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#thematically it's just. really neat. but i might change my mind later
strayslost · 8 months
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YOUR BSD NEW EP SPOILERS WARNING GOES HERE!!
you fools. fyodor couldn't die that easily. he's still fine you just gotta BELIEVE-
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constellaj · 3 years
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How about A for Reality Trip for the episode rewrite thing?
my biggest issue with reality trip is that its just a series of travelling around to non connected locations to get the mcguffins, and while danny’s secret being public matters somewhat, it doesn’t really impact the fact that they’re on the move too much. I also don’t like the ‘maddie and jack accept him perfectly and then he wipes everyones minds anyway’ cause that doesnt do anything. i DO like the “our summer vacation plans got ruined thanks to a ghost” angle so i want the themes of the episode to focus on danny’s frustration that nothing ever goes right and how he doesn’t even know what he wants
so i think in my rewrite:
-danny’s secret is out almost immediately, and it’s because the GIW shot him w a destabilizer and he publicly morphed (he got away thanks to shenanigans similar to the onstage debacle in canon) how this is thematic: he thought he didn’t want the secret out at all but, weirdly, a lot of the popular kids are fine with it. he’s still afraid of what his parents will think but he’s also frustrated that he had unfounded fears
-however, when danny (terrified) goes to his parents: theyre gone. freakshow has taken jack/maddie/jazz/etc and frozen them in some magic bubble bullshit or mind control or whatever so they don’t actually know. freakshow is sending danny on a fetch quest for the gems thematic relevance: he just hyped himself up for this conversation and they got yanked away
using these two, i think we can keep a similar opening/setup for the ep, ie freakshow in GIW containment until he breaks out, for setup-payoff
regrettably this still keeps the fetchquest aspect that i think makes reality trip broken in the first place, but since the first freakshow ep was about danny being evil I think it could be neat if we had some of that carried over into this. the ‘reality stones’ (since we live in a post mcu world now, we regrettably would have to change some of this, but i digress) respond highly to ecto activity or whatever, basically meaning that with every new one they get danny becomes a little more powerful. since everything is going wrong for him (see: the theme) and he doesn’t know what he wants, he starts to get a liiitttle power-hungry. A little messed up in the head.
ideally then there should be a way to work Vlad into this plot too. i’m a sucker for dadvlad tbh so let’s say that... when the Fentons first get kidnapped danny begrudgingly goes to vlad like “my mom and dad are kidnapped” and vlad may be a dick but he doesnt want his college crushes (or crush singular if i’m forced to be canon compliant) locked up so he’s helping. at first hes like “oh my boy daniel let Me hold the Magic Rocks surely you trust me haha >:)” and then later hes like “....son these rocks are turning your brain into goo.” course nobody believes him cause its all a ploy all the time forever and always
since danny’s secret is out too that means theyre actively on the run and vlad can’t always be There because he’s relatively high profile in either form, just for different reasons, so we can make him more of a “i did research offscreen and i think this gem is in x location but I can’t go there because i’m a bitch” type character
i DO like the intelligent aladdin-like ploy of ghost envy in the original but ‘ghost envy’ as a theme has to be reworked at least slightly for this, so also with danny being evil let’s say he’s feeling the scales tip especially after his reveal to the point where he’s feeling like he’d be better off if he was living his life entirely as a ghost. 
of course when they get the things to freakshow danny has the gauntlet and hes all like “im evil now and i will kill you” and sam/tucker/maybe vlad are like “but danny. you have friends.” and we get a montage/list of allusions of those times that they actually helped him on this fetch quest, like idk sam at a rock concert using loud horrible teenage music to chase the GIW out etc. they got souvenirs from everywhere they went. so danny sees this and hes like “oh noooo my humanity” and drops and in that split second freakshow grabs the gauntlet
and dannys like “oh great even NOW nothing EVER goes right for me” but because i put vlad here and because i like parallels vlad is like “so what are you gonna wimp out” or whatever he says. they probably had a somewhat heartfelt speech earlier about “why are you helping” “I care about jack and maddie being alive” “bro they hate you” “not everything has to go right for me to give a shit, daniel” or w/e
so before danny can overreact with his rage he remembers to work with what he has and pulls the fast-thinking “oh i bet you wish you were a ghost huh” trick that allows him to put freakshow in the thermos. then danny goes to get the glove and hes like “wait... no... that turns my brain into goo” and vlad is like “how about i get it :)” and danny is like “no youre evil” and vlads like “damn u caught me”
so sam and tucker actually use the gauntlet bc theyre not ghosts so their brain wont get fucky wucky. obvs they make the decision to wipe peoples memories of dannys identity but theyre also like “danny... don’t you at least want to see how your parents would react before we do this” and danny just sorta. shakes his head and repeats some “not everything has to go right for me to give a shit” line from vlad or something and of course its cause hes still insecure but also he’s okay with not having PERFECT control over everything now which is what he struggled with all episode so. character growth!
i feel like me saying “vlad should be here :)” is a staple that might lead to his character losing some of that original allure but like... honestly. vlad should be here :)
before the memory wipe dash makes out with him but that was a given
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boycottyashahime · 4 years
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Hello! Anti-Sessrin person here. You said if this couple becomes canon it will ruin Sesshomaru's character development. I would love it If you could elaborate on that because you're always so eloquent and smart. It's ok if you don't feel like it, though. Have a nice day!
I've actually been looking for an excuse to sit down and write out a cohesive post on my thoughts about this. Contrary to what the shippers want to believe, my interpretation of Sesshoumaru and Rin's relationship doesn't have anything to do with my moral objections to child grooming. I happen to think there's plenty of evidence for a filial interpretation in the text.
First, I'd like to preface my little essay here by saying I'm going off the manga alone. I haven't seen the anime in a long time, because I dropped it when I got a little tired of trying to reconcile the inconsistencies between the two mediums. So, if you read this and have an impulse to say, "hey, what about that thing in episode such-and-such...", keep in mind that I probably just don't remember what you're thinking of.
So, let's go back, alllll the way back, to Sesshoumaru's first appearance. Here's a guy who tears off a dude's head for no other reason than to get the attention of his subordinates to demand a boat. Here's a guy who's spent a long time looking just about EVERYWHERE for his father's remains, not to pay respects, but to plunder them. Here's a guy who feels ENTITLED to rob his dad's grave for treasure he deserves simply for being his father's son.
Sesshoumaru begins his journey as a selfish, spoiled, entitled brat. He doesn't fit the usual profile of a kid throwing a tantrum on the street because he wants the expensive toy sitting in the window; he's very posh and very reserved, but fundamentally, his motivation comes down to the simple fact that he wants Tessaiga. It doesn't even really have anything to do with respect and admiration of his father, otherwise he wouldn't have been so eager to rifle through dear old dad's bones to get at a sword when he had another heirloom right there at his hip. Only Tessaiga was representative of the sheer destructive force he wanted to wield, so he ignored the fact that his dad didn't seem to want him to have it.
This is important, because at first, Sesshoumaru doesn't seem to think of his father in terms of the guy's intentions or the steps he takes for the sake of his sons. Like most rich spoiled kids, Sesshoumaru views the Inu no Taishou in terms of his prestige and how that priviledge can be appropriated for selfish ends. Sesshoumaru wants Tessaiga not because he needs it, but because it's a birthright, and reinforces his legitimacy. When it's clear that Tessaiga seals Inuyasha's youkai blood, keeps him from going berserk, Sesshoumaru loses interest in Tessaiga - it's just a crutch for Inuyasha, and there's no prestige in taking it from him or using it for himself.
Sesshoumaru doesn't start to REALLY consider his father's intentions for the swords until later in the manga, when it comes out that Tenseiga was originally part of Tessaiga, and Inuyasha was meant to get the Meidou Zangetsuha attack eventually as well. It's at this point that Sesshoumaru starts to question if daddy actually HATED him, to give him a rather neat power disguised in a lame shell, but only to develop it so Inuyasha can have it instead, even after Inuyasha already got Tessaiga in the first place. It kind of looks to Sesshoumaru that Inuyasha gets all the powerful cool shit their father left behind, and that there might have been some favoritism coming down HARD on Inuyasha's side.
Above, you can see Sesshoumaru has two interlinked but distinct issues that are addressed throughout the story - his lack of compassion and empathy, and how tied his identity is to his father's favor and prestige. These two are somewhat separated in the narrative; there's a kind of pause in Sesshoumaru's development while a bulk of the middle of the story deals more with other characters and their development, but there is a little bit of a thematic connection between the two halves.
We'll start with the development of Sesshoumaru's compassion since, well, that's where the story begins working on his character. Right before Rin shows up, Toutousai let's Inuyasha's group in on the sword Sesshoumaru carries around and what it does, indicating that Tenseiga requires a compassionate heart to function. A bit ham-handed, but RT isn't very subtle most of the time, so we'll allow it. This sets up the next few scenes in which Sesshoumaru is unable to move and must play captive audience to a little girl doing the literal opposite of what he's used to. Sesshoumaru's habit is to show up and kill things, with no thought to the years of history, relationships, thoughts, emotions, etc that he's snuffing out. But while he's reclined injured in the woods, Rin demonstrates actual LIFE and the preservation of it, that part Sesshoumaru never gets to see. It's made all the starker by how BAD Rin is at caring for herself, let alone the strange monster she found in the woods. She does exactly nothing to help Sesshoumaru, despite how hard she tries, and is even injured by others in her attempts. She is the very picture of vulnerability, the opposite of the strong and capable Sesshoumaru.
This is a stark contrast, because anything less wouldn't be enough to create the necessary awareness of Rin's struggles that Sesshoumaru needs in order to use Tenseiga on here. And I know I've said this before, but I really cannot stress enough how obvious I think the symbolism is when Sesshoumaru uses Tenseiga for the first time; a phallic object gives life to a child, and the object's owner looks after that life throughout the rest of the story. He's not very good at looking after it, and it's clear that he's not sure about taking responsibility for Rin at first, because she pleaded for him to come back for her when he and Jaken left her behind to requisition a sword from Gaijinbou. To me, it's reminiscent of a teenager who knocked someone up, and ended up having to learn to give a crap about the result.
But, even if you don't accept that symbolism as particularly significant, Rin being a child, and human, and weak, unable to survive on her own, are important characteristics to how Sesshoumaru's compassion develops. Sesshoumaru is one of the strongest characters in the series, and he rarely has to worry about his own safety. And since he's in the habit of just murdering everyone he comes across if they're in his way, he's never had to worry about the safety of anyone else, either. When Rin comes into the picture, though, Sesshoumaru is faced with the uncomfortable reality of vulnerability in general. Through her earnest and incompetent attempts to foster survival in a world that can and does crush her, she's opened his eyes to how the disadvantaged, those without a powerful youkai lineage to rely on, have to struggle.
Rin herself has nothing to offer Sesshoumaru within this context of supreme vulnerability. She's not a friend, because she can't offer mutual support or use a skill to their benefit as a team. She's not a lover, because, well, she's a child and sexual/romantic attraction are conditions that wouldn't allow Sesshoumaru to extend his compassion beyond just her. As a mostly helpless kid, Rin has to rely upon Sesshoumaru and his power to survive, and Sesshoumaru employs his strength to keep her alive, getting nothing but a sweet smile out of it all. She gets all the benefits, he has all the obligations. This is PURE compassion - using one's advantages to another's benefit because you care about them, and not because you derive something from it as well.
This is why making Rin into Sesshoumaru's lover is a REALLY thoughtless take. It puts conditions on the compassion and muddies the message.
Moving onto Sesshoumaru's continued character development in the latter part of the story, the sword drama starts back up with slow, when Toutousai shows up and offers to reforge Tenseiga into a weapon. Sesshoumaru discovers that because he got angry enough to break his primary weapon in defense of Kagura's honor, he's triggered the next evolution of Tenseiga into something that can murder. Which is what he wanted at the beginning, yay! I want to point out here that Toutousai says Tenseiga noticed a change in Sesshoumaru's heart - anger for the first time for the sake of another. This implies that what Jaken said about Sesshoumaru getting tangled up in the fight against Naraku because Naraku kidnapping and using Rin to manipulate Sesshoumaru hurt Sesshoumaru's pride is actually accurate; he just really hated the thought of Naraku trying to use him, even if it was a failed attempt.
After going through HELL to develop the Meidou into a full circle (literally), Sesshoumaru then learns that the Meidou belongs to Tessaiga and Inuyasha, and that it's supposed to be handed over. Now, part of Sesshoumaru's angst over this idea, I think, is not just "did daddy love Inuyasha more?", but also the assumption that Inuyasha would have to KILL him in order to retake the Meidou Zangetsuha into Tessaiga. Thinking that your father meant for your little brother to kill you at some point to take your stuff is a pretty disturbing thought, to be entirely fair to him. This is why, when Sesshoumaru jumps into the meidou to take back control of the Naraku-possessed Tenseiga and breaks it deliberately, he spends the rest of the time in there moodily resigned to disappear. He genuinely believes that his father meant for him to die at this point, and even after they get out of there, he seems genuinely depressed.
This is Sesshoumaru's lowest point as a character. He's lost something he thought his father had meant for him, at his father's own wish, and he can't help but question why his dad would give him something just to take it away and give it to Inuyasha. It looks for all the world like favoritism, and since the Inu no Taishou is dead, there's no asking him what the hell the meaning of all this is.
This is all leading to one of the most infuriatingly ridiculous scenes I have ever seen in a manga - when Magatsuhi has crushed Sesshoumaru and everyone thinks he's been killed/absorbed, Magatsuhi is blown apart and rendered unable to reform by the shiny new sword clutched in Sesshoumaru's newly regrown arm. I could talk your ear off about how having Sesshoumaru stop being an amputee is erasure of consequences for his actions, or how being given back an arm is kind of a slap in the face for actual amputees, and where the mother f*ck did that sword come from anyway, but that's not what this essay is about, so I'll just keep all that to myself. The point of this is articulated by Toutousai when he says that Sesshoumaru had to let go of Tessaiga and his father's heirloom to stand on his own as a daiyoukai.
We've already gone over how Sesshoumaru is one of the most powerful characters in the series, who rarely has to worry about his well-being. He's just really strong without having to try. Sesshoumaru had already learned that he didn't need Tessaiga ages ago - he knew this when he learned that Inuyasha needed Tessaiga to keep from tearing himself apart eventually. But when he thought he had been passed down something from his father that was truly meant to be his, only to put all this work into it so that Inuyasha could have it, that embittered him again. It's not that he wanted the sword necessarily, but the thoughts and consideration of his father, who seemed to be putting everything he had into Inuyasha.
But his previous experiences protecting and considering someone (in some cases, multiple someones) weaker than him should have tipped him off. During the very battle in which he got his new arm and sword, he was actively helping those around him avoid Magatsuhi and keeping them close because he had a plan and the strength to carry it out. He was willing to take the extra step to protect Inuyasha and friends before trying to take care of Magatsuhi though, and that was the point. He put everyone else's needs ahead of his own, even Inuyasha's, and he did it without even thinking.
Toutousai just articulated what Sesshoumaru should have already intuitively known by that point. He never needed his father's heirlooms, the swords, his dad's power. They were unnecessary for him from the start. Inuyasha needed a leg up, because his own BODY could kill him after a while. But Sesshoumaru always had the capability of being great on his own. He just needed to finally separate his ego from who his father was and become his own person; stand on his own as a great youkai. While I don't agree with the execution, I can get behind the big lesson - don't rely on your daddy's wealth and influence to prop you up, and do the work to build a personality and identity of your own.
