stultifera navis rerun AKA thinking about Iberia hours again because a lot of the Iberians have such fascinating relationships with the concept of home but specifically Thorns and Lumen are eating at my brain. like where do you call home when the place that is your home Just Fucking Hates You? Elysium's rewinding breeze specifically makes a point to hammers home how differently Iberia treats its Liberi and its Aegir
(which is especially interesting since this comes right after a conversation where Purestream commented on how despite Leizi being a high ranking government official, there are still some experiences that are universal for all Yanese people - because the experience of what Iberia itself is like isnt universal for all Iberians)
But all that being said, Thorns also straight up states that Aegir is not his home, and yeah, how could it be? How could a place you've never been to, never truly known, ever be your home? How could it ever feel like a home?
so where do you go when the place that you are from hates your people and the place your people are from is completely unfamiliar and alien to you? Thorns' answer at the end of the conversation with Aya is: my home is where i chose it to be. my home is where there are people I care about and people who care about me
in the complete opposite direction, Lumen's oprec asks: why do you still stay in a place that wants you gone? because the people of Gran Faro like Jordi well enough but when push comes to shove, they will want the only Aegir in town gone
and yet, when Rald the messenger offers him a chance to leave Jordi turns him down and when he's forced to escape Gran Faro after the people there literally try to send him to his death (or worse) at the hands of the Inquisitors he keeps trying to go back because like everyone in stultifera navis, Jordi is clinging to his own dreams of a golden age
but the shape of that dream is unique to every character and for Jordi, his dreams are deeply, inseparably bound to the Eye of Iberia, the legacy his parents left behind
and it's this dream of becoming someone great, of bringing about that golden age that his parents devoted their lives to help create that ties Jordi to this nothing town because despite everything, despite the mistrust of the townsfolk and the hostility of the Inquisition and the danger from the ocean, he simply cannot leave it behind
(or, because i personally dislike the official translation,)
"I just see this place as my home"
so yeah. not sure what overall point i was trying to make here i'm just. deeply in love with these stories about chosing what is and isn't your home, of saying you will not call a place your home because it has given you no reason to or saying you consider a place your home even though it has given you every reason not to. deeply unwell about them <3
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Sun Wukong's assorted lingpai (mandate tokens)
[ID:
1) An illustration of the two sides of a mostly rectangular lingpai made of wood. One side reads "令" and the other reads "弼马温", both written in seal script. The bottom of the lingpai is adorned by horses facing outwards, clouds by their feet.
2) An illustration of the two sides of a stone lingpai shaped mostly like a rectangle, but flared at the top and bottom. One side reads "令" and the other reads "美猴王", both written in seal script.
The top of the lingpai is adorned with a dragon-pearl surrounded by flames and clouds. The bottom is adorned with mountains, the sea, and coral. The borders of both the top and bottom are decorated with clouds and flowers. The top is swirled in a way that resembles a lingzhi or a ruyi.
3) An illustration of the two sides of a red jade lingpai, shaped mostly like a rectangle but with a curved top. One side reads "令" and the other reads "齐天大圣", both written in seal script.
The top of the lingpai is adorned by a ruyi with a flower and mountain at its center. Below the ruyi is a lotus flower, which sits on top of the forehead of a Yazi carving. Clouds extend out from either side of Yazi and below him are flowers. The two sides of the lingpai have the carvings of cloud pillars wrapped in a stylized waterfall. At the bottom are clouds which could also be the foam from the waterfall. Lotuses float atop this foam/these clouds. At the center of the bottom is a mountain with a ruyi at its foot. This ruyi also has a flower within it.
4) The lineart for the three lingpai, with accompanying commentary. The one labeled "BiMaWen" reads "carved and burned wood," "simple, only horses and clouds," and "ornamental, basically no power."
The one labeled "Beautiful Monkey King" reads "carved from a chunk of Sun Wukong's stone egg," "customized from Ao family royal lingpai template," and "mostly sea, cloud, and dragon pearl imagery."
The one labeled "Great Sage Equaling Heaven" reads "carved from red jade," "fully custom, in style of an emperor's lingpai but HuaGuo," and "flowers, waterfalls, mountains, ruyi, Yazi, and clouds imagery."
At the side are simple doodles of the three lingpai.
The first is light brown with a yellow cord, captioned "simple cord, no tassel."
The second is grey with a red cord and tassel, captioned "silk cord and tassel."
The third is red with a red cord and tassel, captioned "braided cord," "jade and gold accented."
