful when we look at ancient history. There are some extremely varied ways of approaching society and culture and a whole lot of stuff which isn't immediately obvious, but which we can understand by looking at the vast differences between ancient societies.
Well written history books can really help you get the sense of how societies form, and how culture develops, and some of the forces involved in cross cultural relations. Also, there are some great examples from the ancient world, of, for example, the various different Ancient Greek societies, and how each of them thought of themselves as 'doing culture the best', of their neighbouring hellenistic states of 'doing culture not quite as well' and of everyone who didn't speak greek properly as barbaric outsiders.
At the moment I'm reading Philip and Alexander: Kings and Conquerors by Adrian Goldsworthy, and I think one of the things that has struck me as super interesting is the difference between how the Greeks vs the Persians organised their societies, and the way that they thought about and approached warfare.
So what are the basic questions we're working with?
-What is the protagonist/ focalising character's relationship to the world? Were they born on-world? Are they adult settlers? Are they traders passing through? Has the character travelled to other places on the world, or have they mostly stayed in their home city/ area?
-How do the protag/ focalising characters think of the other places in the world that they are not currently visiting? (ie, I am in Sydney, Australia, what do I think of Boston, USA, or Paris, France? Big cities with a Reputation, I probably know something about. Small towns or cities I may or may not be familiar with, depending on my life experience or interests)
-How do the material goods which are needed for daily life pass around the world? Are certain goods only available from certain areas? Are there Events happening which may disrupt supply routes? Are there cultural elements which may cause friction in trade?
-What kinds of cultural export or exchange happen on this world? Is there a particular city which is well known for its entertainment production? (Hollywood, California--movies, New York City--the print publishing industry) Does this mean that portrayals of the rest of the world are skewed by the perspectives of that place? (Remember, Australia is just a bridge, an opera house, and red dirt!)
There's always going to be a gap between what your characters know, or are aware of, and what is 'actually' happening in the world of your story, but as long as you have the information decided, and can write the world consistently and with sensory and suggestive details, the reader can and will pick up the puzzle pieces and fit them together.
It's a complex problem, but it's one that can produce interesting complex settings.
I hope this helps!
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misterewrites · 3 years
Text
Intro to.....????
Hello everyone! Been awhile. It's been busy and really hot for me so it's hard for me to sit down to write sometimes.
But it's here!
E here with the next chapter and the final intro character chapter! The intro chapters were supposed to introduce everyone to the main and important characters of the story, who will be driving the main plots and stories though sometimes i might use new characters or different background characters. So beyond this chapter will be more worldbuilding, story arcs and oneshots. just stories about this world and its characters. I might even use some of my friends ocs i accidentally convinced them to make for my world. It was so much fun!
Alright that's it for me! Stay safe, wash your hands, wear your masks, take care of your loved ones, get vaccinated if you can, push to release the vaccine worldwide and have a great week! Enjoy! feel free to leave likes, feedback *I love feedback and comments even if it's just a line you liked or a scene you found awesome or funny* reblogs and tell your friends! Promoting myself still feels weird haha. E is out! Byeeeeee
If you want an easier time to read the story and since I’ve been shadow banned from tumblr for like ever now, here’s the newest chapter on ao3 right over here! 
https://archiveofourown.org/works/30599756/chapters/82583164
If you are interested in my work and want to read from the beginning check it right here  https://archiveofourown.org/works/30599756/chapters/75486005
Interested in my full catalog? https://archiveofourown.org/users/MrE42/works
Summary: Jackdaw is a powerful crime lord in the magical side of Newton Haven. He is feared more than respected and he doesn't care who he has to crush to accomplish his goals. So when his lucrative club is burned to the ground with his guards piled neatly outside, battered broken but alive, he takes it personally. Of course who is crazy enough to burn down a club of a notoriously dangerous crimeboss? A mercenary paid to do so. 
Obviously.
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Tap, tap, tap, tap.
The sound of footsteps pacing back and forth thundered throughout the silent room.
Tap, tap, tap, tap.
No one said anything. No one could say anything given the disastrous failure of the night. It hadn’t mattered if they were physically present at the site of offense or that they were scattered across town in one of many locations vital to the boss’s business: Someone hit them and the boss was itching to hit back.
Tap, tap, tap, tap.
“Alright” A voice spoke up, smooth yet cold.
The room was already quiet but now the air filled with a frighten tension.
The boss whirled around from the massive window he’d been staring out of, eyes narrowing on the defeated group of guards who averted their gaze from his.
The few still conscious were in varying states of dishevel and injured: Broke bones, nasty bruises, clothing ruffled and torn in places. Not a single one had gone unscratched from the assault on the club earlier that night.
Jackdaw was not pleased.
No one in the room knew much about their boss despite devoting their lives to his cause: He was in his mid 30’s, his nose uneven after being broken in a fight though no one could agree what he had been fighting. Long wavy raven black hair ran down his shoulders while his dark brown eyes glanced about, icy and piercing.
“I’m a little confused.” Jackdaw said with a menacing drawl as he approached the closest guard “Mind answering a few for me?”
The guard nodded shakily.
Jackdaw smiled, patting the guard’s cheek in a mocking manner “Good, good. Now let me paint the picture: My club is currently a smoky, charred corpse of its former self. Yes?”
The guard gave another timid nod.