Which is ANOTHER reason why making Rin into a lover would be a thoughtless take. It would walk back Sesshoumaru's final lesson about being his own person apart from his father.
So, there you go. A comprehensive post regarding my take on Sesshoumaru's character development. I could add in a bit about Sesshoumaru coming to understand his father's consideration and the lengths he went to for the sake of protecting Inuyasha by having to give similar consideration to Rin, but I think this post is long enough, and that one statement on that aspect pretty much sums it up. Let me know if you would like me to elaborate on any of this, or if you would like to argue any of the points, I'm up for it. Might take me a minute to respond, mind you, but hopefully it won't take as long as it did to draft this behemoth.
Take care.
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jonismitchell · 4 years
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FOLKLORE THIRD LISTEN NOTES
the 1
how awesome is it to have been right about this song being about the one who got away?
it sets up a very romantic theme for the album and i don’t know how to explain it
i really love this production it’s very dreamy and tailored (don’t make the pun) to my interests
the verses on this song and the imagery they evoke are perfect god
the way this feels so hard feelings esque… the bus line and yeah
can we discuss “the greatest loves of all time are over now”
i think the only opener that beats this for me is state of grace?
persist and resist the temptation…
okay the more i listen to this the more i’m convinced it’s taylor reflecting on everything that happened in this album years later and reminiscing one day (don’t make the pun)
her vocals on this are so soothing i don’t know how to explain it
cardigan  
i was really afraid i wouldn’t like this because of the title but i love it
the imagery really reminds me of poetry can we have folklore poems
i think it’s the chorus (starts with dancing in your levi’s) that i really adore
a friend to all is a friend to none taylor swift said if you are neutral in situations of injustice you have taken the side of the oppressor (no joke this is what i thought of the first time)
“heartbeat on the high line once in twenty lifetimes” might be my favourite lyric
the music video says so much about the album as a whole in terms of the pain
TO KISS IN CARS AND DOWNTOWN BARS WAS ALL WE NEEDED??? excuse me that’s literally a perfect lyric
the train comment this has such a gothic romance feel to it and i love the line peter losing wendy
when you are young they assume you know nothing maybe that’s my favourite lyric
CAUSE I KNEW EVERYTHING WHEN I WAS YOUNG no one talk to me
the front porch line has possible parallels to mad woman?
okay but if this isn’t narrated by betty i’ll eat my own foot
i feel like the hook has real potential to be cheesy / childish but she avoids it so well bless
also the production on this song? a literal dream. she picked the style of production i like best i swear to god thank you miss swift
the last great american dynasty
the beginning of this sounds a bit like 929 to me, but it’s very unique from the first two songs on the album and i like it a lot
okay but the storytelling in this first part of this song is unparalleled
she sounds like the town gossip and you know what? i love it
this is also a really dance-able song to me
blaming the woman… how victorian esque
the chorus is flawless from the lyrics to the vocals to the beat i really love that beat! is that a drum i don’t know music
taylor swift said bitch good for her
the way she says “boys” is really neat
“and losing on card game bets” vs “back when we were card sharks playing games i thought you were leading me on” literally no one is allowed to look at me
again i was dancing to this hard on the first listen because it’s amazing and i’m also seeing the lucky one / starlight vibes but it’s better than both those songs? how does she do it
AND THEN IT WAS BOUGHT BY ME??? i lost my mind?? also this reinforces my water as authenticity theory because she references midnight sea whatever i’ll expand later
i had a marvelous time ruining everything,,, maybe she’s the narrator maybe she’s betty like elizabeth taylor burton to this taylor,,,
her voice in this song is seriously amazing
exile ft. bon iver
this feels like a natural sequel to the last time but it has huge getaway car vibes thematically
okay a lot of people have said this is a haylor song but i see it as taylor’s evelyn hugo fanfiction and you can’t change my mind on that
she put a whole man on this song and it’s still super gay
also i don’t mind bon iver’s voice as much as gary lightbody but still gah (also i had no idea who he was before this album that’s on being born in 2005
)i think i’ve seen this film before but i didn’t like the ending… don’t know why this line hits so hard but it literally does no one touch me
the ooh vocalizations are really cool i am again obsessed with the production
god i just love the lyrics on this so much can you guys believe how amazing
i just want to discuss how this entire thing is evelyn hugo fanfictionso i’m leaving out the side door is thematically important to the album i don’t know how to explain this right now but i’m sure i’m right about this
walked a very thin line vs literally all of mirrorball
i gave so many signs no one touch me! we only know the version of someone they have chosen to show us! there will be no more explanation there will just be reputation
the homeland defending line is amazing i can’t get myself together apparently“i’ve seen this film before so i’m leaving out the side door” maybe the best lyric
the outro for this song is literally flawless i just want to ask taylor what was going through her mind when she made this album please
this song is so sad i don’t even want to discuss it i just want to cry
my tears ricochet
love her getting some sat vocab in spelling really is fun
the intro for this song is so pretty i love
if i’m on fire you’ll be made of ashes too vs the room is on fire invisible smoke
when i said taylor was painting herself as one of the heroes that die all alone i wasn’t kidding!
the way she says loved on this song is really appealing to me
this being the track five makes me super emotional i love this song
i didn’t have it in myself to go with grace,,, you’re the hero flying around saving face,,, if i’m dead to you why are you at the wake,,,, god these lyrics just cut super hard okay! 
i feel super personally called out by this goddamn song…
some to throw… some to make a diamond ring after the marriage fanfare
what a ghostly scene / i pace like a ghost
the concept of angrily haunting your past lover because they screwed you over is so amazing
used to tell me i was brave because i fought you
i think this is our first properly angry track five since like dear john and i want to put my head on the desk and start sobbing but i won’t
the halloween vibes of this are sending me this is so perfect
“i’m screaming at the sky” “stolen lullaby” amazing lyrics and also her vocals i don’t want to talk about how emotionally attached i am to this album because i am
so the battleships will sink beneath the waves again i think this song is really personal
the way she sings and the lyrics have a really specific effect i will be crying over
this song is so good. it’s so good. track five supremacy.can we discuss how perfect the production is on the album i think we should
mirrorball
yet more perfect production? she’s really feeding me with this one
after ithk and lwymmd i was not expecting to be so obsessed with track 6 but what a pleasant surprise. like i initially liked ithk too but not like this (don’t make the pun)
again i am so upset by the lyrics
the hush…. i think she invented singing
god the chorus is so specific and so very taylor that i could cry like!! yes!! this is what it’s all about no one touch me seriously i mean it this time
masquerade revelers means something and it’s a beautiful visual too man she really stepped up her songwriting with this album
this whole song feels like something directly out of a dream
THE BRIDGE? BRIDGE CITY? I AM THE RODEO CLOWNS? THE TIGHTROPE? I’M STILL A BELIEVER BUT I DON’T KNOW WHY? THE VOCALS? THE LAYERED SINGING? DON’T TALK TO ME
i’ll show you every version of yourself tonight means something and i will cry
seven
this means the most to me really i just… this is for the kids who were victims of something bigger than them and i don’t want to cry but i think i just might for personal reasons
i again really love the production thanks for my rights miss swift
the half speaking really works for me this time (and this song is closeted teenager rights)
passed down like folk songs,,, i have emotions and i finally learned how to pronounce folk
and i’ve been meaning to tell you / i think your house is haunted / your dad is always mad and that must be why these lyrics are flawless and stunning and god. yeah. this song y’all
will you run away with me? yes. you won’t have to cry or hide in the closet what did i say!! closeted teenager anthem i’m tatttooing this on my forehead
i used to scream ferociously and that whole lyric might be my favourite part
again her vocals are an absolute dream i love the higher register
i still got love for you,,, this is really about childhood love and the way it fades but leaves an indelible mark goodbye i am done i can’t deal with this
i would listen to karaoke of this on its own because the background music is so perfect
taylor swift saw me listening to the japanese house and girl in red and said “hey i can do that” and you know what? she could!
august
okay so before we start this listen i want to say this song made me hyperventilate and almost cry at one in the morning which was great like. i wanted a song that made me feel as much as say it by maggie rogers and taylor swift said “okay bet”
that being said i really do love this intro i feel it’s very beautiful and it reminds me of white teeth teens a bit i can’t explain why
this is the lowkey version of cruel summer and it is equally gay
never have i ever before,,, taylor said i will romanticize being a teenager in love and it will be the most beautiful album you have ever heard in your life
i can see us lost in the memory just the way she sings the chorus is so beautiful
honestly this makes me feel like i’m sitting in a field which i think is the vibe taylor wanted to accomplish with lover but hey
her cruel summers and augusts were the equivalent of my january huh
this is the sad ending for cruel summer this is when she looked up and said “yeah you being in love with me is the worst thing i’ve ever heard” no one talk to me ever again
“back when we were still changing for the better / wanting was enough” is an absolutely perfect lyric i don’t want anyone to speak to me for the next year
“to live for the hope of it all / cancelled plans just in case you called / and say meet me behind the mall / so much for summer love” that was amazing that was perfect thank you
“you were mine to lose”
i love this chorus so much it’s unreal it’s just wow
august sipped away like a bottle of wine CAUSE YOU WERE NEVER MINE
i don’t even know what lyric to type up because they’re all so good and they evoke such a specific feeling i feel like i was punched in the gut
have i mentioned how much i love this production yet? i love this production
isn’t this outro just the most stunning thing you’ve ever heard wow
this is me trying
such a change of pace in terms of production and yet i am completely enamoured by it
the intro is so beautiful and the way she just transitions into a song so viscerally about her insecurities i... i refuse to do this damnit
this is apologizing for cheating but it was on her this time (no i don’t think taylor actually cheated on anyone it’s called storytelling and i feel this is one of the songs farther from her than the others)
for some reason the background music reminds me of pure heroine?
lyrically and thematically it sounds like the archer and wow can’t tell you how much i adore that
favourite lyric: i got wasted like all my potential
the curve became a sphere,,,, this is just such a good and honest and raw song how does she do it i’m asking how does she do it
i really love the melody of this thing i don’t know what to tell you
it’s so upset and emotional but resigned in a sense? i can’t really properly describe this
again this is bridge city! i don’t know if i’ve said this before but the bridge for this song is truly impeccable her ability to do this astounds me like the songwriting alone y’all
i really do love the background beat
illicit affairs
the visuals and the imagery and the storyline of this song are so perfect and damn i can just see the music video (i maintain this is by the same narrator as august)
you’ll be flushed when you return do you see what i mean by perfect visuals?
the way her voice pitches up and the high notes
who allowed the chorus to be this amazing i’ve listened to it like ten times now and my eye still twitches (should i get that checked out?)
i would like to repeat that this is an extremely gay song thank you taylor
a dwindling mercurial high is such a good line ugh i love the imagery again
clandestine meetings and stolen stares,, our secret moments in a crowded room,,,
maybe the perfume thing could build off the water theme?
the bridge of this thing goddamn wow i can’t believe
YOU SHOWED ME COLOURS YOU KNOW I CAN’T SEE WITH ANYONE ELSE
she’s on a cliff screaming in anger because the affair destroyed her!! august + illicit affairs are the same narrator and this is me trying is the person she was with,,, actually i think this is me trying might be about the other person apologizing to the narrator of august + illicit affairs,,,,
you taught me a secret language you know i can’t speak with anyone else vs. do all lovers feel like they’re inventing something do you ever just sit on the floor and cry
for you i would ruin myself a million times,,, evelyn hugo quote about screaming i’m in love with celia st james,,, death by a thousand cuts,,,, yes it’s fine everything is fine
invisible string
ahhh the pizzicato! that’s beautiful that’s really on point she really said strings kids rights huh
i really do like this production and the way it contributes to this idyllic image of her childhood whew i love this song a lot
ugh the melody of the pre chorus is so lovely we have to stan
all along there was an invisible string,,, tying you to me,,, okay now i am mildly intrigued by how much of this was autobiographical goddamnit there will be no more explanation
bad was the blood… that’s so cute! she said i looked like an american singer! no one touch me
wow her vocals on this song are so lovely and the lyrics! aren’t the lyrics just flat out amazing we have to stan taylor swift i think
string that pulled me and there are musicians pulling strings in the background okay i see you
that dive bar,,, dive bar on the east side,,, we love a consistent muse (also met you in a bar)
oh yes i do really like this bridge too it’s so romantic and wonderful perfect
an axe to grind for the boys who broke my heart? i think she should be allowed to do that as a treat
the hell / heaven reference thanks for another religious metaphor to add to my collection
her vocals on this song are so unique and i also like them a lot my eye is twitching again
maybe i got my track eleven rights back didn’t it! i really hope this is track 11 otherwise i’m going to look like a clown (no i don’t want to google it)
the outro is so soothing and beautiful i think i hear a violin
mad woman
the piano! hearing real instruments on taylor songs again! we are so blessed
i think this is narrated by the same woman from the last great american dynasty honestly
maybe also by the august / illicit affairs narrator trying to get revenge my mind okay
every time you call me crazy i get more crazy ugh i love this! women straight up going unhinged i see you with your gone girl fanfiction miss swift
the way this song feels like a whispered confession and her vocals and the eerie nature of the background music we have absolutely no choice but to stan
now i breathe flames every time i talk is a really amazing visual
this feels like a better done version of i did something bad i said what i said
it’s obvious that wanting me dead has really brought you two together - i love that line! i love unhinged taylor swift! blank space and idsb mashed together with a new feel i can’t put my finger on but i am quite literally obsessed with it
every time you call me crazy i get more crazy yeah that’s a line
there really isn’t anything like a mad woman (also this is intentionally linked to the last great american dynasty and i won’t shut up about this now)
the bridge is so intimidating and delightful! hell hath no fury like a scorned woman wow the visuals i see in my head are amazing
good wives always know taylor this is a better criticism of the patriarchy than the man is i just want you to know that from me personally
the outro is amazing there’s definitely some sort of snare drum here (i don’t know instruments again)
epiphany
it did not click that this song was about the pandemic the first time i listened to it
but honestly i am so obsessed with this intro it reminds me of the archer a little bit
i think this is paralleling war with the pandemic
ease your rifle and the accompanying vocal is so well song
okay the beaches reference is helping my water and authenticity thing
some things you just can’t speak about yeah i will lose my mind for personal reasons
this song is really comforting for some weird reason
something med school did not cover feels like an actual punch to the gut. someone’s daughter, someone’s mother… okay. okay i didn’t get this the first time but i am upset now.
and some things you just can’t speak about is a line and a half i think
it’s really just so beautiful and it’s hurting me
what’s the significance of twenty? she keeps referencing it and in lover too
but wow the bridge is otherworldly i love it so much… her mind amazes me
watch you breathe in… watch you breathe in…. please it’s so beautiful i can’t
actually this song might be one of my favourites it’s so good (of course i’ve thought that about all the songs so take this comment with a grain of salt please)
the outro is also super heavenly do i hear strings again?
betty
so we’re all in agreement this is gay
the beginning sounds so country and that’s her beginning and this is about a high school love
you can’t believe a word she says (most times) is so fun and cute i can’t believe i got rights handed to me on a silver platter with this one
the storyline she implies in the chorus it’s literally so beautiful i just have a lot of feelings! i snuck in through the garden gate every night that summer just to seal my fate!
