HOW BOUT DEM COWBOYS
HAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA
7 SEEDS WERE 0-6 BEFORE TODAY
LOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOL
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been reading a good chunk of dp fic lately, and was wondering if Unova might have certain otherwise-benign phrases it's a taboo (or faux pas, at least) to use when the dragons are active, ala how “I Wish…” is treated in Amity Park. or, *alternatively*, should only be used in serious, important matters (“It is my Ideal that Mother will survive her cancer” “It is my Truth that I will fight for my child to live in a world that respects xeir Identity”, etc)
for the former, perhaps considering it a rude or presumptuous burden to saddle The Good Of Truth Itself with a mortal’s minor inconvenience, or worse, in the other direction, risking having the god Itself hear your declaration and come down from the skies in a flaming meteor of screaming civilians and feathers to get, idk, your quarterly business profits to go up an extra 0.1% or whatever.
tourists and immigrants might get side-eyed a lot if they come from like, Galar (if you prefer them both having the same language ala the US and UK), or learn the language through a book or app developed by someone that's not Unovan translating a common phrase normal anywhere else that doesn't have to deal with said dragons actually living there.
on the other hand, now I'm thinking about the latter option and if swearing to The Dragons would likely be incorporated into ceremonies like weddings, or only really in the legal (and possibly business) world. for the happy couple to pronounce Their Shared Ideals and a priest to Confirm the Truth of their joining. or for there to be a lot of symbolism in engagement/wedding band colors. (technically blank and white aren't colors but shh)
ooh! a band with half of a coupling shape on it instead of (or carved from) a gem, and in the ceremony your partner slides the opposite on, which latches into the curvature and locks the black and white into place together… 👀👀👀👀 (of a similar note, to keep both dragons equal in importance, when engaged you wear a white band on one hand and the black on the other, then in the ceremony the couple (or the priest) slide the Truth Band from each person into the Ideal Band on their betrothed.
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SO Sun Wukong’s golden headband, right? Famously known as the only thing keeping him from committing mass murder on the spot via Tripitaka reciting a sutra/spell. (It’s called The True Words for Controlling the Mind or the Tight-Fillet Spell via Wu & Yu, 2012, vol 1)
Well the book doesn’t tell you the words to it for obvious reasons, but I got curios as to what it may be about. I found this blog about it and-
I’m losing my mind
this is where we’re at as a community
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idea for a cartoon/anime/tv show/whatever:
starts off as typical rpg-esque fantasy story BUT the narrator is just a little too invested/vindictive, a lot of the npcs sound really similar, and every now and then the characters fuck up something they should've aced/do something so well it seems like the rules of the universe broke for it to happen.
finally at the end of the first season, the group has beaten the big bad du jour, and the scene goes black on them celebrating in a bar/angsting over some new horrible realization/something suitable for a season ending... and then instead of going black all the way, it zooms out and the viewer learns that it actually is an rpg being played by a bunch of kids in an after-school club/a bunch of grown-ups on their off-hours/something else like that, and that the "season" has ended bc the players are about to go on break or something.
the next season takes up roughly where the last one left off, this time beginning with the players reuniting and vaguely referencing what they did offscreen, but once the gameplay starts up again, the story has a few minor inconsistencies due to the players having forgotten some things. and since the audience is now aware that this is in fact an rpg, there are scenes where the characters do something and then the players realize they forgot to factor in some rule or other and have to backtrack (maybe there's a rewind effect, or maybe the characters just restart their conversation from scratch and act like the first bit never happened
as the game/show continues, we continue to learn more and more about the players' characters via their backstories coming into play, but the details of the players' lives remain incredibly vague– none of them are ever named, although they occasionally name other people, and the players age between seasons (more dramatically if they're students). one of the seasons ends on a rather disappointing note: no final boss, no dramatic revelations, no sign that anything major occurred irl. just a very sudden, abrupt ending in which the players say goodbye like they usually do. the next season begins after a significantly longer time gap than usual, with something major having happened offscreen (maybe the students graduated or one of the players lost their job or maybe one of them even died suddenly).
nonetheless, they all attempt to pick up more or less where they left off– only bc they've grown and changed so much, they have a much harder time connecting with the mindset they had when they started playing as that character. slowly, the story begins to shift focus from the fantasy characters to the players and we begin to learn more about them as people (still not their names tho (unless one of them died, in which case we learn that one's name)) as they continue to play, and emphasis is put on the difference between the complex natures of the real players vs the simpler ones of their fictional characters.
finally, in the last season, the gm pauses the game after some mildly important battle or other and admits that the end goal they had in mind when the game started all those years ago no longer seems to fit what the game has become or who any of the players are. the group decides to continue the game anyway, but as the game/show continues, the art/set for the irl-game parts gradually becomes more realistic and lifelike while the in-game parts start looking more and more... flat, for lack of a better word. eventually, the game ends, and as the gm said, the ending isn't great. it's not awful, but it's not particularly good either. the gm and the players ponder what they maybe could change to fix it, only to slowly come to the realization that they've been losing interest in the game for a while now, and were only continuing to play out of habit– what they really enjoyed was spending time with one another. one of the players hesitantly suggests that they meet up again the next week like usual, only this time somewhere else, to try something completely different. the group agrees, and they all pack up, say goodbye to one another, and go home. as the last person leaves the game room, they turn off the lights and close the door, thus ending the story.
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