Jackdaw puckered his lips thoughtfully “Okay, okay. How many guards on duty?”
“8.” The guard murmured fearfully.
“Okay. How many standing?”
The guard shot a nervous glance to the other three. They found the floor more interesting.
“F-four.”
Crack!
The guard’s limp body tumbled backwards and laid still on the ground.
Jackdaw flexed his fingers “Wrong! I count three. You!”
The next in line flinched but stared their boss in the face “Sir?”
“Since that one.” Jackdaw lazily motioned to the unconscious man “is sleeping on the job, you tell me what happened.”
“O-okay.” The next in line mumbled “Well the night started same as any other….”
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The Gray Waves nightclub brought in a decent crowd for a weekday: Dozen or so people lost in the dim shadows with only a disorienting array of ever changing lights for company. Drinks served and the booming, thundering sounds of music set the chaotic mood clubs thrived on.
Nice peaceful night.
Floyd, the current storyteller, had been watching from the second floor landing when he noticed the gathering of guards below. The eight guards on duty were often out and about performing their different duties ranging from gate keeping the door to making sure nothing disturbed the vibe of the club. The fact five of his coworkers were huddled together should’ve been the first red flag.
The group talked in hushed tones despite the deafening bass and techno music the DJ’s speakers blared out. Once or twice, someone glanced to the far end of the club. Floyd looked and found the source of meeting.
Someone in their forties was loudly drinking at the counter tucked in the shadowy part of the club: It was impossible to tell who they were from this distance but they clearly were enjoying themselves: Head tiled back with messy, wavy salt and pepper hair. They gestured to the bartender (A wonderful woman named Carolyn who unfortunately had school debt to pay off and mob work was the best paying.) excitedly as their drink spilled onto the floor. They wore a large, tattered dark green trench coat that had seen better decades with faded worn out blue jeans. Their black boots were caked with grime and dirt that dirtied the floor. The only thing remotely new was their black t-shirt with some words in white font.
Floyd understood what the problem was: Clubs thrived on their popularity and image. People wanted to feel like they were special, all access stars to the hottest place in the city. With such a reputation came a mighty need to uphold said rep. No offense to whoever was having fun over there but with that look, it might send the wrong message and no amount of cash would ever change that.
Evidently a plan was reached as the meeting broke up. Two guards remained behind, returning to watching the room as the pit boss made his way over to the hapless customer, flanked with back up.
It was oddly satisfying watching the pit boss work: He gracefully slid in and out of crowds, slipping through the lost dancers like a snake treading through water. He motioned to the others to wait then made his way to the person.
The person was singing something at the top of his lungs. Drink, clink or something like that. Maybe it was the song playing at the time but Floyd hadn’t been paying attention to that at the time.
Trench Coat slipped Carolyn something and she laid a bottle of alcohol on the counter beside them: Vermouth? Absente? Vodka? One of those probably.
She nodded gratefully and disappeared into the back.
Floyd frowned at the red flag number two he had just seen: Carolyn was a pretty woman and was told more or less to just do as the customer asked be it answering questions or a reasonable request that wasn’t too out of the ordinary. Of course this was with the strict rule of not to leave the counter unattended.
At the time Floyd thought it was weird, not yet realizing what was about to unfold.
The person poured the bottle directly into their mouth, shaking their body to the catchy beat poorly. Whoever they were could not dance to save their life.
The pit boss, Malcolm, closed the distance between himself and his prey. He snuck closer and closer, the unaware customer too lost in their antics to noticed. Malcolm reached out for their shoulder and…
The thud was loud enough to cut through the noisy club and got the attention of everyone present.
Before Malcolm could even tighten his grip, the person struck: They whirled around, grabbing Malcolm’s head and smashing it into the counter. As Malcolm sunk to the floor, limp and unmoving, the person turned to shoot a smug grin towards the guards.
“I’m on the floor, floor! I love to dance!” They sang, one hand outstretched to the sky, the other gripping the bottle upside and draining its contents onto the counter.
The back up drew their weapons, standard issue nightsticks, and made their way forward.
“So give me more, more, till I can’t stand.”
They emptied the bottle, their green eyes never leaving the approaching guards.
“Get on the floor, floor, like it’s your last chance.”
They chucked the empty bottle into the wall of drinks, broken glass and different alcoholic drinks spilling onto the floor and mixing together.
“If you want more, more, then here I am!”
They pulled a match from within their coat pocket and lit it with the backside of their boot. Without looking, they threw the match over their shoulder and smiled as a raging flame broke out behind them.
The club goers were slow to realize what was going on but the remaining guards, Floyd included, mobilized to action.
Before anyone could react, however, an unexpected shrill shrieked throughout the building: The fire alarm designed to be the most annoying and loudest thing you’ve ever heard.
Even though it had been a slow night and only a dozen or so people were here, the customers panicked with a surge of three times that number.
Screams and yells filled the air as bodies shuffled about in a mad dash. The guards were thrown about, tossed this way and that while the lights, alarm and music worked together to confuse everyone.
Luckily the club was deserted within moments, leaving only security and the troublemaker.
The person hadn’t moved an inch despite the increasingly raging blaze behind them.
The back up pair approached carefully, unsure what this person was capable of.
All of them really had no idea.