this feels like a quintessential taylor swift song with the characterizations and the lyrics and how it feels ripped out of a diary entry (yes i know it isn’t but that’s how it feels )
do i hear a fiddler? emily poe is that you? not the point i know
BUT IF I JUST SHOWED UP AT YOUR PARTY man the chorus really does snap
taylor swift said fuck 2020 god bless america we’re officially moving into a good timeline
on broken cobblestones is all of my rights encapsulated into one don’t touch me
this is just gay james is a lesbian i don’t make the rules i just enforce them please
betty i’m here on your doorstep LIKE IN THIS IS ME TRYING BETTY IS THE AUGUST  / ILLICIT AFFAIRS / MAD WOMAN / CARDIGAN / THE LAST GREAT AMERICAN DYNASTY NARRATOR
the narrator of betty is the same as this is me trying no one talk anymore
WILL YOU HAVE WILL YOU LOVE ME WILL YOU KISS ME ON THE PORCH IN FRONT OF ALL YOUR STUPID FRIENDS THE MOMENT OF EMOTIONAL CATHARSIS I EXPERIENCED
i’m only seventeen i don’t know anything and the way it explicitly connects to cardigan
car again / cardigan is some nice wordplay
this is an objectively perfect song
peace
the opening music for this track is really lovely, it feels like a good return to lowkey after how Much betty was honestly
our coming of age has come and gone is one of the best opening lines i’ve ever heard
i’ve never had courage in my convictions won’t you look at what a great lyric that is
no i can never give you peace,,, man i really do like this hook
the production on this song is amazing
i’m a fire and i’ll keep your brittle heart warm! the ocean wave line helps my authenticity theory! they say love’s for show but i would die for you in secret! is this a song or a series of excerpts from my poetry the world may never know (i’m kidding i could never write anything this good)
would it be enough if i could never give you peace no one look at me i can’t be perceived any more than this
it’s like i’m wasting your honour wow what a line that is especially after exile but then the narratives don’t exactly match up hold i’m thinking
swing with you for the fences (i know places) sit with you in the trenches (epiphany) i feel like there’s something to referencing those songs directly after each other
oh.. the child line…. oh?
i’m a clown to the north does that count
man this song is so good and it gives me serious call it what you want vibes for some reason
but i would die for you in secret i feel like this bears repeating cause i’ll scream
would it be enough,,,, am i too much,,,, i would like to lie down
the outro to this is so pretty and haunting and thematically it kind of reminds me of dwoht / afterglow but that’s just me
hoax
i wrote hoax lyrics pre album but hers are much better
my smoking gun,,, knife to a gunfight,,, the way,,, man
okay a depressing song to close out a taylor album is new and im going to lose my mind
i really love the piano in the background like that’s beautiful
the confessions screaming on the cliff vibe i was right
YOUR FAITHLESS LOVE’S THE ONLY HOAX I BELIEVE IN
no other sadness in the world would do well that is a depressing ending to seeing daylight
my best laid plans / my sleight of hand / my barren land she’s literally such an amazing songwriter why is anyone allowed to have this level of talent and not pay appropriate taxes
THE ASH FROM YOUR FIRE IS THIS THE PARALLEL TO MY TEARS RICOCHET? i think i cracked something here wow
YOU KNOW I LEFT A PART OF ME BACK IN NEW YORK PLEASE EXPLAIN
the hero died so what’s the movie for i’m fine this is all very fine can you hear me screaming
you knew you won so what’s the point of keeping score i really think this is the other half of my tears ricochet you guys
her voice and the production combined here is so haunting
my only one my kingdom come undone can we just have a mental breakdown super quickly and collectively so i know i’m not really losing my mind
i really love this song a lot wow
the piano harmonies / melodies are so pretty (i don’t know which one it is sue me)
it’s perfect wow
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bubonickitten · 4 years
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i'm so happy you got into tma!! i've always enjoyed seeing you write meta posts for dragon age, so seeing you write meta for tma is such a treat! thank you for your words! i hope you have a lovely day :)
Thanks!! it’s been awhile since I’ve written meta for anything, I forgot how much I liked it. Once I realized how emotionally invested I was getting in the characters, I should’ve known I’d end up having to make a dedicated TMA meta tag. 
And not to be dramatic of anything, but TMA really is a masterpiece of horror imo. I like horror, but it’s always a minefield because so much of horror really does (sometimes unintentionally, sometimes not) employ some really awful racist, ableist, etc. tropes, or rely on sexual violence or hate violence as a narrative device without making any critical commentary on those subjects. So sometimes there’s a horror story that has a neat premise, but then it’s so saturated with unnecessary and harmful tropes that I just end up feeling alienated and frustrated. 
Even a lot of supernatural horror falls back on Lovecraft, and a lot of people don’t realize how racist and xenophobic his works really are. admittedly, there are some cool, more recent transformative works that reappropriate Lovecraft into something new (e.g. some stuff in the New Weird genre), but sometimes people just grab the aesthetic without knowing its roots. And I get it, it’s a cool aesthetic, I love monsters and tentacles and things that slumber in the deep and the dark -- it just ends up being bad when people aren’t conscious of what Lovecraft was actually saying. which, I know, is how tropes work sometimes -- creators reuse tropes because they’re so salient in fiction, but sometimes the roots are really horrible and we just don’t know the history, and horror is a genre that is really susceptible to that. 
Getting off topic -- what I mean is, I really think Jonny Sims is a brilliant writer and this is one of my favorite horror stories I’ve come across. He’s a master at character development and foreshadowing. I’m on my third time listening through and there’s just so much detail that I didn’t notice on my first listen, so many thematic elements and parallels and keywords that he snuck in from the very first few episodes that become so important later. It starts out as having a horror anthology vibe, with really brilliant short stories embedded in a larger framework, but then you realize that every single one of those stories is connected to the larger metaplot. 
I joke about Jonathan Archivist Sims and his conspiracy corkboard thinking, but I’m really sitting here listening with my own conspiracy corkboard during each episode -- sometimes reading too far into things, sometimes not, but damn is it enjoyable to try to pick apart the web (so to speak). 
I think it’s incredible how well Jonny Sims manages to pull all those strings together. It’s partly because he had the whole plot mapped out before they even recorded episode one, but it’s impressive to me, because I always have trouble following through on a story -- I’m not good at being decisive or consistent with my writing, I’m always changing my mind and losing the threads of what I was originally trying to do, and honestly most of the time I don’t have an end in mind anyway, so I end up giving up on things too early. 
One of the other things I appreciate is just... how compassionate Jonny is when writing his characters. One of my biggest complaints about Dragon Age was always that I felt like certain characters weren’t written with real compassion and weren’t given a chance to grow and so much of their potential was wasted. Jonny Sims, otoh, puts his characters in some dark, painful situations, which can be heartwrenching and anxiety-inducing to listen to (especially when it’s characters I relate to), but he also allows them to grow and change throughout the story, and that adds to their complexity. Even the characters I hate, I can still wrap my head around their motives. Without giving away too many spoilers for anyone who hasn’t listened and wants to eventually, the Big Bad is repulsive in every way but his motives are so realistic and emblematic of real world horrors like imperialism, Machiavellianism, totalitarianism, and a willingness to abuse, manipulate, groom, and oppress others for self-profit. 
Jonny Sims manages to utilize common fears, horrors, and phobias to present some really clever and thoroughly unsettling short stories. Even the ones that explore a fear that I don’t personally have make my skin crawl -- he’s just that good at descriptive imagery and conveying psychological horror. And a lot of the episodes also have social commentary (which is a hallmark of good fantasy, sci-fi, and horror for me) -- sometimes it’s subtle, but then sometimes he comes out with these episodes that knock the wind out of you. Especially the most recent episodes. He comes right out of the gate sometimes with a treatise on war or institutional violence or xenophobia and it’s... well, it’s powerful. 
And, god, I could write forever about how this story deals with the question of what it means to be human in the most horrific of circumstances -- what choices we make, what we are versus what we do, whether we grow or stagnate, the importance of human connection and trust and love even (and especially) when the world seems against you. The potential for character studies is... oof, I want to write an entire essay.
You know those books that are like, “The Philosophy of [Fiction Story]”? Oh, I am so tempted to write a full essay on the philosophical concepts presented in TMA. Especially existentialism, lmao. “What use is a philosophy minor?” people asked. Apparently the answer is, “Spend time during quarantine writing a treatise on existential philosophy in a horror-tragedy podcast I binged within a week and now can’t shut up about, because it’s been nine years since I had a philosophy class and I forgot how much I enjoyed pointlessly navel gazing about the nature of existence.”
I’ll shut up now. TL;DR if anyone wants to ramble at me about TMA, chances are I’ll be excited to respond. I’m having trouble focusing on creative writing right now, and I think my hype over this podcast might be helping me with writer’s block a little bit. 
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ryanneredheart · 4 years
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Frozen 2 Thoughts
Eh, I just gotta let this out, will probably delete it later. Spoilers ahead, mild to mid, not too specific, with some rambling.
So, watched Frozen 2 with my fam. I didn’t come in with any uber high expectations, Disney would surely nail animation and visuals for one of their most profitable names so I end up being most curious for story direction, characters, and music, with terrible to no memory of the one or two trailers I may have seen previous. After letting it settle, and allowing myself to enjoy it for what it is, as it sits in my mind, I find it becomes a frustrating film to me. I enjoyed most of the music, enjoyed the expanded world building, and I enjoyed the main cast interacting with each other as just themselves. Elsa and Anna interacting more was very much welcome. But I also cringed at some bits of it -like Kristoff being left on the side for almost half the film- and for some of the humor, and raised my brow at certain decisions made by characters. Pacing felt off at times, I had no idea how much a difference in time there was between this film and its previous, and it seemed like we got too much information -not all of it quite useful- in some areas which sacrificed said pacing and character interaction. Technically there’s nothing overly wrong with the film; it’s somewhat predictable -which isn’t automatically bad, but it sometimes clashes with the idea it’s a kids film while trying to bring in a darker tone and more mature themes- and there’s worse things out there. It can be enjoyed just fine, but something about it felt under-cooked/rushed in its writing. I couldn’t quite put my finger on it, until I took a step back and let the film settle in my mind for a bit longer, and it clicked for me. It doesn’t feel like Frozen 2, it feels like a Frozen 3, a trilogy end. Hear me out. Frozen 2 is a film that focuses on themes of growing up, maturity, change, not shirking from the mention of death and even grief at one of my favorite scenes -even having the feeling it wouldn’t last long, Disney liking its happy endings-. It takes us back to Elsa and Anna’s past, but more namely their parents and tying in their mysteries. The story itself starts in the Fall, a time thematic of change and transformation, with some leaning into going into a darker or more challenging time. The threat of separation is there but it’s made to feel even more dire with the general tone. And at the end of the film, Elsa chooses to be the queen of the woods, and Anna becomes queen of Arendelle with Kristoff at her side, with it known they’ll keep in touch and likely be visiting each other. Something about all this feels like it’d be more a finisher, more than a follow up. I’m aware there’s some novel out there called the Forest of Shadows that takes place between the two books, but if that’s the case, why not have something more directly after the first film time wise in film form? World build around recovering from the first film and integrate more characterization? More than what the Frozen shorts would imply in things just being all comical and dandy. (nothing wrong with them per se either but they’re not exactly the best vehicles for story and characterization) It feels like this film had jump too far ahead. Frozen 1 ends in the sisters reunited, and Frozen 2 with them apart already? -even if not far or permanently, the idea is still jarring- I feel we didn’t see enough in between to see Elsa and Anna learning to be proper sisters again; to each overcome some personal flaws, to see them interact with Kristoff and their people, have Olaf remain as humor but used sparingly since he is also a character with heart. It’d be neat to have a situation that allows these characters with plenty potential to develop a bit from their flaws and even struggle with moving on from them or changing because of them. Maybe we start and stay in the present day not long after the first film; Arandelle maybe isn’t fully on Elsa’s side of things quite yet, maybe some fear lingers and can be a catalyst to seeking to family history and/or an outside force that could affect Arandelle. It can be the extra challenge to overcome, but also a test of the  main characters each proving themselves to the people, to each other, and themselves. And still, even in the end, even with acceptance and reassurances from her sister, maybe Elsa finds she just can’t shake the feeling she doesn’t fit in, try as she may. And that’s okay, would make for a great message for kids even if written well. But I admit, I don’t know of an exact adventure idea that could take full advantage of this while still being something kids can watch as a Frozen 1.5. Maybe that Forest of Shadows book has something but I don’t know much about it, aside from it from having been something that took place and mention of Anna dealing with nightmares and such. But were there something between the two films’ stories, it could help fix some issues that Frozen 2 has, by taking on some of the magical backdrop and vague mentions of the past that beckon questions to lead into said film 2. (Thus, Frozen 2 could have had more character interactions and working together, even if there’s times of separation) Then after that Frozen 1.5, you go from modern day back to a jump to the past in Frozen 2, have some of the mystical matters having been explained in 1.5. You go full circle, reminded of Frozen 1′s start with little Anna and Elsa, you get a hook in regards to finally seeing to the origin of Elsa’s abilities. Then having the magic reintroduced and the past intertwined doesn’t feel as harsh a transition. Then go on from there with your spirits story, and while it might not fix all the flaws Frozen 2 may have, it’d smooth things out. Buuuut in the end, what’s done is done, so this is all wishful thinking really.
Frozen 2 is out, and if people enjoy it and have fond memories with it, that’s alright too.
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kinetic-elaboration · 5 years
Text
May 18: Whitby and the Mouse
I’ve been thinking about this and
[Spoilers for the Southern Reach trilogy below] [by which I mean, don’t read this post, read the books]
*
I don’t think Whitby is a clone. And I don’t think OG Whitby is the mouse.
I have to say I dislike the idea that just because clones exist, all characters who are a little bit weird, and/or all characters who have returned from Area X are clones. (Someone literally said on r/SouthernReach “everyone who leaves Area X is a clone, thus Whitby and the director must be clones” like ??? That statement is tautological. I feel like a lot people wouldn’t say it so starkly but nevertheless believe the same thing, though.) Like, I get it, the clones are cool. But isn’t it cool/er/ to think that Area X can do something other than return clones to the world? That the number of outcomes for people who enter Area X is bigger than two? What I’m trying to say is that I don’t really want Whitby to be a clone. I think it’s more interesting to say he’s not. And I also think that if you assume he is, and especially if you think other people are too, you’re going to run into nonsense later on, drawing these theories to their conclusions.
But I also don’t think Clone!Whitby is the best, most textually supported interpretation either.
Here are the known, definite, canon clones: Ghost Bird; the blanks from the last eleventh and the twelfth expeditions; the director who expanded the border at the end of Authority. We don’t know anything about this last clone, if she has memories or personality or anything. I mostly assumed she was a blank, too. The one bit of evidence in favor of this: Grace is positive enough that she is not really the director that she feels comfortable shooting her and killing her. If the director had been more Ghost Bird than Mr. Biologist, I don’t think this would have been as easy of a call.
So among the canonical clones we have Ghost Bird, and the blanks.
And we have some potential clones (aka characters who I’ve seen presumed or supposed to be clones while reading theories on the internet): the director at some earlier point; Lowry; Whitby.
Ghost Bird is a clear anomaly among the canonical clones, but not so much if you include the potential clones. If you include the potential clones, then Area X has the ability to create a variety of lifelike human duplicates, including, from the time of the very first expedition, one that can function for decades on the outside without anyone thinking he’s inhuman. 
And if Area X has, and has always had, that ability, why is Ghost Bird’s creation consistently held up as such an odd and special thing? Why is Ghost Bird herself presented as unique? And why are so many factors, specific to her and the biologist, delineated to explain her creation?