End ID]
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Why Spenser Starke is a Fantastic Horror GM (and the Core Fantasy in Candela Obscura)
So, I have seen some rancid takes about Spenser Starke online. Less so on this webbed site, largely because people around here are not in a pissing contest to prove who’s the most cynical, superior, and dickish. But there have still been some mind-blowing ones, from “he says UM too much” (guess who else does that? Brennan, but I don’t see these people criticizing him), or “he describes scenes like shots in a movie and that’s BAD WRONG” (while you might not stylistically enjoy it, I for one adore seeing a new interpretation of how to narrate while GMing, and think he’s doing great).
But the two that rub me the wrong way most are that he “controls the narrative too tightly” and doesn’t allow the characters to meander too long before throwing them back into the narrative, and that he’s “too harsh” in that even mixed successes tend to net characters damage of some sort. I saw accusations of “GM vs Player” mentality, but everyone was clearly enjoying themselves and the experience.
And that, I think, highlights the fundamental disconnect between these complainers and what’s actually happening on the screen: they don’t understand the core experience.
They have likely never played horror TTRPGs. They may have never played TTRPGs period, and instead are armchair DMs based purely on how Matt and Brennan DM, not really understanding that there are a thousand other ways to DM. But if they have played TTRPGs, I would guess that they’ve exclusively played D&D or its ilk. And I say that because there’s a very clear belief here that empowerment and ‘winning the game’, as well as wandering about freely to create your own narrative at your own pace are all fundamental parts of the TTRPG experience as a whole. But they aren’t. They’re fundamental to D&D, yes, but this is not what players come to a game like Candela Obscura for.
Each TTRPG has a central fantasy playing out. In D&D it’s heroic empowerment. D&D is mechanically built around getting more and more power and eventually defeating the big bad. A good GM in D&D, like Matt Mercer, focuses on giving out challenges, but always helping their players strive to overcome and grow and become better. This self-actualization is at the heart of the experience.
Horror games are not about that at all. The closest to that fantasy is something like ‘Vampire the Masqerade’ or other World of Darkness games, which do feature power growth, but the core fantasy is actually about learning that you are a monster. And embracing power will lead to even greater monstrousness. The horror in games like this is both political and personal, and the system is mechanically built to accommodate that horror.
And if you watch LA by Night or NY by Night, you’ll actually see that Jason Carl employs a fairly similar narrative tightness to his storytelling as that of Spenser Starke. Because a huge part of horror is about establishing and maintaining a mood. To do that, a DM has to keep a tighter rein on pacing, cutting from scene to scene and moment to moment in a way that is more directed than in D&D, because that helps establish and maintain the vibe being created.
Candela Obscura plays, thematically, a lot like one of my favorite games to run: ‘Call of Cthulhu’. CoC is a game all about disempowerment. The power differential between the players and the monsters is vast. Combat is vicious, short, and deadly, and direct combat almost always ends badly for an investigator. There is an entire chapter devoted to running away for a reason.
Both CoC and Candela are built on danger, vulnerability, and a constant sense of tension. And Spenser is fantastic at all of these. He keeps his narrative laser focused, moving between moments rapid-fire to keep up that tension, and to introduce new dangers. He is a ‘vicious’ DM only in so much as even mixed successes hurt. But this also keeps the tension up by keeping the characters and players on the edges of their seats. They are almost never safe. They are almost never well. They are constantly juggling dwindling resources. They are underpowered, vulnerable, and afraid.
And that’s the core fantasy here: exploring fear in a safe way. Being stressed out in a way you can leave behind as soon as the scene is done. Constantly living on the edge, fighting the odds, and knowing that you likely won’t succeed or will only do so at great cost. And he is masterfully keeping that intensity running through each session.
He gives characters time to talk about themselves, time for scenes to play out, until he feels the tension begin to flag, and then he pushes on. He never lets the air go entirely out of the narrative sails. He has a great sense of when a character needs a moment (his use of the red PTSD lighting exemplifies how closely he’s paying attention to his players and adjusting the setting to fit their moods). He sometimes pushes on, gets pushback from a player who wants another beat, and is always happy to give that to them. He keeps the pace up, but is always very careful to make sure his players have what they need to still enjoy this particular experience.
All this is to say that Spenser is absolutely killing it at being an exemplary horror GM. His sense of pacing and tension, his ability to direct action while still always embracing player autonomy, and using the mechanics of the system to never allow them to feel entirely safe are all great tools in a horror GM’s toolkit.
Horror games are not for everyone. Certainly there are plenty of people who only ever want the hero fantasy of D&D, but I think it’s important to recognize what the goal of a game is, and what constitutes success within those parameters, rather than parameters that only exist in an audience member’s mind, because they don’t really get how horror games work.
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