The person raised their hand to the sky, belting with full force “LET’S DO THIS ONE MORE TIME!”
Without warning, silence and darkness filled the club: The fire alarm and music died suddenly. The lights followed a moment later but the raging flames, growing hungrily, remained. Floyd’s eyes watered with a sharp pain, the stuffy air and sudden shift in lighting too much for him
Floyd paused his story, uneasy growing at the sight of Jackdaw’s tightened jaw. The poor lad could actually see the veins pulsing with barely contained rage on his boss’s forehead.
“And why did the power go out?” Jackdaw asked through clenched teeth “No one was watching the power? Or the fusebox? Not a single person was guarding what I pay them to guard?”
Floyd remained silent, unsure how to answer that. He was just one of the lower rank and file guards: He got told what to do and he did it.
“Well? I’m waiting Floyd my boy! Why did the power go out?”
Floyd felt the beads of sweat run down his neck.
“Umm sir?”
Floyd nearly collapsed as one of Jackdaw’s techies nervously stepped forward, a loaded video on a tablet in hand.
Jackdaw blew a loose strain of hair out of his face and took a moment to slick back his hair. The vain gesture was enough to allow him to regain some level of composure as he snatched the tablet from the techie. With a grunt, he pressed play.
The video was short: It was a camera feed set up to watch over the fusebox to prevent tampering. Two guards were gesturing to the box, idly chatting with somebody in a red jumpsuit with a clipboard in one hand and a toolbox in the other. The back of uniform had the words “Newton Haven City Maintenance” scrawled across it in some rather hard to read font. The guards laughed out loud, jokingly patting the stranger’s shoulder before leaving frame. The city worker opened the fusebox and began tinkering without anyone stopping him.
The tablet crunched nosily as Jackdaw’s grip sent a ripple of cracks across the screen.
He turned to the techie.
“It was a routine check up.” the techie sputtered out “Our guards called it in this afternoon. Said there was an official letter with stamps and signatures and everything!”
“Did you check with me?” Jackdaw snarled “Because I pay the city specifically so they don’t send anyone to the club. Because of my illegal business practices that I perform there.”
Floyd could see the techie’s shoulder slump, whispering quietly “You were in a meeting….”
Jackdaw growled furiously but returned his attention to the nearly broken tablet.
It hadn’t taken more than a few minutes for the mysterious city maintenance worker to finish. They slammed the fusebox closed, doing a little jig before checking the contents of their toolbox and went on their merry little way.
Jackdaw’s blood froze as the figure gave a cheeky wink to the camera, knowing exactly where it was despite the magical wards in place to keep it invisible.
“Savant.”
An eerie emptiness replaced the hostility in the room.
The fight disappeared out of Jackdaw, leaving only an intense sense of dread and paranoia.
All this was lost on Floyd, who saw the troublemaker’s face and couldn’t help but blurt out “That’s them! The one who beat up Malcolm and burned the club down!”
Jackdaw chuckled darkly “Oh. Oh this makes sense. No one wonder you all get your ass kicked six ways to Sunday. Someone sic’d Savant on me. Ya’ll never had a chance against them.”
Floyd shuddered, the memory of how brutal and efficient Savant had been against them: Grown men dragged kicking and screaming into the shadows, the crunchy noises of bones broken, bodies falling down and yells stopped mid-shout. He still remembered Savant standing over him, nightstick in hand, whistling cheerfully as they brought down the weapon and sent him into unconsciousness.
“Alright!” Jackdaw clapped his hands “Lock it down!”
Everyone glanced towards one another, unsure what exactly the boss meant.
“LOCK IT DOWN!” the snarl that escaped Jackdaw’s lips sent goosebumps down everybody’s spine “NOW! I WANT THIS PLACE SEALED UP NICE AND TIGHT!”
“But we’re 14 stories up...”
Techie flinched as Jackdaw whirled around, eyes blazing with unrestrained rage and impatience “You deaf? I said lock down the building or so help me I’m going to use you as a human shield when they start coming for me.”
Techie opened his mouth when an unexpected sound filled the silence: A muffled, cheeky yet tacky melody of a cellphone ringing.
Glances and gazes looked about trying to find the source of the disturbance. Floyd was baffled when he realized it was coming from inside his coat pocket. Nervously, he reached within and slowly pulled out a palm sized flip phone, the kind hadn’t been used in decades.
Jackdaw’s eyes widened with fear and alarm as he snatched the phone from the poor guard with inhuman speed.
“It’s them!” Jackdaw’s voice was manic “IT’S THEM!”
The mobster was torn about what to do next: Answering meant playing right into Savant’s hands and whatever the mercenary had plan. On the other hand, not answering would no doubt annoy them into far worse retaliation.
With a hard shallow, Jackdaw answered with an uncharacteristically shy “Hello?”
He could feel his heart screech to a stop when a bored, almost nonchalant voice replied “S’up.”
Jackdaw threw as much charm and cheer into his voice “Savant, buddy! Pal!”
“Don’t.” the voice sighed tiredly “It’s pathetic when the begging start. You’re a big, bad mob boss. Act like it you dumbass.”
“Fine” Jackdaw let go of any sense of civility “Good old threats: if you so much as show your face around…”
“Ugh too much in the wrong direction” Savant replied, seemingly uninterested in what the mob boss had to said “You people are all the same: False bravado and overcompensating. It’s embarrassing. Just say you’re scared of me and we can move on.”