Unlike any other character, the biologist:
Was known to Area X through a prior expedition member (we know that her husband was thinking about her a lot, since he addressed his journal to her, so Area X could have ‘read’ her in him before she even arrived);
Has a personality that seems like it would be easier for AX to read: more of a loner, someone who finds it easier to, in her own words, fit into any environment in which she finds herself;
Was conditioned before arriving in AX to be even more isolated and paranoid than usual;
Had an intimate relationship with a clone (I don’t actually think this is important but I’m adding it anyway since I’ve seen it mentioned in some theories);
Is so unusual even before any conditioning or any time spent in AX that the director feels in her presence like she is in the presence of AX itself;
And, most importantly, was exposed to the spores several days before Ghost Bird’s creation, allowing her to be ‘someone AX knows’ before meeting the Crawler and being fully scanned--this factor is mentioned specifically in Acceptance as the main reason why Ghost Bird is able to exist as such a perfect, nearly-human clone.
Why go through all the trouble of creating such a unique Original for cloning purposes, if Area X can make clones like Whitby, post-first-AX-trip director, and Lowry?
This is largely definitive for me, but my full reasoning actually goes farther, and is harder to describe. Especially not without sounding like I’m actually arguing against myself. It has to do with the ways that Whitby changes after being in Area X. His reaction is unique among everyone who’s been in and come back out. He also comes in under fairly unique circumstances.
Unlike the expedition members, Whitby doesn’t have any sort of conditioning or training before he crosses the border. There are other characters who fall into that category, too: the director before her first trip, Control, Grace, and potentially Lowry, who had some training probably, but not like the later expeditions, whose training was based on his experience. I guess this could be evidence as to why his clone is a little different, but to me, it’s a good explanation as to why he, the original, returns so changed, so broken. A particularly good comparison, I think, is Control, who I could easily see returning to the outside world and going down a Whitby-esque spiral, in slightly different circumstances. He’s sort of, I say tentatively, an ‘improvement’ on Whitby, an experiment repeated with only slightly different variables, which leads to a different outcome.
So what I think happened to Whitby is, roughly, this: he went into AX with arguably the least preparation of anyone; he was scanned by something while the director was in the tower, allowing a clone to be made; he encountered his clone, who was carrying a backpack with a plant--for expansion purposes--and a phone--for communicating with Lowry purposes--and was so upset that he fought the double; he killed the double, just as he said he had (what happened to the body is a bit of a mystery--I guess the clone could have been a hallucination the entire time, and he just found the backpack among the journals--but this comes out to mostly the same imo since his experience was still that of having ‘killed himself’); and he took the materials out of AX. He’s still “himself,” in the sense that he can follow a train of existence back to his pre-trip self, but is nevertheless altered by his time across the border.
I think this alteration is, at the very least, akin to that of a person in real life who’s gone through some sort of trauma. Just like we might say someone who’s survived a warzone or a horrific accident is ‘a different person’ so Whitby is ‘a different person.’ The experience of fighting and killing his own double is unique and weird and terrifying and uncanny and of course he’d react to that.
It’s also possible he was ‘altered’ in some more traditional sci-fi-y way, because he and the director were in Area X for quite some time, and we really don’t see that much of the journey, compared to its total length. (I think...the time dilation makes this a hard thing to pinpoint... But I think they were there for a couple weeks in Earth time? And if so, possibly even longer in AX time. But I could also be getting this wrong, too lazy to look.) This is, of course, vague, but other characters have started to feel ‘the brightness’ fairly early, so perhaps he was ‘infected’ in this way, too.
He may also have been pricked by the flower, but this happens late in the timeline, and while I think this might explain how the SR became another tower, and perhaps even the expansion of the border, it doesn’t explain the changes to his personality.
So what’s the mouse? I get the neatness of saying ‘well it’s Whitby!’ and I have to say I don’t have any other real explanation for it. Honestly, it really could be just a mouse. Just an ordinary, unchanged, Earth mouse, that for whatever reason Whitby has chosen for a pet. A comfort object. I mean, Control--who, again I think is most akin to Whitby in terms of experience and interaction with AX--has a comfort animal too, Chorry, who he carries with him in the form of a carving even after he enters AX, and which is dearly important to him. Chorry isn’t magical or alien and neither is the carving; Control’s attachment to the carving is part of his attempt to hold on to his humanity. I think the mouse could be similar.
I guess it’s also possible that, since Whitby found the mouse “in the attic,” by which he clearly means the SR attic, and the SR has already been compromised by this point (probably very compromised; probably compromised by Lowry), that the mouse is another sort of ‘plant’ (pun unintended) by AX, another little feeler sent out into the world, like the clones, like the (literal) plant. But I don’t know what thinking of the mouse in this way does for the narrative. I don’t know what it tells you that is new or necessary or interesting.
Yeah, the more I write, the more I think Whitby and Control are thematically linked in some way [like, re: my comparison above to repeating an experiment with different variables, they also have that conversation about many different universes existing, all slightly different from each other] and that the mouse is his Chorry, and that Whitby is definitely a human who, shocked and confused by his encounter with the alien force, is just trying his best, even as his mind is semi-broken and unable to think clearly anymore. I think that’s the story here, different than the clone stories, different than Ghost Bird’s story, more unique than viewing him as a clone.
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sailor-cresselia · 5 years
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Zi-O 14: Raw viewing
Hm. Hmmm. HMMM.
omoshiroi.
Here’s the liveblog for Zi-O 14, pre-subs.
These are apparently taking me several hours to watch now, since I’m taking notes live, and with checking the wiki to get names right and backing up frequently to check images and figure out what I can actually hear. Whoops.
(WOW that phrase comes in handy.)
Woz, where’d you go – oh, so the clock’s not just some sort of Aesthetic Background. It’s actually there.
Okay, I can’t tell if he’s pissed because Sougo’s kinda dead, or because he’s not the reason Sougo’s kinda dead, but Geiz is pissed.
Aw. I think he might actually care.
“Can’t you just tell them that I’m right here?”
“They wouldn’t believe me.”
Urgh, I can’t actually get what they’re saying. I THINK it’s along the lines of:
Takeru: “So, I’m the only one who can see you, and it ‘might’ be because of this.” He pulls out the Ghost watch.
Sougo: “Ohhhh. So Geiz is headed to see the past you.”
Takeru: “Wait, what? The past?!” (oh god no not time travel again!)
(Re: the opening)
HEY WAIT.
Apparently, episode 11 was the last time that the final shot of the Opening had that uncomfortable ‘burning page reversing itself while grainy footage of Zi-o on his bike’ sequence. Episode 12 turned it to being a straight shot of Zi-o Riding his bike straight at the camera between two jets of flame. I only noticed watching 14, just now, but huh. I thought the only changes that had happened so far were the shots of the Time Jackers updating.
I’ll have to check on that later.
Ohh… Another Ghost immediately went after the crane operator… that’s really heartbreaking.
(Geiz, bud, what’s with the terrible green-screen? Your transformation’s usually better done than that.)
Hora: Come on, we need to kick Geiz’s butt in the past.
Tsukasa: Pft. Plebe. I can travel on my own, thanks. (proceeds to open a dimensional portal of his own)
Thank you for not summoning the hoodies this time, Geiz.
Enter Ryuki!Decade… who promptly changes to Ghost!Decade… oh, this could be good. (I paused mid transformation to write, mind you.)
The rules of time travel say that only one version of a rider’s powers can exist at a time. Somehow, the Another Riders count as this, but the Ride Watches don’t, which bugs me. But now… We have Another Ghost present, Geiz is using the Ghost Watch, and Decade is about to use the Ghost Card.
How will this play out… (spoiler alert to 2:00 am samantha from 3:30 am samantha: it made absolutely no difference. drat.)
SURE, you’ll let TSUKASA be spooky, but what about Takeru, huh? HUH?!?
Okay, so Geiz just summoned Musashi and Edison. Another Ghost has Robin Hood and Newton. Tsukasa got Billy the Kid and… um. I think that’s Beethoven? Yup. Beethoven.
OUCH. Geiz’s losing streak continues, with a distressing looking slash from the Gan Gun Saber, followed by a pair of Rider Kicks from Ghost!Decade and Another Ghost.
That red-and-black aesthetic of Another Ghost’s Emblem behind his kick though… Mm. Yes. This is still such a good Another Rider look. … and actually, this is the first time since Another Build and Another Ex-aid that we’ve seen this much of an Another Rider using their bases powers, isn’t it? Build was making bottles and using them, and Ex-aid was summoning bugster mooks. Okay, that’s admittedly actually a Bugster thing, but he was also generating game areas, so it still counts.
Hm. No sequence breaking for us, it would seem. Decade just wiped the Ghost Watch, turning it blank… and tossed Geiz the Decade Watch before taking off.
Interesting.
Or we could have some compeletely different sequence breaking, seeing as how Takeru had to pilot the time mazine for Sougo. Yanno, due to incorporeality. THEY landed just before Mika’s brother dies, as opposed to Geiz landing just after.
I hate to say this, but Nani The F*ck? So clearly, inherently magical Takeru can also force shove objects, because he just deflected the beams before they could hit either Mika or her brother. So now he can’t become Another Ghost, which sends Sougo back to his body… in 2018. While 21-year-old!Takeru is now in 2015. Where spooky!18-year-old!Takeru is supposed to also be.
Oh deary. So Heure pulls out the blank watch he was going to use to make Another Ghost, and summons a bunch of Ganma mooks with it. Fine, good, he’s ticked, makes sense. They attack 21!Takeru. Fine, fine.
Makoto shows up, asking why Takeru isn’t transforming.
He’s asking 21!Takeru – who, being from an altered timeline, does not remember being Ghost (allegedly).
“Oh, right, I’m a Kamen Rider. Makoto, let’s go!”
Mind you, Makoto is played by the same actor as always, and clearly neither of these men have aged a much more than a day since 2015, since they still look pretty much identical. This is for the best, because otherwise we’d have to wonder why Makoto doesn’t catch that suddenly Takeru (who should not be aging in 2015) looks bit older than he ought to.
((Takeru: Oh, man, I’m out of practice, last time I did this was December, one year ago for me, two years from now… I might be stuck here… ~oh well~ ~not like I haven’t gone off script like thirty different ways before~))
I don’t know what just happened in the hospital (2018) but I do not like it. That was very uncomfortable to watch. I can get that the whole Sougo-going-back-to-his-body thing just was undone, since Another Ghost exists again, but. What was Woz explaining? And he didn’t move when he said ‘waga maou.’ That was… that wasn’t a thought sound effect for that, the ‘stylization’ for thoughts and narrative are about the same, and they aren’t as faint as that. That felt like… idk, a telepathy thing?
~It’s not Ghost without sister issues~
Takeru: (oh no oh no I think we pulled it off? Maybe? Oh no Makoto’s looking at you say something)
Takeru: Uh, okay, uh, hey, Makoto, give the other Takeru my regards.
Makoto: ???
(exit: stage future)
Geiz is worried. That is a worried Geiz. And a stressed Sougo. And an uncle who is definitely faking his usual, already awkward laughter.
Sougo’s uncle has too many dishes ready to not have known there were extra people coming.
(Hee, Narita’s got Akari’s Shiranui cannon! And they mentioned her by name! Eee!)
TEAM WORK. THIS IS THE BEST THEMATIC TEAMWORK YESSSSS.
Sougo using the Ex-Aid watch with his mech is cool enough – it gets the same hammers that he does.
And then Geiz comes in with Genm. AND THE PURPLE WARP PIPES YESSSSS!
Is that. That’s the Cross-z watch.
MECHA BUILD AND CROSS-Z UGH YES.
Bottle boyfriend mecha RIDER KICK!
Hm. More mook summoning, by Another Ghost this time, ala Ex-Aid and OOO.
Pft-ahahaha.
I love Tsukasa’s reaction to Woz’s speech.
Tsukasa: What. What are you doing.
And Woz just growls.
NEAT. I knew that the Decade Armor let Zi-o get the Mid-forms of the Legend Riders, but I didn’t think of how that screen variant of the helmet could come into play with it. It shows the Zi-o-with-Decade color scheme before he changes, and when he puts in the Build watch… it’s shuffling, kind of like a character select screen – or cards being dealt. You can see Ex-Aid most clearly going by, but I can tell there were others.
Welcome back, RabbitTank Sparkling!
And Tsukasa just tells Woz to shut up and grabs his book. Was he always like this? Because I’m liking the snark.
I don’t know what this sword is called but I really really like it. Not only are the Ex-aid sound effects back in English, but it let him summon Max Flare, Funky Spike, and Midnight Shadow’s tires! (fangirl squeal)
Welcome back, Grateful!
“Why did I give him my watch? Eh. Thought it’d be interesting.”
(I think that’s about what he was saying? Ish? Approximately?)
Hang on, that screen? The mask for Decade is a Zi-o variant, but RabbitTank Sparkling and Grateful are their usual appearances.
And now Geiz has someone he wants to punch even more than he does Sougo or Woz.
So, overall...
Interesting indeed, Tsukasa. Interesting indeed.
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fantroll-purgatory · 6 years
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Xyrida Poales
(She’s baaaaaaaaaaaaaaack. Well, to an extent. I wanted to try my hand at an Alternian troll given all the new information we have after Hiveswap, and who better to test than Kamala’s possible post-scratch descendant? Time for a study in contrasts.)
Let me say right from the get-go that I LOVE her and also that I really don’t have too much in the way of things to suggest, because I love her.
Universe: Alternia!
Name (preferably include how you came up with it and why): Xyrida Poales! As far as I’m aware (correct me if I’m wrong) all of the Alternian trolls have the same surname as their Beforean Ancestors, which would mean that Poales would stay. Xyrida comes from Xyridaceae, a family of flowering plants within Poales, for that double reference synergy! Also it just sounds alien, which I like. I debated “Millet” because I find it charming but it seemed too on the nose.
You’re right, they do share it. And Xyrida works well!
Age: Roughly 6-7 Sweeps
Strife Specibus: Bookkind!
Had she been smart, she might have tried to come up with something like “Grimoirekind” to try and cast magic (spoilers: she can’t, but she wants to) but the comfort of having a book in hand to smack a fool upside the head with is something too natural for her to pass up.
If she’s lucky she still could end up using magic with it. We know that Rose couldn’t really use magic until she started combining items to result in wands, like the Wizard Statue + the Knitting Needles. If she combined the book with something symbolically magical like that, she could end up having some good magic book fun later on in the story!
Fetch Modus: I’m horrible with these. My current idea (to tie into her interest in myth and history) is Interpretatio, from the Latin Interpretatio graeca, trying to relate Greek myth to Roman sensibility. So in order for her to put something in (or take something out) she has to think up some kind of justification as to why these things should be stored together. The more outlandish and silly the answer, the better. 
That is a really funny idea. Considering her interest in stories and stuff like that, I can see her doing this… Writing a complicated narrative to justify keeping a collection of entirely unrelated items together. 
Blood color: Jade
Another thing she inherited from Kamala, though they don’t take the same stereotypes from the Caste. Xyrida falls more into “ intelligent and steady, they are excellent organizers and planners” than “Naturally loyal and loving” but she she can get to that kind of emotional foundation if you give her enough time.
Symbol and meaning: So! Here we have… something of a dilemma. Kamala was designed years ago around the symbol Hi'iaka:
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Which logically her descendant would have the right to lay claim to. However, this was before Extended Zodiac gave all trolls Canon symbols, which given their positions as the group’s Heart Prospit players, means they would lay claim to this symbol instead:
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Virlo, The Foundation.
HMM…. I think I’ll just try to figure out how to reform Hi’iaka to fit the jade sign language instead of changing it entirely, because it fits thematically so well that it’d be a shame to muck that up.
Trolltag:  acroamaticCamarilla [AC] and viciousVagabond [VV]
Okay, so here we go. Xyrida uses AC as her main, which is in her Jade Blood Color. The name is a reference to her love of dramatic secret societies. Acroamatic means roughly “esoteric” as in “hidden or hard to understand”, but specifically to the teachings of Aristotle, mirroring her obsession with the teachings of a certain other male philosopher. Camarilla means “a small group of people, especially a group of advisers to a ruler or politician, with a shared, typically nefarious, purpose” but this is really just a fun reference to Vampire: The Masquerade, since Jadebloods all seem to be some kind of vampire reference. Xyrida herself is very much a “Dracula never leaves the castle grounds” kind of vampire reference though.
Xyrida uses VV when she’s trying to dig up dirt on the Sufferer cult, and she puts it on hemoanon. She’s about the aesthetic, and she figures it’d be dumb to do that on main. However, she’s absolutely horrendous at remembering to log out of it, so most of her friends have received really strange messages from VV and have by now put it together that that’s her side account.
I love the AC one. VV is a great setup too, though I don’t necessarily see the reason for vicious? Maybe vicariousVagabond instead. Living out excitement through researching The Cult without indicating that she’s a tendency towards violence? Unless that’s the impression she Wants to make, then that’s fine.
Quirk:
[AC]: On her main, Xyrida differentiates herself primarily through her typing all of her dialogue like stage directions, which is obnoxious! She sometimes struggles with finding the right emotion to put down, so her friends have gotten used to not getting replies from her when she’s stressed. She has a big love of CAPITALIZING when she’s TRYING TO SHOW EMOTION which reflects the way she stresses words when she talks.  “[AC]: Xyrida [Thoughtful]: the quick brown fox JUMPED over the lazy dog”
[VV]: When she’s hemoanon, Xyrida uses the Sufferer Follower quirk, which according to the wiki is “referring to him [the Sufferer] by the numbers 6 and 9 replacing the b and o respectively in sym69ls, as they resembled the cuffs confining him at his execution” though she’s a bit clumsy with it, so she replaces practically every “b” and “o” with it. “[VV]: the quick 6r9wn f9x”
Special Abilities (if any): While having the vague Jade possibility of “becoming a rainbow drinker (maybe)” Xyrida possesses no supernatural abilities, nor does she possess any physical abnormalities that might give her an edge. She’s really just a girl with a book.
Lusus: I’m currently going to have the girls share a Lusus of a Kamehameha caterpillar, but their circumstances are different. Xyrida’s lusus brought her to a hot and humid cave systems somewhere far away from average troll civilization (though, that’s something standard for jadebloods) which is absolutely littered with carvings and long dried paintings in what should be a dead Alternian dialect. It turns out that Xyrida happened to settle in what used to be a base for the Sufferer’s followers, which is what lead to her lifelong obsession with learning about the cult and her Ancestor.
V e r y neat concept, and very good for building a character foundation for her.
Interests: History, Mythology, Storytelling, Dance, Acting/RPing/Theatre in general
You should add the additional more Specific layer of her really liking romantic drama. A highly specific interest in historical drama, maybe? You know those tv shows that are all about reenacting the romantic drama of various royal reigns? Make her love those. Make her love troll romeo and juliet. Maybe make her fawn over fictional characters who are Her Type. 
Appearance: Xyrida wears her hair long, but she ties it back in a long fishtail looking braid that she hates to keep anywhere but behind her. Otherwise it’s everywhere and gets in her eyes and drives her batty. Lately she’s been very taken with the idea of looking ominous and ethereal, so she wears a absolutely impractical black cape that’s lined on the inside with jade, so then when she runs around her hive at night it billows behind her and gives her the aesthetic she’s been looking for. Since procuring her cape (she snatched the materials for it from her Lusus’ chrysalis beginnings) she tries to hide her average wardrobe of greys and blacks behind it, so as to add to her mystique.
Adore This I will keep it in mind while working on the redesign.
Personality: Xyrida is a hermit at heart, and she knows it. And hates it. She knows she doesn’t like leaving the hive, she knows she doesn’t like large groups of people, she knows she doesn’t actually like adventure, or strife, or any of the uncomfortable situations that come with it. But by god, does she want to be that person. Xyrida is hopeless with people, and her close circle of friends have just kind of gotten used to her oscillating moods between expressive joy and crushing dourness. In any mood, she’s always dramatic. She feels strongly and expresses with even more strength, partially because she has no idea how not to. This causes her to latch on to people and then push them away with force once she gets too close. This penchant for theatrics certainly leads to her natural skills on the stage -not that she’d ever perform, of course, but the thought is always in her head- and she loves to put on elaborate one-troll shows for her lusus, complete with singing and dancing and of course a tragic love triangle that ends in pathos and disaster for our wayward heroine. In her dreams, Xyrida sees herself as some kind of character in a really strange and elaborate production. It’s the closest thing she gets to thrill in her life.
I love this so much. What a poor hopeless romantic who likes to be alone. In my heart I really hope she likes writing scripts, too. Ones that she could accidentally post online after hours of panicking about whether or not she should post them online.
Ancestor: The Wayfarer [Kamala Poales, The Mage of Heart]
Xyrida is a big believer in the “you must be fated to follow your Ancestor” philosophy that Alternian trolls seem to be split on. I envisioned Kamala’s Alternian counterpart as a minor member of the Signless/Sufferer cult-rebellion. Her skills at pathfinding surely lead her on the road to what she felt was something moral and greater, desperate to convince her two closest companions to join her. However, much like Hi’iaka and Pele, the Wayfarer found herself in the heart of emotional turmoil, and her closest companion betrayed her, slaying her lover and culminating in a duel that left both parties dead, as the rest of the Signless’ retinue fell by the wayside.
Xyrida is absolutely obsessed with this. To her, it is the height of romantic tragedy, and she’s spent many wistful nights dreaming about how amazing it would be to be involved in something to extraordinary, so climatic, so… storybook.
Very fitting for Kamala’s situation, unfortunately. Poor girl. It’s great for her personality and tendencies, though… I adore her. And it’s a great thing for Xyrida to discover and read about. I hope she writes tragic stories about this, and rps as her ancestor All The Time. 
Title: Knight/Witch of Heart
Given what happened in Canon, it seems to be a fact that all trolls share the same Aspect as their Ancestors, but different Classes. As Kamala is a Mage, that’s right out, and doesn’t really work for Xyrida’s whole schtick anyways. I’m torn between two very active classes for her, though: Knight and Witch.
With Heart’s inverse being Mind, Xyrida would find more success retreating inward and moving Witch to Seer of Mind, which stifles her growth as a person (becoming the confident go-getter she dreams of) but plays to her strengths (sitting around reading, considering all possibilities and letting her friends do all the heavy lifting). Much like Jade, Xyrida has something of a learned helplessness complex, where she simply believes that she just can’t do things because of who she is. As a Witch, she’d have to learn that she change herself just as much as she can change everyone else.
Knight is a fun option I’ve considered because Knights have something of a “hidden self” complex. Dave’s sunglasses coolkid facade and Karkat’s shouty, bossy leader self are both akin to Xyrida’s “dramatic heroine caught in a Shakespearean tragedy” persona that she’s created for herself (and partially become out of habit). Knight stretches Xyrida to her absolute breaking point, because not only does she have to go out and do things, she has to save people?! The idea of watching someone get hurt because she did not act would shatter her, but her own tendencies would make that an inevitability. Hence, Knight of Heart- the Heroine gets on her own damn horse, dons a set of armor, and saves her friends herself. (Even if she’s terrified the whole time).
God I’m so conflicted here TOO. I think… Knight might be the way to go. She has such a limited self perception that she needs to develop that potential and learn to utilize her passion and confidence and true identity instead of being so afraid. It definitely flips the sort of dramatic heroine/damsel in distress common narrative on its head and turns her into her own hero, the resolver of her own conflicts. The inverse is Rogue of Mind, which also means she’d have to learn to passively reallocate action and would likely be Required to take a lot of decisions and thought and Active Movement on herself for the benefit of the team. 
Land: The Land of Rope and Screams
Xyrida walks out of her hive reluctantly, and finds herself in something straight out of a horror movie. Her hive’s been placed somewhere at the top of a mountain, the sky is an endless black-brown haze, and the wind whips by her so fast she fears she will fall. It’s only then that she realizes that this is no ordinary wind, but the screams of… something far down below. The only way around her planet are very rickety wood-and-rope bridges stretched between vast spaces between mountains, sometimes a sharp inclines. The only way she survive is to take a leap of faith and head downward, with little hope of making it back up. Hopefully she figures out who or what is in such distress, and get them to stop screaming.
Oh this is really good and terrifying and plays right into the idea of her needing to learn to be a hero for herself and others instead of just sitting up in her home passively.
Dream Planet: Prospit
Given that the trolls share the same symbol, and symbol alignment is linked to Dream Selves, then both Poales girls would be Prospit Dreamers. Despite her obsession with a heretical cult of dissidents, Xyrida doesn’t share any of their moral strife or conviction- she is exactly as who she says she is, a lover of history and tragedy.
I think prospit definitely fits, too. She’s Very interested in destiny and following the flow of it, which does seem important to prospit dreamers.
Design time!:
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Horns: I gave her the same pronged horn as Kamala, but I had to add a hook for jade themed. 
Hair: I am ashamed to admit I based her bangs loosely off of Yuki Cross, because she’s such a dramatic vampire protagonist caught in romantic turmoil of the worst kind. The top part of her hair is meant to look a bit like Kamala’s. I did keep the braid, though I kind of want it to be shaped more like a heart in the back than a simple fishtail braid. 
Eyes: I did something I don’t usually do and gave her downward facing eyelashes. It gives her a sort of sleepy and demure look I can imagine in a romantic tragedy heroine. They’re still shaped somewhat like a lotus petal, though.
Mouth: For similar reasons, I gave her lips that are somewhat heart-shaped. With nice tiny fangs. 
Cape: I based the bottom fringe loosely off of one of fan-troll’s dresses. I wanted to make sure it looked flowy and loose, like it was made of silk and could be easily flapped around. Complete with nice jade inlining. 
Shirt & Pants: I decided to keep them relatively plain and dark, for the mystique. 
Symbol: I kept the base of Hi’iaka, but edited the outer curves into the looping fish shapes we see in a lot of Jade signs. I also turned the circles into smaller loops that hook on the straight line. The added bonus is that the reflected symbols are reminiscent of the Sufferer’s rotational motif. 
Shoes: They’re really super simple, too, but I based them off of the Disciple’s really simple shoes, so that’s fun. 
Thank you so much for sharing her!
-CD
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ahouseoflies · 4 years
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The Best Films of 2019, Part V
(Sorry for the long wait.)  GOOD MOVIES
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43. Luce (Julius Onah)- For every subtle, graceful moment, there's a spelled-out, maladroit moment, but this movie has a lot on its mind regarding race. Naomi Watts is great as a mother whose unwavering support of her son is as admirable as it is foolish, and Octavia Spencer plays a very real type that I hadn't seen in a movie, a teacher who uses her students to validate her own worldview. The film takes a long time to judge its characters, to the point that the title character could have done none of the things he's accused of (unlikely), some of the things he's accused of (likely), or all of the things he's accused of (unlikely). The dialogue is sometimes theatrical, but thankfully, so is the ambiguity. 42. A Beautiful Day in the Neighborhood (Marielle Heller)- I appreciated the deft touch of Marielle Heller--stuff works in this movie that would look silly on the page--but I wasn't fully connecting. That is, until Chris Cooper got a tear lodged in the corner of his eye and said: "It's not fair. I was just starting to figure out how to live my life." That achieved what it was supposed to achieve. 41. Little Women (Greta Gerwig)- Gerwig takes chances with the structure, and it takes a long time for that gambit to pay off. Once it does though, such as when Jo comes downstairs to see a hearty Beth, which is only there to contrast Jo coming downstairs minutes later to an empty kitchen without Beth, the reinvention pays dividends. I liked whenever the film was winking at the audience, showing its own strings, but that first half was a lot of "Amy, you're Amy, right? And the audience can tell us apart, right, Amy?" The Chalamet-Pugh scenes, to use a phrase that a Sacramentonian like Gerwig might approve of, just hit different. Especially in the scene that most directly addresses Alcott's division between obligation and personal responsibility, their chemistry crackles. Can someone please cast those two as reporters stepping over each other while trying to crack the same scoop? Please? 40. Dark Waters (Todd Haynes)- In the Todd Haynes filmography, this is an effective if weird entry: He makes the procedural, research-based parts of a legal thriller exciting while the actual courtroom stuff falls flat. And it's a strange challenge for a director with such a sumptuous eye for design to capture the flat textures of Cincinnati office space or the sacky suits of a guy who is consumed by a case. That being said, the film is a work of conscience and compassion. It's no small feat to call out DuPont by name over a hundred times. The first half moves nimbly. When it works, such as the creative montage that explains Teflon to the audience, it resists the crutches of its genre. But the story suffers from having to compress so many years in the second half. Those broad strokes affect both the supporting performances--only Tim Robbins is able to sell his character's change of heart in limited screen time--and tone. Sometimes the "None of this matters" scenes are right next to the "Maybe I've made a difference" scenes, and it's jarring. 39. One Child Nation (Nanfu Wang)- It's a cool trick for something so handmade and personal to also stand in as a story of a country. And it's as affecting as you would imagine images of discarded fetuses would be. If I sound dismissive though, it's because I don't know quite to do with this. China...sucks? 38. Ford v. Ferrari (James Mangold)- Hard to argue with the craftsmanship of a film that cares so much about its structure on a scene-by-scene level. Ford v. Ferrari is two-and-a-half hours (four hours on TNT every Sunday forever), but, if anything, the forty minutes dedicated to Le Mans could be longer. Josh Lucas nearly tanks the thing with his smugness, but the other performances are fun. My take on why the film is a guide for being a Republican is still charging.