Despite the severity of the situation, Jackdaw couldn’t help but feel irritated “Oh is that what you want? Get your jollys when powerful people admit they’re afraid of you? You think you can….you can…”
Jackdaw paused, unsure if his ears were working correctly.
“Are you eating?”
“Hmm??” the sound of smacking lips and chewing was the mercenary’s response for a few moments “Oh yeah. Get hungry when working. Normally I’d be all for the theatrics but it’s been a long night what with fucking with your fusebox, burning down your club, planting the phone on a guard. It’s like 3 in the morning dude.”
Jackdaw bit his lip angrily, a single drop of blood running down his chin “It is 3 in the morning and I’m very tired so I’d very much like to conclude our business. How much?”
“To hire me?” more lip smacking “An amount. You could probably afford it.”
Jackdaw let his shoulder’s sag with relief “So it’s agreed? I’ll hire you and we can all be on our merry way.”
“Sure!” Savant said cheerfully.
Bullet dodged.
“You can hire me after I finish this job. By the way did you like the gift I sent you?”
Gift?
Jackdaw was a powerful and feared member of the illicit side of the magical world. He climbed to his position through sheer force of will and power. He left countless of his enemies broken and defeated in his wake.
To see him reduced to a flailing, paranoid mess would be a story no one would believe.
“GIFT?!” Jackdaw screamed, unable to keep the high-pitch whine out of his voice “WHAT GIFT?! SOMEONE FUCKING ANSWER ME!”
The techie was the first to shake off their stupor “Well there was a box that came in today. It was empty and we detected no magic so…”
“Box?!” Jackdaw spat as he wildly searched the room before landing on the seemingly innocent box just sitting on his desk “You brought it the fuck here?”
Everyone backed away.
“I…”
“Wait” Jackdaw cut off the techie’s answer “Maybe they were hoping you’d take it somewhere or get rid of it. No, no this is good. We’re outwitting the fucker.”
“Sir, the box was empty. And you told use you personally wanted to inspect any and all….”
“You hear that asswipe!” Jackdaw grinned ear to ear “My people are the best! We’re ahead of you. Your game is over, you hear me?”
“My man.” Savant’s voice was infuriatingly calm “It’s just a regular old box for a boring ass mobster.”
“Stop lying!” Jackdaw roared angrily, instinctively bringing down his fist on the closet object in the room.
Which of course was the box.
The parcel collapsed under the mobster’s supernatural strength with little effort. As the box was smashed, the two inert glyph drawn in an invisible ink on both ends collided and activated each other.
The room erupted in an array of dazzling, blinding lights.
The light show hadn’t lasted long but no one knew that as they stumbled around, disoriented and lost, the display still burned in their retinas.
Jackdaw howled violently, swiping at the air blindly with long talon-like nails. Any calls for explanations or help were lost under the raging mobster unleashed.
Jackdaw didn’t hear the window break, the sound of glass shattering as it rained upon the floor. He didn’t see the muzzle flash that flared across the street, Savant’s sniping perch. He knew nothing but the sudden searing pain that filled his shoulder without warning.
Everything drained out of him, he slumped to the floor like a doll. He weakly clutched at his shoulder, steam wafting off the wound as the sliver bullet dug itself deep in its new home.
It didn’t matter what kind of werebeast you were: Wolf, bear, rat or even a raven like Jackdaw. All them were deathly weakened by sliver. The mere smell could cause nausea, touch burned worse than third degree burns and any injuries could take weeks, maybe even months to heal.
Jackdaw wheezed, the room spinning in a messy blur.
“Right.” the phone landed by his ear but Savant’s voice sounded far off like it was echoing down a long tunnel “Sorry I got the paper right here.”
Muted sounds of pockets being turned inside out: Scraping of metal on brick, shuffling papers, even rustling fast food wrappers.
“Got it!” Savant beamed “Quinn says stay the fuck off his turf. Mind your lane or the next time he sends me I won’t be aiming for your shoulder.”
“How did you know I was...I was… no one knew...?” Jackdaw murmured incoherently.
“Your heart.” Savant explained “It’ll be your heart. Okay well I gotta go so take these next few months to reflect on any sort of ill advised turf wars, domestic disputes and fighting with your rivals. If you’re still interested in hiring me for revenge or whatever, you call me at my business payphone. Bye little birdy!”
----------
Savant dropped the phone to the floor, crushing it under their boot while rubbing the tension out of their neck. Around them was the standard stakeout gear: high powered and totally illegal sniper rifle, a neatly piled trash heap and a sniping pillow (Sniping��s hard on the stomach and knees.).
They packed away the gun, kicked the trash heap to make it look more like natural rooftop garbage and went downstairs.
Savant yawned tiredly, not at all concerned with the guards that were pouring out of Jackdaw’s hidey hole. They glanced around, trying to get their bearings when they noticed a hot dog vendor across the street.
“I really shouldn’t” they pursed their lips “Especially after paying for someone to set up the pyrotechnics spells. But I am hungry. Stomach wins!”
Savant made their way over, patting their stomach lovingly “One hotdog please. Everything on it.”
“You got it!” The vendor nodded before eyeing the commotion “What’s with that?”
“I don’t talk business.”