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37. Us (Jordan Peele)- Us made $70 million in its opening weekend, which is a lot for a David Lynch movie. It's amazing that a film this artsty and accusatory toward its audience (Us=U.S.) is immensely popular. The imagery of Us is arresting (and so so funny). Within the first two shots, you know you're in good hands, and my Tumblr feed is going to be full of, say, Elisabeth Moss, whose expressions are the best effect in movies, giving herself a smile with scissors. Scissors that always create a division in their "tethered" subject, that are handled by Freddy Krueger gloves that are clearly an influence on Jordan Peele, that make construction paper cut-outs that mirror the bougie family decal on the back of the Wilson Family's station wagon. This device is a thought-out visual component. But Us is all too often a subtext in search of a text. When we really start to unpack the shadow people, they might not even make literal sense. I say this as I plan a second viewing that the movie deserves. On one hand, I admire Peele's search for a metaphor for political division or homelessness or late capitalism. On the other hand, a metaphor for everything is a metaphor for nothing. 36. Richard Jewell (Clint Eastwood)- Like most Eastwood directorial efforts, things are a little too neat and fixed in the setup: This character saying something a bit too on-the-nose and biographical, those characters probably not being in the same place at the same time. And the female characters, especially Olivia Wilde's rapacious, promiscuous Kathy, would have felt out of place thirty years ago, let alone now. There's barely anything on the page for her, and, to be honest, I don't think she does much with what she was given. Once the film settles into what it's actually about though, the drama is graceful and potent. The attorney-client relationship is specific and interesting, and in a less loaded year, Paul Walter Hauser and Sam Rockwell would be clearing their mantles. Hauser, in particular, is great, free of any of the vanity that might go into making Jewell more perceptive or self-aware. 35. The Peanut Butter Falcon (Tyler Nilson and Michael Schwartz)- Derivative of even something like Mud from a few years ago, poisoned by an abrupt ending, but ultimately sweet as hell. Shia and Dakota play off each other with Movie Star fireworks, so the film kicks into a different gear when they're together. The scene in which LaBoeuf stands at the Salt Water Redneck's screen door is a heartbreaker. 34. Pain and Glory (Pedro Almodovar)- A little less formally inventive than I was expecting, Pain and Glory is mostly good and sometimes great, especially in the heartbreaking Federico sequence. In another mother-son story, one that brings up the word "autofiction" without prompting, Banderas is even styled to look like Almodovar. This might be his first "old man" role, and he wears it well. 33. Where’s My Roy Cohn? (Matt Trynauer)- The Donald Trump section, the one that all of Cohn's situational morality and empty power-grubbing had been leading to all along, is illuminating because it goes deep into specific deals. (And because the relationship is recent enough for the interview subjects to have first-hand knowledge.) I wish that Trynauer had slowed down that much elsewhere--especially to get to the bottom of the frog collection. But if the object is to get you to go, "What an asshole," then mission accomplished. 32. The Lighthouse (Robert Eggers)- Eggers lays the doubling on pretty thick in the last half-hour, but he goes to great lengths to make this like nothing you've ever seen or heard before otherwise. He's a filmmaker who cares deeply about the composed image on a shot by shot and possibly a frame by frame level. The Lighthouse was less thematically rich than its predecessor, but I'm pretty sure I felt as confined and unnerved (and as tickled by the salty dialogue) as I was supposed to. 31. Amazing Grace (Sydney Pollack and Alan Elliot)- Amazing Grace is one of the best reviewed movies of the year, in part because no one is going to say that listening to Aretha Franklin sing is a bad experience. It's not. But she's stationary as a performer, and I would be lying if I said that the movie didn't get tedious. In its best moments though, one of which is Aretha's dad wiping sweat off her face while she ignores him and plays the piano, it's high, high art. 30. The Inventor: Out for Blood in Silicon Valley (Alex Gibney)- A typically solid Gibney effort: never boring, articulate in its aims, poised to expose fraud for the public good. The film builds quite a bit of momentum as it gauges Elizabeth Holmes on the scale of American showmanship and Silicon Valley's fake-it-till-you-make-it ethos, and its strangest moments are its best. (See: The C.E.O. and C.O.O. giddily jumping on a bounce house because one of their two hundred tests got approved by the FDA.) I like that no one explicitly comments on Holmes's looks, using words like "captivating" or "presence" instead, letting her undue influence on men hang over the proceedings the same way it did in real life. There's a lot left unsaid about how she might have been held back but then pushed forward, underestimated until she was overestimated, because of the lack of women in her field. At the same time, the film repeats itself and ties itself into knots by insisting that Holmes is a complicated figure. She's a person so driven by a desire for greatness that she can't listen to reason or admit defeat. Are we sure that's revolutionary or unique? 29. Dragged Across Concrete (S. Craig Zahler)- A) All of S. Craig Zahler's movies are above average in execution and downright special in aspiration. B) All of S. Craig Zahler's movies are too long. C) If S. Craig Zahler's movies were not long, they would not be special.The guy keeps introducing characters and threads, but each one is interesting, and I keep rolling with him. (Until the Jennifer Carpenter subplot, which is ten minutes of emotional manipulation.) That same critical tangle extends to the idea of whether or not this movie endorses the racism that it depicts. I thought it did until I didn't, and maybe that wishy-washiness--dingy, dingy wishy-washiness--is what I'm supposed to feel. 28. Honey Boy (Alma Har’el)- Honey Boy isn't much of a movie, but it is an exorcism. Especially in the Lucas Hedges rehab arc that we've seen a million times, the story is thin. The film's reason to exist is emotional catharsis though, and it has that in spades. It's worth seeing for the traumatic three-way phone conversation alone. Hedges banks another good performance in what is basically a Shia impression: falsely gruff voice, t-shirt collar in mouth, crew socks peeking out of combat boots. But what LaBoeuf himself is doing is a force of nature. His performance in American Honey was my previous favorite, and he taps into the inverse of that charisma here: seductive in the former, repellent in Honey Boy. Most people can play insecure motormouths, and most people can evince pain. But to play a person who talks non-stop as a coping mechanism for pain, and getting across to the viewer that even the character knows he's not good at such a thing? Those are some shades of gray.
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27. Once Upon a Time...in Hollywood (Quentin Tarantino)- Tarantino's best film, Inglourious Basterds, is gauged for maximum suspense and audience involvement. This one, which is one of his worst on this first viewing for me, is made entirely for himself. I appreciate that artistically, but the film never stops--especially in the clunkily paced middle--indulging itself. Oh, I get it: It's a film about growing older and dealing with possible obsolescence, but the nuts-and-bolts storytelling is too digressive for me. That dilly-dallying is the point, of course, as the film attempts to hang on to a dying moment, luxuriating in its painstakingly recreated setting and hanging out with men's men played by actors who are at their absolute peak of Movie Stardom. It's a Tarantino film, so it's not without its sublime pleasures. Hell, I'll go back just for that montage of the neon signs turning on. 26. Her Smell (Alex Ross Perry)- Grating in a way that Alex Ross Perry's films have not been before and redemptive in a way that his films have not been before. Over the course of five mammoth real-time scenes--Perry cites Steve Jobs as a structural influence--the viewer is dragged through scuzzy, abusive ugliness right to the authentic final line. It's a rewarding experience that I never want to experience again. More than anything else, the film is an additional exhibit in the case that Elisabeth Moss can do anything. She shined in Perry's Listen Up Philip and gets a similar long zoom here to showcase ten emotions at once. She plays the part of Becky Something like a glass on the edge of a table: that delicate and precarious, useful but with the potential for harm. She screams, she cries, she sings, she plays guitar, she plays piano, and she could probably float if the screenplay really required it. 25. Transit (Christian Petzold)- The only thing I knew about Transit going in was that it took place in an indeterminate time period. And that one studied aspect of the film, the ideological rootlessness of the fascists responded to with a papers-focused isolation, is what powers everything. Manohla Dargis aptly called it "temporal dissonance," and it adds real teeth to the film's allegory. The second half becomes more contemplative and less literal though, and I think it's less urgent as a result. I didn't know quite where Petzold wanted me to go in the final moments. But the stateless throng of people waiting for their number to be called at a consulate? I know what that is supposed to make me think about. 24. Mary Magdalene (Garth Davis)- I didn't like Garth Davis's last film, Lion, because the protagonist seemed listless and dumb and weak. Turns out, Jesus Christ and Mary Magdalene are upgrades. There's a feminist bent to the proceedings, thanks to its two female screenwriters and a focus on the agency needed for a woman in 33 to spurn marriage and family to follow a whispery firebrand. Phoenix's performance is uneven, but, especially when he passes out bringing Lazarus back to life, he does a great job of showing how exhausting it must have been to transcend this world. The film kind of comes across as a greatest hits of Jesus, but so do the Gospels. 23. Sword of Trust (Lynn Shelton)- Sword of Trust, as thin and bite-sized as it is, carefully parcels out backstory and deepens as it goes. Without really forcing the issue--Lynn Shelton never does--it becomes a timely and witty story about the consequences of a society relativist enough to give consideration to even the most absurd viewpoints. Toby Huss as Hogjaws is a Best Supporting Actor nominee for me, and I am not kidding at all.
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ladytabletop · 7 years
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Hello!! I was the one who asked about where to find a group! I have a new question now, apologies if you've answered anything similar. So my friend and I haven't had any luck finding a grouo to join, so we've decided to start our own! I'm the one most interested in DMing out of our group, but here's the problem; I'm inexperienced. This would be my first *actual* game as a DM and I played one short session as a player once. That said: Any advice/tips/resources? ♡ Thank you!!
Hi there, so sorry about taking so long to answer this!
For your first game, there’s a couple important questions to ask yourself before you start. I will give advice under the assumption that you’ve already chosen the system you want to play.
First, how long of a game do you want to run? 
This is important mainly if you’re running something you’ve written on your own. It won’t necessarily be neat and easy, like saying ‘We will play exactly ten sessions.’ But knowing whether you’re looking to run a very long running game vs. a self-contained short can help you the DM when writing plot points and the like.
Second, pre-written adventure or homebrew? 
There are tons and tons of pre-written adventures for pretty much every system out there, whether they are published by the company that made the game or by enthusiastic players and GMs who put their own adventures out there in a published format. It’s worth noting that if you like something like Rise of the Runelords for Pathfinder but want to run it in DnD5, it isn’t too tough to adapt something from one system to another.
On the other hand, a homebrew plot can be really fulfilling! It requires a bit more work on your part, but it can be worth it. Keep in mind that you can start with a published adventure and veer into homebrew territory as you get more comfortable running things.
NOTE: a homebrew setting is a whole other beast, and here’s a post about that.
Also another beast: allowing homebrew in your games. If you’re going to do this, please please please talk with your players beforehand and make sure they know that balancing during the game may happen. Nobody likes to be nerfed, but if there’s homebrew that’s just outclassing everyone else, it has to be scaled back. Use your resources online, ask people to look over things you think might be over or underpowered.
Third, what style of game will this be?
Is it going to be political intrigue and espionage? A classic dungeon delving guild style? A Lord of the Rings-esque sweeping fantasy epic? A more modern fantasy fast-paced mystery? Seafarers and ship combat? A really dark game where things are serious, or a funny goofy romp?
All of these are great options, but be sure your players know a little bit about what type of game it will be so they can get on board! No one wants to bring a hardened vigilante elf barbarian with no stealth to a game that’s primarily social challenges and shadowy murders (actually now that I’ve said it, I do. but he would be thematically appropriate and not useless).
Now that those questions are answered, here’s a few more suggestions.
As a GM, it’s important to root for your player characters. If you’re the type of group that likes to play as GM vs. players, this campaign is deadly, that’s fine as long as that’s what everybody wants. But if not, you the GM need to challenge the characters without decimating them. Find out what their goals are and root for them in achieving them, but don’t make it easy! Help them have fulfilling character arcs and try to be familiar with their characters wants, flaws, past, etc. It’ll help you make things more personal in the plot, whether that be by making them run into an old foe or by helping them eventually trust people again, etc. Being familiar with the characters and what the players want for them will help you make the most satisfying game for everyone.
Remember that you’re a storyteller, but it’s not your story you’re telling. You can have plot points you’re attached to, NPCs you love, but ultimately, the story should be about the players. Let them shape it! Try to get them as involved in the heart of things as possible. Don’t make it seem like things can happen with just the NPCs, as though your characters are the bystanders. Let them be in the thick of the plot. This isn’t to say things won’t happen without them - they have to! But when things start really cooking, the PCs should be there, they should care about what’s happening, and they should be able to affect it to some degree.
Be flexible. Improv is a key skill for DMs. Not everyone is great at it, and that’s okay. That’s what online resources and prep time are for! But regardless of how good or not you are at making things up on the spot, you need to be flexible. Your players are going to change the way you think the plot will go. They’re going to surprise you. They’re going to (hopefully) have character arcs that change, and you need to adapt with them. You need to be ready for these things to happen, which honestly means being ready to throw out your prep and throw out the things you’ve worked on sometimes.
That being said, it’s important to do at least a little prep, especially if you’re running a plot heavy game and not a smash and grab dungeon crawl. This can be as simple as using index cards with bullet point NPCs, treasure, and monsters/encounters, or it can be as involved as writing out details about the setting and plot that you can read when it comes to the appropriate time and making huge complex maps and encounters.
Be consistent in your rulings. Sometimes the rules get debated, or you want a house rule at your table, or a spell is worded vaguely and there’s multiple interpretations, etc. In these instances, you get to say, ‘Hey, GM rules this.’ (I only recommend doing this after having heard arguments for why it could be ruled multiple ways). After you say that, stick to your guns! The rule stands, and it stands for everybody. Unless you really really think you were wrong later, in which case you should talk to your players and rectify things, you need to be consistent in the way you adhere to the rules so that no one feels cheated.
My last piece of advice for you is to always have open dialogue with your players. Get feedback on how they think the game is going. Get their predictions about the plot. Touch base about how their characters are feeling, what their goals are. Make it clear that if any players aren’t having fun/are having issues, they can come to you and you’ll do what you can to help. Just be open in your communication. And remember, everybody at the table should be having fun, including you.
Now that I’ve gotten through all that, here’s some resources I like to use for my games.
Donjon RPG Tools - this is my favorite of all time. Tons of random generators, from names to encounters to maps to treasure. There’s an initiative tracker, an xp calculator if you use experience points, and a dice roller. It’s really an all in one tool.
My resource tag has everything from inspirational art to interesting dungeon builds to how to incorporate linguistics into your games to answers to the question ‘How do I start a game?’ answered by other people. It’s really just an amalgam of collected resources.
I enjoy the Obsidian Portal campaign manager, and there are tons of others out there.
A lot of folks use the Same Page Tool to make sure all players and GM understand exactly what’s happening and what’s expected at the table.
I use the DnD5e Spellbook app (which of course is system specific, but super useful).
And other than that, I mainly just have pdfs of the system I’m using, a piece of scrap paper so I can note NPCs, locations, and plot points that the PCs encounter that may be relevant in coming sessions, notecards with stat blocks for enemies, a sheet to track PC ac, initiative, goals, and flaws. You’ll figure out the setup that works for you the longer you GM.
Good luck!!
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doktorpeace · 7 years
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P5 Update after the break I’m very very far into the game so there will be heavy spoilers, just read through later if you aren’t at least in Mid November:
I guess first I’ll give an overview of my progress and general playstyle before moving onto thoughts about characters, social links, and the story. It’s currently 11/14 in game, so I’ll be delving into Sae’s dungeon soon. Like I mentioned before I’ve maxed 4/5 social stats, everything except Kindness which is at rank 4. Including the Confidants which will max out on their own eventually but have not yet (Fool, Magician, Judgement and I’m going to assume Justice) I’ve completed 13 social links with Haru’s (Rank 7), The Twin Wardens’ (Rank 8), Iwai’s (Rank 7), and Futaba’s (Rank 2) pretty likely to finish before the game is over. The only one I’m concerned for is Futaba’s since I’ve shamefully raised hers so little. Thus far I’ve completed every Palace in just one visit a piece, discounting any story forced segments like the first couple visits to Kamoshida and Madarame’s Palaces. I’ve really liked this game’s schedule tbh. Overall while I feel some of the story segments take up too much time, specifically during October, I don’t mind so much because I’ve gotten a lot done on a near completely blind first playthrough, and there’s still more I can do. While initially I was worried that social stats took too long to level up I feel it successfully threads the needle between 3′s “They’ll cap without effort” and 4′s “Fuck you for trying” approach for first time runs. They take effort and dedication, but like I said I’ve maxed nearly all of them. I also like how different confidant relationships will help improve your social stats as well, it’s a great secondary incentive to max certain ones and to stick with them. On top of that, there are more major barriers that require certain social stats and while some feel a little arbitrary (maxed charm for Makoto past rank 5) it makes sense to incentivize players to spend time on them as well. Another improvement to Confidants I enjoy over previous social links is how they all give a variety of skills. I know I focused on Hifumi’s and Kawakami’s way more than I might have otherwise just because their skills are so good and varied. Hifumi’s in particular add a lot of tactical depth. On the opposite end though, I know I ended up putting Ohya and Chihaya on the backburner because their skills weren’t that useful, though I certainly got a lot of use out of Chihaya’s social stat booster readings. Honestly, I just wish I had taken the time to max Sojiro’s. I like him a lot but he’s only at rank 3 because I spent the time I could have spent with him in the early game on my social stats. *sad trombone* For transparency, I’ve completed: Makoto’s, Yusuke’s, Ann’s, Ryuji’s, Takemi’s, Kawakami’s, Hifumi’s, Mishima’s, and Yoshida’s, and then another 3-4 will max automatically. I’ve enjoyed them all thoroughly, Yoshida’s in particular is one of my favorite non-party member Social Links in the entire franchise. I also like how Akira’s dialogue with women is much more respectful and natural than Yu’s or Minato’s was. He gets a lot more dialogue that doesn’t have sexual tension and feels like what an actual person would say, which leads to great character relationships and dynamics between him and characters like Ann, Makoto, and Hifumi even if you elect not to date them. In some cases I’d even say that his relationship dynamic is stronger if you do not date them, particularly with Futaba and Ann. (please don’t kill me avaterem if you’re reading this) This isn’t to say that electing to date one of them is bad or lesser per se, I just feel like there was a great dynamic between him and Ann as Just Friends which honestly I didn’t feel was there between Minato and Yukari or Yu and Rise, for instance.  Combat wise this game’s been a little on the easy side but I’ve enjoyed it a lot. I’ll definitely play new game+ through on hard or maybe even higher, we’ll see. All the party members fill unique niches and the greater variety of skills this game has helps keep them all fresh. Nobody overlaps unlike with 3 and 4 so that’s great. The Palace Bosses have all had really great fights, though I feel visually Kamoshida’s was still the most impressive because it was very out there comparatively. Still, they all fit thematically with who you’re fighting and they’ve all been very fun. Ever since she joined Makoto has been on the team and I just swap around the two members who aren’t Akira or Makoto. Generally it’s been a good move because she’s an extremely well balanced tank with good spread damage and support skills. The Palaces themselves have also been very enjoyable, they’ve each taken at least a somewhat different approach to design and I like that so far. Kamoshida’s has a good number of mandatory stops to keep you from getting worn out, and otherwise goes fairly easy since it’s the tutorial level basically. Madarame’s requires a mandatory stop to do stuff in real life which was neat and otherwise its level design was super cool and well realized thematically. Kaneshiro’s is a gauntlet through, it’s super long and fairly tough for its time in the story but there’s nothing stopping you except your own pacing and skill from actually just completing it in one go. Its level of difficulty is consistent throughout with no real spikes anywhere, it’s also the dungeon I had the most trouble keeping a low alertness rating in because it has a lot of unique mechanics. Futaba’s Palace is similar, though its difficulty is very spike-y. The dungeon itself isn’t too long, but the enemy mobs are generally speaking a good bit higher level than you are and many of them are only weak to PSI skills, which only Joker can have, or are weak to nothing at all. It’s the only dungeon that I made heavy use of just running away from encounters in. Most recently was Okumura’s Palace which is honestly one of my favorites. Its a great puzzle-dungeon that’s incredibly front loaded with challenge. If you can’t figure out that the worker drones are weak to fire then you’re in for an extremely bad time. On top of that several of the normal enemies in the first area are immune to regular attacks and guns, then it makes you fight a lot of unforgiving sub bosses up front but rewards you with an area where all the enemies are weak to physical attacks and guns. Then Haru really comes into play in spite of being a bit weaker than the others by virtue of lacking baton pass, the nearer you get to the end the more enemy types are weak to PSI and Gun skills, which Haru will just chew through. Overall it’s really well designed, but definitely much easier than 3 and 4. I’ve only had one game over happen and it was to a very unfortunate string of criticals. On a side note: Mementos is a nice bone throw to people who liked Tartarus a lot, though because of how it works it’s never challenging. I don’t have a lot to say on it, but I have a sneaking suspicion it’s gonna be the true final dungeon we do where we fight god or whatever because this is a Persona game so I know we’re gonna fight a god at some point, probably after the story mostly ends and we time skip to March. The story’s been very good so far. I was wondering when we’d get into the meat of it and oh boy October really delivered. There’s been this tension about the whole game because like, the first thing you learn is that you fucked up and got caught. You’re recounting what all happened to the prosecutor who’s in charge of your case. It’s flowed well and while a couple of the early segments, like within the first hour mostly, were somewhat stilted I’ve felt that way about every atlus product I’ve ever played. It’s just their weakpoint in storytelling as a company. This game does a great job not leaving things hanging, basically everything I’ve wondered about has been addressed in some way, even down to “Jeez Ryuji and Morgana are being really hostile towards each other” becomes an actual plot point and I like that a lot. Which btw Morgana running away called me the fuck out because like yeah, I’d totally benched him more or less in favor of the human party members since Yusuke joined. Since then I know I’ve been using him more not because I felt bad but because it made me appreciate having him more. I’ll do a full write up on the story once I’m totally done, all I really have to say right now is I haven’t trusted Akechi one fucking iota all game and that hasn’t changed now.  He’s a good character, but he’s sus as fuck and I’m waiting to fight him as a boss later. If he ends up just being an actually good boy and not betraying us I’ll eat my hat. But I’m dead fucking certain that he’s Future Prime Minister Shido’s darknet hitman who goes and assassinates people for him using the Metaverse. I’ve already caught Akechi in a lie, he said he only received his persona a month ago but that’s BULLSHIT because he could understand what Morgana was saying all the way back in May. He’s known about and been able to access the Metaverse for a long time. The only thing I’ve really not had addressed yet is why exactly was Akira accepted at this school? Kobayakawa mentioned it was because of ‘outside influence’ at the start of the game and that still hasn’t been addressed. The Phantom Thieves are great. Easily my favorite player group of the three people actually care about between SEES, The Investigation Team, and now these guys. They have a great set of dynamics and relationships, and you get a ton more interparty interaction and dialogue thanks to the text chat logs. They’ve all been great and it’s neat seeing the nuances of their relationships both as a group and individually. Don’t get me wrong, this doesn’t mean I like either other group less now, but after P4 neatly sorted the investigation team into sets of two all game it’s refreshing to see them all interact with each other directly and often. They’re all interesting and good characters. Morgana’s improved a lot. I already liked him better than Teddie, but after the Okumura arc of the story he’s improved a lot. I like him a good bit, but I’ll still wait to talk about him in full until the story’s over. Ryuji’s still great. He’s the ‘your first and best friend’ of the game. Compared one to one I probably don’t like him as much as Junpei but he’s real close. Obviously he blows Yosuke out of the water because he’s actually a good and enjoyable character. Ryuji’s dates are also really great, he’s just an earnest, good, vulgar boy trying his best. His hot headed-ness has actually been a detriment for the group a couple of times, which is good because him shouting about being Phantom Thieves in public and being overly combative toward Morgana (for understandable enough reasons) SHOULD come up. Still, he shows great growth and humility over the course of the story, particularly when he apologizes to Morgana and after he gets angry during a meeting and scares Haru and Futaba by punching some furniture he tells Akira that it made him feel shitty and he’s going to apologize to them individually. He’s great, I love him, and he’s strong in combat to boot. Ann is still the explosive, great, multifaceted character she was and I like her even more now that I’ve finished her Confidant relationship. She’s a very good character and honestly the driving force behind a lot of P5′s feminist messages. She’s a great character who can be silly, friendly, and serious all at the same time and it doesn’t feel like she’s whipping around from one personality to another, she’s just really well realized. One of my favorite things about her is that she’s allowed to be angry, she’s allowed to be pissed off and shout and rage against society in the same way as Ryuji. She’s never as loud as him, but it’s still great. As a party member she’s a little weaker than the others, mostly because he gun fucking sucks lol. That said she has a great mix of offense and utility, I just wish her speed were a bit higher. Yusuke’s even better now that I’ve taken him on like, 4 dates and finished his Confidant relationship. Like, putting aside that he’s obviously gay for a moment there is way more erotic and romantic tension between him and Akira than there is between Akira and most other characters. His dialogue, the way they interact, Akira’s response options and what motions he makes around him, it’s all very homoerotic and it makes me even more confused as to why he’s not romanceable. He has more date locations you can take him on than several of the romance options, just make him a full romance please Atlus. Aside from that, I love his character, he’s great. As a character he’s also great representation for people on the autism spectrum, imo. This game never outright says “Yusuke is autistic” but it’s extremely obvious he’s intended to be on the spectrum given some of his dialogue, behavior, and the particular use of the word ‘eccentric’ and ‘eccentricities’ in regards to him and only him. Japanese games don’t like saying shit like that outright but it’s totally clear if you just pay attention. His Confidant Relationship is also one of my favorites in the game. You get a great look at his life circumstances, some of his philosophical beliefs, and you get to see this great maturity come about as he takes it all in and turns it into his art. I think it was really meaningful that his final art piece for that competition was just him going back to the canvas he started on and making something more out of it. He’s a well rounded character and is also one of my favorite combat party members because he’s so fucking strong. His damage output is absurd to be frank and his followup attack is one of my favorites, he just instantly kills whatever enemy has the most health on the field. It’s great. Makoto’s a total babe tbh... She’s got the punk biker aesthetic when you’re in the metaverse, her weapons of choice are her fists and revolvers, she does the whole ‘Pretend we’re dating and whoops we just don’t stop’ thing. She’s a little socially awkward but not totally, she’s the boss friend and voice of reason, though she isn’t beyond jokes and she’s just great. I’m weak, she’s powerful, I love this character. It also helps that she’s clearly the secondary protagonist of the game in the same way that Mitsuru and Naoto were before her, so she gets a lot of nice extra focus in the story. Not so much as to detract from the others, but her being Sae’s sister naturally makes her interactions with her sister the main way we see Sae characterized. I’ve got a lot to say about her but I can’t really get it into words right now. I’ll talk about her more later cause some drama’s gonna go down I’m sure of it. Futaba’s the character I was most worried about going in, but I’ve been happily proven wrong. I was worried she’d just be your NEET Japanese Gamer Waifu and she’s absolutely not. I mean, she is literally a NEET Japanese Gamer Girl, but the story doesn’t sexualize her nor does it make her the ‘obvious’ romance like how Yukari and Rise were in 3 and 4. She’s a character with paranoid schizophrenia for christsake and they manage to not only handle that well, but they kept the integrity of her character all throughout it and make her own effort the reason she improves, not the phantom thieves magically fixing her. I’m still not over it. I haven’t done much of her confidant relationship, but I do really like what I’ve seen of her. She’s driven and works hard, but she’s got her limits and is trying hard to broaden her horizons. She’s very comedic as well in the text logs but in a way that makes sense for someone her age and background. Her relationship with the others is a little stilted, but it doesn’t feel awkward, it makes sense because really she only interacts to any major degree with Akira, Yusuke, and Morgana. And finally we have Haru! I love her, she’s so fucking cute and such a sweet character. It’s kind of funny how she’s almost the same as Mitsuru but is so different. They’re both 1%ers who are the sole daughters and heirs to a conglomerate, are set up for an aranaged marriage they do not want, and whose dads die suddenly. Plus they’re both Empress Arcana. Yet the major difference is Mitsuru’s dad was supportive and she was prepared to inherit her company, where Haru has neither of those things. She was a passenger to her dad’s corrupt will and suddenly has all of this thrust upon her. I think it’s neat how similar they are in concept yet they’re totally different. I haven’t completed her confidant relationship yet but so far I like how down to earth it is. She just needs someone she can trust and talk with about her life issues. It’s cute seeing her go out and try different hobbies of her own choice just to get away from it all and to see what comes of it. Oh, I just realized, but also like Mitsuru she copes with her situation by burying herself in more work, though with Haru it’s with getting more hobbies to do where Mitsuru just takes on more corporate responsibilities. I hope this ends well for her. Honestly I wish she joined us sooner, I get the feeling she won’t be around for enough time to get the focus she deserves. Also, and this is just me, but I feel people saying ‘This game’s gay representation is shit just like Atlus always is’ really aren’t giving the game its dues. Yes, those two NPCs are bad and solely negative inclusions that just randomly throw in two (admittedly very short) scenes with a couple of predatory gay guys. But to only highlight them and ignore characters like Lala Escargot being well handled and shown to be nothing but a good person, Yusuke being pretty gay, and even the main character explicitly and without joking being able to show attraction to men multiple times is just unfair. The game’s gay representation isn’t perfect, but it’s certainly a lot better than Persona 3 or 4′s initial releases. Though Persona 3′s cast ended up being very queer with later content if you just compare the initial releases of each game Persona 5 blows the others out of the water by means of actually having positive queer representation. All in all, it’s still amazing, 10/10, my game of the year without question. I love it.
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dragonkeeper19600 · 7 years
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Fruits Basket Observations
I reread Fruits Basket this month. One of my favorite things about this manga full of favorite things of mine is that every time I read it, I realize something new about the story and its characters. Apparently, this was one of the goals that Natsuki Takaya had in regards to Fruits Basket, that it would get better the more you “bite into” it (she actually compares the series to a cuttlefish in that regard), and I think she pulled it off due to all the amazing Fridge Brilliance moments that come from rereading it. 
With that in mind, here is my list of random thematic and character-based elements I’ve never noticed before, as well as little moments that slipped under my radar the first time I read the series:
A lot of traits about Akito’s character, including her real gender and her primary motivation, are foreshadowed early on in more minor forms. For example, the main character is a girl named Tohru, but in Japan “Tohru” is a boy’s name. “Akito” is also a masculine name. Tohru and Akito sharing masculine names not only emphasizes their status as foils, it also sort of foreshadows Akito’s gender in a way, since there’s one other example of a gender-blender name in the story.
Matoko’s character also foreshadows Akito’s internalized misogyny. In Volume 7, Matoko fumes that she hates all women, including the other girls in the Prince Yuki fan club because they’re all “her enemies” (in that they’re potential rivals for her love for Yuki) but then admits to herself that the flaws she sees in others are only reflections of the flaws she sees in herself. 
Finally, in a really interesting example, the anime’s opening theme, “For Fruits Basket,” finishes with the line, “Let’s stay together, always.” “Staying together always” is revealed to be the true nature of the curse, since it forces people to be together forever regardless if they want to or not. Because of this, the song and opening sequence become unexpectedly sinister when viewed by someone who’s finished the manga.
What’s even more bizarre is that in the anime, Akito is doomed to die young, and Tohru is able to get through to him by noticing his loneliness and fear, which no one else ever acknowledged. This was exactly how Ren got Akira to fall in love with her in the manga. This is especially odd because Natsuki Takaya had nothing to do with Akito’s characterization in the anime, meaning that this is either the mother of all coincidences or she actually got the idea from the anime. Considering Ren is a villainous character, this may even have been a deliberate potshot at the anime, which Natsuki Takaya reportedly hated, though this is just wild guesswork at this point.