“O-kay. Umm here’s your hotdog. That’ll be two bucks.
Savant reached into their pocket and shoved a hundred dollars into the waiting vendor’s hand. Without a second look, Savant gratefully took the hotdog and walked away.
“Hey buddy! BUDDY! You gave me way too much!”
“You too!” Savant replied, took caught up in the rapture that was their meal.
This was a really fucking good hotdog.
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Godzilla vs. Kong
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From the first rumble in the seats in the Dolby theater, I was so glad I chose to see this movie on the big screen. At times it felt like I was on one of those “4-D” roller coasters where the seats rumble and they spray water on your or pipe smells into the audience. That’s how close I was to the action! As at least a casual fan of the previous entries in the Monsterverse, I was looking forward to Godzilla vs Kong and my goodness, those medium expectations sure were met. How medium was it? Well...
I would like the science in this movie to win Best Comedy or Musical in next year’s Golden Globes. This is probably the hardest I’ve laughed in a theater in over a year (obviously there are other reasons for that, but the sentiment still stands). This movie was nonsensical, loud, shiny, dumb fun and I had a great fucking time watching it. Oh, you probably want a plot summary - I’m just gonna refer you to the title of the film. That about covers all you need to know.
Some thoughts:
“Somewhere on Skull Island” - whaaaaat is with this title card? It’s a tiny island. How many possible locations could there possibly be for a giant fuck-off ape to be taking his nap?
I know we’re not here for any semblance of plot but boy, they really sprained something trying to lift these clunky paragraphs of exposition into anything resembling what actual humans would say.
These opening credits are one of the funniest sequences I’ve seen in ages.
My main man Brian Tyree Henry! I had no idea he was in this (frankly I knew virtually nothing about this movie because what do you even need to know about a movie with the title Godzilla vs. Kong). He’s playing a completely different vibe than I’ve ever seen him play - the comedic relief and a mile-a-minute vaguely conspiracy theorist podcast host who is obsessed with Sir Zilla and the other Titans. I really enjoyed seeing this other side of him!
Absolutely terrible waste of Kyle Chandler, who was probably paid more than my yearly salary for 60 seconds of Protective and Frazzled Dad perfection.
One of the highlights of the film is the performance of young actress Kaylee Hottle as Jia. Jia is Deaf, and so is Kaylee in real life, and I’m always here for more Deaf representation onscreen! And her friendship with Kong is one of the few things in the movie that elicits any genuine emotion of any kind. When he booped her I literally said “Aw!” out loud.
The visuals of the hollow Earth are very cool and remind me of those space age desktop backgrounds that most of the guys I know who built their own PCs and spent a lot of time on Tor.com would have had.
Even the most ridiculous films like this one will sometimes include little bits of worldbuilding that are thoughtful and have fascinating implications. For example, the “Titan Shelters” in Hong Kong - who pays for those? The government? Do rich people have reinforced private Titan Shelters while poor folks have to rely on the public ones, which are likely overcrowded and possibly don’t have enough resources? (I think we all know the answer to that).
I am very much enjoying all the neon in the Hong Kong fight, and how much more visually interesting it makes two giant blobs slamming their blob bodies against each other while causing a staggering amount of property damage.
Finally a realistic “I can crack the password!” scene!
Did I Cry? Ok, a teeny tiny bit, about Kong and Jia’s friendship.
Times I laughed LOUDLY in the theater: when Mr. Zilla, who can literally shoot lightning out of his damn mouth just straight up punches Kong in the face. When Kong gets attacked by all those lizard things in the hollow Earth and just uses one motherfucker to slap another motherfucker. When they use an anti-gravity machine (whatever that actually means) as a defibrillator for an ape that is sometimes as big as a skyscraper and other times as big as a mountain.
And now a series of questions:
Why is this high school class just watching the news in the middle of the day? The G-Z has attacked cities at least 3 other times in this universe that we know of. Like, this isn’t their 9/11, this is a thing that just regularly happens.
You decided it was a good idea to transport Kong over the ocean...where Big Daddy G hangs out all the time? Like...that’s where he lives, you guys. You’re basically trying to sneak Kong over the roof of Godzilla’s house and hoping he doesn’t notice.
OH and you had a Kong-sized net and a team of Kong transport helicopters ready the WHOLE TIME? But you still chose “sneaking over Godzilla’s house” as your first plan of action????
How long can Kong hold his breath? He goes underwater for some long ass periods.
In fact, what are the details of Kong’s physiology in general? How tall is he? Because at one point in his fight with The GZA, he’s standing on the floor of the Tasman Sea, no big deal - except the Tasman Sea has a depth of roughly 18,000 feet. And Kong’s just chilling out in the water at waist level? But he’s also shorter than the skyscrapers in Hong Kong? I choose to believe he can grow and shrink at will because that makes more sense than the sloppy joe approach to his biology the screenwriters are using.
I like Millie Bobby Brown as much as the next guy, but does it bother anyone else that she always sounds congested? Is that a consequence of her doing her American accent? It’s incredibly distracting.
Oh, this entire scene is set in Antarctica but no one is wearing hats or gloves? Sure sure sure.
And no one is having any problems breathing the air in the middle of the fucking earth? No one thought to check that the atmosphere was breathable before everyone takes off their helmets? No noxious fumes to worry about in the center of a planet that produces magma and shit?
You’re taking your child to the literal center of the earth? Is this not the ONE TIME you think you might need a babysitter?
The ship that can *checks notes* withstand the forces present during an entire reversal of gravity is crushed by Kong’s fist like it’s a tube of toothpaste?
Even though the Earth is hollow, I’m assuming the distance to reach the core is still about the same, so Godzilla’s lighting can 1) act as a drill to - I cannot reiterate this strongly enough - the CENTER OF THE FUCKING EARTH and 2) Godzilla and Kong can yell at each other for 3,958 miles (give or take) and still hear each other? Do they have superhearing? Is this something we’re studying or are we content to just have them Hulk smash all of that incredibly important evolutionary biology to bits while everyone stands around?
Because this is a “vs” movie, of course there is no clear-cut “winner” at the end. Instead the two parties leave each other with a grudging respect formed, an uneasy truce in place. But I’m obsessed with the way this final scene plays out, as though Godzilla is a bitter ex walking away from Kong after their doomed relationship has run its course. The lighting, the soft music, the absolute melodrama of this giant lizard slinking slowly back into the sea. Godzilla is giving the gays everything they want in 2k21 and I am here for it. Here’s hoping the next entry in the franchise has Kong hooking up with Rodan to make G jealous and they all have a messy public fight over brunch, Real Housewives style.
If you liked this review, please consider reblogging or subscribing to my Patreon! For as low as $1, you can access bonus content and movie reviews, or even request that I review any movie of your choice.
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lettersandinkstains · 4 years
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WIP RE-INTRODUCTION
TITLE : THE PRICE OF EDEN AGE RANGE: New Adult to Adult GENRE & TROPES : Urban Fantasy, Low Fantasy, Low Horror, Biblical Horror, Found Family, LGBTQ+ Cast, Magical Realism, Mutual Pining, Chosen One Subversion, Mental Health & Mental Illness, Gray vs Grey Morality, Worldbuilding, Supernatural / Paranormal DRAFT: One WORD GOAL: 70,000
WARNINGS : Discussions of child abuse, Alcohol use, descriptive violence, body horror, descriptions of panic attacks, discussions of suicide
TAGS : eden, the price of eden, eden: [character]
SUMMARY :
On the eve of her 11th birthday, Bailee watched as her entire world changed – was forced to leave her brother behind – whose fate she does not know –, was forced to meet her estranged father in an unfamiliar country, and was forced to accept the life she was given.
Five years later, when the eclectic Lucija Matic approaches her one day, Bailee finds herself entangled in a life and world she pretended never existed the moment she left it as a child. And with that, confronting a past that she tried to bury.
CHARACTERS :
Bailee Davis -  A moody 16 year old girl. She likes art and music. Despite her wannabe tough appearance, Bailee is quite kind. Her childhood was difficult, and she spends her days trying to adjust to a healthy family life, despite feeling like she’s looking from the outside in. All she wants is a place and family to belong to.
Lucija Matic -  An eclectic and outgoing 16 year old girl. She is sociable, loud, and has a curiosity about the world around her. While she was born in a privileged life, Lucija was spoiled sweet and would give the clothes off her back to anyone who asked. She has an addiction to coffee and has a large, fluffy white dog she named Marshmallow. Her element power is Water.
Mihail -  A withdrawn 17 year old boy, he’s close friends with Scarlet. He struggles with standing up for himself if he’s at the mercy of other people and often tries to take the pacifist approach. He, like Bailee, has a habit of lying but for completely different reasons. Sensitive, he always tries to get anyone’s approval on anything he does. He does not have a good relationship with his father, having grown distant from an event from childhood.
River -  A quiet and quite blunt 19 year old person, River’s life is still a mystery to them. They go through their Purgatory listlessly and unwilling to co-operate with the Guardians. They know more than they let on, but would rather not rope anyone into it. They are friends with Lucija.
Scarlet -  17 years old. Scarlet is the cousin of Bailee, and is quite introverted. She enjoys spending her time alone or with her friends, but not much else. Intelligent and observant, it’s hard to pull the wool over her eyes but even so, she never calls anyone out on their shit publically. She is good with tact and subtleties. Her element power is Fire.
Nikki -  A cheery, mischievous 17 year old girl. She’s always up to something. She doesn’t let people in on her life all that much, and often withholds information until the very last minute. She is tricky in her words, and can often times have double meanings. She has the ability to see beings that others do not see but once believed in.
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self-loving-vampire · 3 years
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Fallout: A Post-Nuclear Role-Playing Game (1997)
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The Fallout series is currently kind of a big deal, but to date I think the very first game has the strongest atmosphere out of all of them. From the start, this game did many things right and expanded the way choice and consequence figured into the RPG genre.
I recommend playing it with the Fallout Fixt mod.
Summary
Fallout is, unlike the more modern games in the series, an isometric RPG with turn-based combat and a much heavier inspiration from tabletop roleplaying games.
Rather than using a fantasy setting as is the standard for this type of game, Fallout takes place in a post-apocalyptic world with a retrofuturistic aesthetic and a more mature atmosphere. This automatically made it stand out from the crowd, and then the game’s approach to quest design and character-building solidified its place as a classic.
Freedom
In terms of player freedom, there are few games that manage to even reach the same level as this one.
When designing Fallout, the developers tried to include at least three potential solutions to many of the problems the player may encounter, using the game’s robust character creation system to allow all kinds of characters to have options for how to proceed.
For example, an early quest involves rescuing a girl from a raider gang. Your options include fighting your way in and out of the place, using stealth to sneak to where she is and pick (or blow up) the lock, use your speech skill to intimidate the raider into releasing the her, purchasing her freedom, defeating the raider leader in a one-on-one unarmed fight, or even impersonating the leader’s father for her release.
To be clear, not all quests have quite this many options, but there’s still usually a few, including some that may not be obvious when playing certain kinds of characters.
This famously extends to the end of the game, where it is possible to overcome the final challenge without engaging in combat.
On top of quests having multiple solutions, the world itself is completely open, gated only partially by the fact that certain areas are populated by more powerful monsters (and even then, it is possible to avoid them).
While there’s never enough options and I can think of a couple of places where I wish I could have had different ones (such as during the very last conversation in the game), the game is generally doing a lot of things right on this front, especially for its time.
Many of the game’s factions and settlements also have various different endings depending on the player’s actions.
Character Creation/Customization
This is another aspect of the game that won over many RPG fans. The character creation uses the SPECIAL system, invented for this series following licensing issues with GURPS. 
It is a versatile system with three main components: Your SPECIAL stats (Strength, Perception, Endurance, Charisma, Intelligence, Agility, and Luck), your skills (three of which can be tagged at the start of the game, gaining a bonus and increasing faster), and your traits.
Traits in particular were optional features that would grant your character both a bonus and a penalty. For example, the Fast Shot trait makes some of your attacks faster (consuming less action points) but at the cost of being unable to make targeted shots.
And it does not stop there. Fallout had “Perks” that could be gained every 3 levels, which could grant a variety of rewards, some of them very significant. For example, the Better Criticals perk makes your critical hits more devastating, sometimes even enabling them to become instant-kill attacks regardless of the target’s remaining HP. From what I understand, this perk system may have been the genesis of D&D’s feat system too.
However, the real strength of this character system lies in how the game implements it. Both your stats and your skills will affect what dialogue options you have available and what actions you can successfully take in the game world.
This might sound like it should be the default for any RPG, but you might be surprised to know how many games, even otherwise very good ones, don’t seem to even try to implement something like this. 
Many other games, even today, don’t let you specialize your character in any way outside of combat. All characters have access to all options and your stats don’t affect anything but combat.
It’s not all positive, however. There are some balance issues to be found.
In particular, Intelligence and Agility are overpowered, as is the Gifted trait. There are also many skills, traits, and perks that are of marginal usefulness at best. Skills like Throwing, Traps, or Gambling (for example) just don’t come up very often or provide meaningful advantages over other skills even accounting for the fact that a pretty low gambling skill is enough to gain essentially infinite money.
Story/Setting
This is really the part that draws people to the series in the first place. There’s just not that many post-apocalyptic RPGs out there (Wasteland and UnderRail come to mind).
The story is relatively simple. Nuclear war has largely destroyed civilization, your ancestors survived by hiding in an underground shelter called a Vault, but the water processing chip broke and now you have 150 days to find a replacement before your entire community dies of dehydration.
The search of this replacement has you leave the vault for the first time in your life and explore the wastes, and the many diverse communities that have begun to grow and rebuild in it.
Many mutated creatures inhabit post-nuclear California, and you soon discover an even greater threat in the horizon. However, this is not an RPG about dungeons and monsters. Most of your time will be spent in various settlements, dealing with other humans.
Immersion
Pretty good overall, though still not on the level as some of my other favorites like Ultima 7 or Gothic 2. The game has day/night cycles and a few simple NPC schedules that help add some life to it, but for the most part what carries this aspect is the game’s solid worldbuilding and the relative reactivity of its setting.
One areas that detracts from the game’s immersion somewhat is the limited animations. For example, NPCs don’t actually “sleep” in their beds, they only stand next to them at night.
Some NPCs don’t seem to have schedules at all either, remaining roughly in the same state and location throughout the day.
However on the net I’d say this is still a rather immersive game, especially if you can apply a bit of your imagination to make up for the lack of animations and background details (some more text descriptions of certain locations could have helped here probably).
One place I particularly liked the first time I played was Junktown, as a couple of quests and events there felt very spontaneous to my then-young mind.
Gameplay
As previously explained, there are a variety of non-combat options throughout the game. In particular I really like how the dialogue works, especially when you compare it to the approach taken in Fallout 3, Fallout 4, and even New Vegas.
In the first two Fallout games, you do not get a [Speech] tag pointing to the optimal dialogue options. You have to think for yourself about what the most persuasive thing to say is, and what your skill does is make the option show up at all. If your skill is not high enough then the option will be not only unavailable but hidden.
I prefer this to the game outright telling you that one of your skills is tied to a dialogue option, as in practice it ends up being the same as marking that option as the correct one most of the time.
And then there’s the combat. A lot of people don’t seem to like it, but I actually think it works fine as long as you set the speed to max as the animations are a bit slow by default.
Besides the speed issue (which is easily fixed), the main complaint about the combat is that it is overly simple. This is not entirely wrong, as even though there is a wide variety of weapons to play with there is not actually that much variety in combat actions: Move, attack, targeted attack, open inventory (for healing), and sometimes burst mode make up over 95% of what you will be doing from start to finish.
There are still some tactics involved in positioning yourself and taking cover from enemy fire, as well as making good use of targeted shots to cripple the enemy. However, the fact that you have no manual control over your party members limits this front. Party members in general are both unintelligent and quickly left behind in the base game, as they don’t improve or equip better armor. The mechanics for equipping them are also rather janky.
However, combat does have its positives too. The idea of targeted shots is great, as are the accompanying critical descriptions. The animations and sound effects also make combat extremely satisfying, every hit that lands seems to carry a real weight to it.
There is also some nice variety to the death animations. Where more recent games in the series largely just have people’s body parts explode or instantly transform them into piles of ashes/goo, Fallout 1 and 2 feel like they have much more in this department.
Aesthetics
While the non-combat animations are not too good, there is a lot to like about the general art style of the game, from the architecture to the incredible talking heads various NPCs have.
The atmosphere of the game is also amazing, not only due to the way it looks but also because of the dark and ominous soundtrack (give me this over 50s music any day) that helps make the world feel appropriately desolate and perilous.
Even just the game’s intro shocked a generation and clearly marked Fallout as something dark and different.
However, this game’s atmosphere goes beyond sight and sound. The gameplay helps to heighten it. Combat is very lethal even if not always difficult, and the lack of clear initial directions beyond “Try Vault 15″ also helps the players feel appropriately lost until they find a lead.
The talking heads in particular have aged extremely well. I would say they even look better than a lot of modern RPG graphics.
Accessibility
The same lack of direction I just praised might be off-putting for some, and while the game is mechanically very simple there is no tutorial. This alone can make some modern players fail to understand some of the core mechanics.
The quest log is also rather non-descriptive, so it can be easy to lose track of some details unless one takes some additional notes outside the game.
However, the game’s manual is not only complete and written for people new to RPGs, it’s also quite fun to read. A lot of people these days just don’t seem to think of the manual as something they should look at, but it helps to keep in mind that older games typically require it.
Don’t let the size of it discourage you either. You don’t need to read the whole thing at once and a lot of it is fluff or things you might already know from other games (like how to load or save your game). Just look at the index and see what might be good to know from the start.
Conclusion
It should be no surprise when I say that this is a game entirely worth playing, whether you are an existing fan of the series or not. Like many of the other games that I have reviewed and will review in the future, this one has great historical significance on its own on top of having many positives even when compared to the more modern games in the series, especially in terms of aesthetics.
Furthermore, the game is pretty short. It can easily be completed in about 20 hours or less for a first playthrough, and yet it offers so much more than that due to the many options and replayability it provides.
There is really no other game quite like this. Not even the few other post-apocalyptic RPGs that exist, not even other games in the same series (including Fallout 2). I would call this one of my favorites.
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larissa-the-scribe · 3 years
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C-1
1. Describe your worldbuilding process. Do you start from one area, then build out, or the reverse? Something different altogether?
Oh no one of my favorite writing things. A very dangerous question to have chosen XD
Currently don't have a fixed process. Worldbuilding generally takes a few forms. One of the integral factors is that for me the worldbuilding and story/characters/themes are linked; both drive and feed into each other.
What this can look like is me trying to think of what part-time job Character X needs during the story, which leads to thinking about the geography of the country (forest vs plain vs mountain, for example), and what kind of work would be in high-demand considering, or what materials would be available. With those materials in mind, this could lead to figuring out how maybe the characters get from Point A to Point B via the transportation system—which could establish this system so that later the bad guys could hijack it. But if they did that, that would affect the rest of their stated goals, which means that..... (also besides fitting the world, the job would also have to fit both characters and plot, but that's a different discussion)
Basically, that process is just me following rabbit trails until I've mapped the warren.
Another way I do things is that I take a concept or vibe and just run with it as far as I can. Okay, so if they all live in trees, how do they cook without setting things on fire? What implications does this have for how the homes are structured? Would there be something like what happens in American college dorms, where there are restrictions on what kind of "appliances" people could own in their houses? If that's the case, would a part of their culture revolve around a common setting containing cooking fires, and by extension places to sit and eat? Would being a cook (someone trusted with fire and the common welfare) be a job that's highly regarded? And so on and so forth.
I also collect little tidbits that I could perhaps use, or else I'll do something that will remind me of a fundamental aspect of life I've overlooked. E.g., lately I was watching a video on different musical instruments from around the world, and my mind took off on a tangent surrounding what kind of common instruments a particular country would have, and now one of the cast is an aspiring musician.
Magic systems are a whole different many-limbed critter, but those are also very important to the worldbuilding process.
If magic is common and widespread, that's going to have a profound impact on the foundations of that society, especially depending on how that magic is channeled. I have a world where one of the realms is heavily magic-based. Despite the medievel aesthetic, they turned out as advanced as our world, except they approached it from a different perspective. Why would you go through the trouble of building something complicated like a phone when you can just go to the market and get an enchanted mirror? If you want something more portable, just grab a cryspect and be on your way (it's a crystal that projects small images, like a hologram).
If magic is not common and widespread, that's going to impact society, too, and opens up a whole set of questions.
So I guess, really, the heart of my method is just to ask as many questions as possible and then work from there.
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