A lot of characters who share some kind of connection or matching qualities have similar names. This is actually pointed out by Kyo when he notices his name sounds pretty close to “Kyoko,” but it’s far from the only example. Matoko Minagawa and Makoto Takei have similar names and are both high schools one year above Yuki who are obsessively in love with him. Ren and Isuzu not only look alike, but Isuzu’s nickname, “Rin,” sounds pretty close to Ren’s name. There’s also Mitsuru and Ritsu, whose similarity becomes even more pronounced when Mitsuru’s name is shortened to “Mitsu,” as it often is. And, finally, Kyoko’s maiden name, “Katsunuma,” is pretty close to the name of her husband, “Katsuya.” 
On that note, Ren mentions at one point that she’s always hated Rin “instinctively.” While some have pinned this on Ren’s simple dislike of children in general, the fact that Rin looks like Ren hints at another explanation. Shigure mentions in Volume 20 that if Akito expressed her true gender, she’d look just like Ren. Because Rin also looks like Ren, perhaps when Ren saw a little girl who resembled her, it reminded her of her own hated daughter. In other words, Ren and Akito both hated Rin for the same reason (because she looked like someone they hated.)
Shigure and Akito totally banged in Chapter 101. They start kissing, with Shigure pulling on Akito’s tie, then it fades into a flashback, and when we cut back, Akito is in bed, topless, and Shigure is pulling a blanket over her. They totally went at it doggy-style, yo. This may have been obvious to other people, but I was pretty innocent-minded as a teenager (shockingly), so this flew completely over my head.
In that same chapter, it’s implied that Shigure actually sleeps around a lot, since when Akito prodded him for sleeping with “that woman,” he honestly didn’t know who she meant until she clarified she meant Ren.
Hang on, does this mean he banged Mayuko? I... Shit, I think it does.
When Kureno rescues Rin from the cat’s room, she’s wearing Akito’s clothes. Looks like Akito (or maybe one the maids) has been dressing Rin in Akito’s robes. 
Rin probably has some kind of crush on Tohru, and I’m not just saying that because of her stated desire to “run crying into her lap.” In Volume 23, when Kyo sees Tohru comforting Rin, he murmurs that he has “guys and girls as competition,” and later in the same volume, when Haru and Momiji are speculating on how happy Tohru and Kyo will be together, Rin sullenly comments that Tohru should break up with him. If this is true that means that both Rin and Haru are bi and attracted to people other than their partner (since Haru confesses in Volume 3 that Yuki was his first love and also comments that he “likes Kyo, too.”)
The birth of his little sister Hinata is what motivates Hiro to tell Kisa and Haru the secrets he’s been keeping from both of them, since he desired to “be someone who can really protect her.” Hinata innocence created a sense of urgency for him to mature, and he felt that properly communicating crucial information about his and other people’s feelings was an important step towards that.
When we see Hanajima immediately after Tohru’s accident (in Chapter 124), her normally neat braid is really loose, with huge strands of hair coming out of it. Considering how deep her love for Tohru is, her getting injured must have hurt her pretty hard. 
In the last panel of the same chapter, a large rabbit plushie is visible in Tohru’s hospital bed. Since Momiji had already skipped school to visit Tohru early that day, it can be inferred that he gave it to her. Takaya is pretty consistent about drawing it afterwards, too, since Hanajima is shown carrying it when Tohru checks out of the hospital next volume.
Even though Ayame seems to be the loud, transparent type who proclaims to the heavens every thought that crosses his head, he actually manages to keep three major secrets during the course of the manga: Akito’s true gender, that he’s dating Mine, and that Mine knows about the curse. Ayame might be more cunning than we give him credit for. 
In Volume 15, Yuki recalls when he first met Kyo, Kyo angrily shouted that “someone as rotten as you ought to do us all a favor and just disappear!” Much later, in Chapter 126 (Volume 22), during his meeting with his father, Kyo recalls that his father actually shouted that at both him and his mother. Thus, Kyo as a kid was just repeating to Yuki what he heard his father say at home.
Hatori was dreading having to dance with Ayame at the next New Year’s banquet in Chapter 95. Well, it looks like Hatori lucked out because that dreaded dance never happened (as that was the last New Year’s before the curse was broken completely).
The story has a bit of a bookend structure with several events from the first few chapters repeating in the climax. For example, a landslide buries Tohru’s tent in the first volume and causes Tohru to fall from a great height in Volume 21. In both cases, the landslide is a presence that is catastrophic but also signals a beginning. In the Volume 1, the landslide is what indirectly causes Tohru to live in Shigure’s house, whereas in Volume 21, Tohru’s fall causes Kyo to return to her and begin to realize the depth of his mistake in turning her away. 
In a similar way, Akito’s confrontation with Tohru outside Shigure’s house actually mirrors the famous scene where Tohru runs into the woods after Kyo’s true form. In both cases, Tohru is trying to comfort and talk down another character who is reacting to her violently, slashing her with claws in Kyo’s case and with a knife in Akito’s. In both cases, the violence is a way to mask pain and distress, however, the situation is ramped up in intensity in Akito’s case because while Kyo actually loved Tohru and wanted to drive her away because he thought her respect for him was gone, Akito was murderous in this scene and actually meant Tohru harm. The scenes also contrast in that Kyo is a monstrous presence, with a huge, misshapen form and terrible smell, while Akito is more divine, appearing in human form and literally being possessed by God. Both represent monstrous dangers mixed with human pain, but Akito actually becomes the more terrifying monster because of the blame and spite she hurls at Tohru.
Kyo at no point actually told Tohru he loved her before she fell off the cliff. No wonder she thought he dumped her. 
In the fable of God and the Zodiac at the end of Volume 22, God has identical facial features to Akito. Also, while God is consistently referred to in gender neutral terms (always being referred to as “God” or “that person” by the narration), the cat is referred to with male pronouns, meaning the spirit of the cat is itself male. Considering the cat before Kyo was also a man, this may mean that every person possessed by the cat is male, though this is again speculation.
The breaking of the curse seems to be random, with characters abruptly being freed without any kind of prior warning or clear trigger, but a comment from Shigure in Chapter 108 about “small chances and changes that have accumulated” leads me to think that the members of the zodiac forming relationships outside of the zodiac, or even outside of the family, increases the chance that it will be broken. Though the weakening of the curse over time made this possible, it was outside influence, and the zodiac members’ increasing willingness to defy Akito, that caused it to weaken more rapidly. The curse begins to break rapidly once Tohru realizes she is in love with Kyo, going from no one having their curse broken in years to Momiji and Hiro being freed one after another.
So, what was the “change” that caused Kureno’s curse to break? Considering how old Kureno, and Akito, were at the time, and considering that Kyo’s mother died “when he was three or four,” according to him, my guess is that Kureno’s curse broke either as a result of Shishou taking in Kyo, or, my preferred possibility, when Kyo met Kyoko, since Kyo mentions that her comment of, “That sounds pretty lonely,” once she learned Kyo’s situation felt to Kyo like “forgiveness.” If that’s the case, then Kyoko’s friendship with Kyo formed the first major fracture, and Tohru unwittingly (at first) continued her work by growing close to the rest of the Sohma family and giving them the courage to defy their oppressive environments.
Finally: reused character designs. Shigure is the spitting image of Colonel Hil, the main antagonist from Natsuki Takaya’s previous work, Tsubasa: Those With Wings, and Kisa’s mother also bears more than a passing resemblance to Kotobuki, the series’s protagonist. Finally, as Takaya herself points out, Ritsu’s mother’s character is wholly recycled from a bit character from the same manga.
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onlyonemister · 7 years
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Making a Game: The Basics of Battle
Hoo boy it’s time. This article got a bit delayed because of GDC. My apologies. If it is any consolation, I had a great time, and I will be posting another article later this week. So, we’ve spent about two weeks laying out the basic ground rules for the game. We have some overall thematic, conceptual ideas that we want the game to use, and we have a set of more concrete rules that we would like our dice rolling mechanic to follow. Let’s take just a moment to lay them out here.
General Guidelines
Make an Action Game
Make a ROLE Playing Game
No Combat Swoosh
Active and Reactive Combat and Conflict
Freeform Magic
Simple and Quick Dice Rolls
Strong Lore Framework
Remember these from article one {link}? These general guidelines are just that: general. They are thematic ideas to keep in mind while I work. Obviously definitions of an Action Game might differ, or I might create Lore that some people don’t like. That’s okay. These guidelines are not hard and fast rules. This is some Pirate’s Code business: more like guidelines than rules. I will keep these ideas in mind so that as I work on the game, I can check back in with my guidelines to see if my decisions are falling in line.
As an aside, I just noticed that my second rule might cause some confusion. The role playing community likes to use the slogan, “role play, don’t roll play”, which means that the players should play their characters, not the dice. It is a bit vague, and absolutely not what I mean. Players must use the numbers they have and an understanding of the probability of the dice in order to make decisions. These are the laws of the universe in a tabletop game. Just like I would decide if it was safe to jump over a gap based on my understanding of my physical strength and the laws of physics, so too can a DnD player decide based on their character’s Acrobatics skill and the DC of the check. Refer to [this Angry GM article] if you want a better breakdown of why it is important for players to have an understanding of their chances. What I mean by ROLE play is that I want players to play their character, and only their character. I do not want them to have to make poor decisions based on character quirks or to decide things about the scenery and the game world. That is the GM’s job. Players play their characters, the GM manages the game world and presents situations. I want the GM to have plenty of hooks to give players hard decisions, but I do not want a FATE style compel mechanic to make players act outside the interests of their character. Got it? Good.
Dice Rules
The Valkyrie Must Be Able to Pass Dice to Empower Rolls
Binary Success and Failure On Most Rolls
Only One Dice Mechanic
Encourage Diversity of Strategy
Enough Dice to Power Runic Magic
And these rules are from [the last article]. These are more specific, and lay out some concrete things that I want to be able to do with my dice. Checking in with these will be a bit easier. If my dice system is not Binary success or failure, I can tell that right away. Easy. So I will be keeping these rules in mind when making the game. I might even make a separate post to hold all of these rules as we go through the project.
Learning from History Part Uno
Hold up. I thought we were talking about battle systems today. Well, we are! But first I need to get a bit historical on you. I know, I know. This is a fantasy game about a mythologized Scandinavia, but how can I properly build a mythological world without some grounding in reality? Besides, history is cool. All my best ideas come from history. So, while I have been writing these articles, I have begun doing research. Nothing too crazy. Right now I am just listening to a podcast on the history of the viking age. It’s called The Viking Age Podcast [link to podcast], conveniently enough, and it is definitely worth checking out. In twenty or thirty minute episodes, Lee runs through all of the history leading up to the viking age, why it might have happened, and how it influenced both Scandinavia and the greater European continent. It rules. I studied mostly Japanese, Wild West American, and Jewish history in college, so it is great to get some exposure to a culture I spent little time reading about. And, I have already learned something that will be hugely important for our project: not all of the Norse were Vikings.
I know! It’s crazy right? Okay, maybe that doesn’t seem crazy to you, but it felt like big news to me. Here was this word that I used so very wrong for my whole life. It’s not a slur or anything, it is actually a word used to describe the people who went to raid outside of Scandinavia. Vikingar: the people that went Viking. This may not seem like a huge deal. After all, it is just a terminology change, but facts like these can paint our project in a whole new light. I do not intend to be authentic every step of the way. Again, we are talking about a world in which Ragnarok has happened and the Valkyries are left to run the show. But, the best fantasy takes inspiration from reality. Knowing that the Vikings referred to a specific group of raiders changes how I might write this world. Why not, if I can, use a more authentic representation of Scandinavian culture during the viking age in order to create a world that is both more authentic and more unique.
So, what does this new information do for our battle system? Well, not a lot if I’m being honest. I know that this is the battle article, but I started listening to this podcast while writing the last one, and got excited about some of the new information I was learning. So, this kind of aside might become more of a regular thing. Every now and again, if I have learned something particularly cool, I might pop up at the beginning of an article to share it. And, while this information might not pertain to the topic of the article, I can promise you that learning about this period of history will get my wheels turning for other aspects of the game. Finally, you never know when inspiration will come to you. I talked in the first article about inspiration as a seed, something that you must tend to for it to grow into something useable. Well, I am going to need a lot of inspiration for a project like this, and historical facts are going to be the manure for my inspiration field. Yes, sometimes it will be kind of gross, and sometimes it will be tedious to get all that manure spread, but at the end of the day, the inspiration planted there will grow all the stronger. See, I brought that metaphor around.
Now Can We Talk About Fighting?
No! Actually, I’m just messing with you. Yes. Now we can talk about fighting. I have thought a lot about the combat system in Vikings and Valkyries. I have planned whole imaginary fights in my head, detailed mechanic after mechanic, and worn a hole in my apartment floor pacing back and forth for so long thinking about it all. This article is my chance to codify some of those ideas. I need to make the basics of this combat system material so that I can stop jumbling it around in my head. It’s picked up some good ideas in there, but the system needs to get some fresh air. A lot of things need to get decided in this article, and when I went through the fist draft it got really long, so I am shortening it down to just regular long by making these sections a bit more efficient. That might mean that some of the decisions I make are not as well explained as others, and that is okay. I am going to be testing this game as soon as possible, and it is entirely possible that the quick ideas I have here will get revisited. So, if I seem a touch cavalier about this combat system, that is because I am.
Here there be Dragons. And Over Here are Some Kobolds.
The first thing any combat system needs to know is will it use maps and minis, or be a “theater of the mind” kind of affair. How the players are expected to visualize a fight will affect how complex and deep things like positioning and terrain can be. First off, the combat in VnV will not be “theater of the mind” by default. I voiced my complaints about those systems in the first article, and I stand by those issues. I can create a much better tactical combat experience if I have some kind of battle map. What does that battle map need to look like though? Dungeons and Dragons uses a set of 1 inch by 1 inch squares that each represent 5 feet of space. Savage Worlds throws the mat away altogether and just tells you to use a ruler. Most characters can move about 6 inches on a turn, and 1 inch is equal to 1 meter of distance. FATE even has a battle mat. Instead of granular inches or squares, FATE uses Zones. Zones are kind of cool. When laying out a conflict area, the GM (called the Judge in FATE, which is kind of dope) writes the zones on a handful of index cards or post its or something. Then, the GM lays them out to create a simple map. Characters can move from one Zone to another on their turn. Some Zones might have a tricky challenge in the way to cross them, others might provide cover, others might have some hazard that makes fighting in them perilous. I kind of like Zones, they are a neat way to abstract out the tactical movement of combat and create compelling maps quickly.
Too bad we aren’t going to use Zones in VnV. They might be quick and easy and elegant, but they abstract combat too much for my tastes. It works fine in a game like FATE where combat is not the main driving factor, but combat will be important in VnV, so we are going to want a more granular system. That granularity will add some complexity to the game. After all, we talked about not having too tight a distinction between combat and non-combat conflict in VnV, but now GMs will have to break out a battle map and pens in order to transition to combat encounters. What gives? Well, what gives is that despite wanting to avoid the combat swoosh, I want deep tactical combat more. Movement and positioning is incredibly important for that kind of combat. Games like FATE and Edge of the Empire do a solid job of creating a semblance of that depth, but the systems they use to replace maps feel just as complicated. This is a bad trade in my opinion. I want players and GMs to be able to see exactly what is going on in a battle so that they can make the best tactical decisions possible. I do not want to limit them to simple imagined scenes. Say what you will about the complexity required in setting up a map, it allows GMs to create much more engaging encounter spaces. Trying to run complex encounters with multiple moving parts in a game like EotE takes way too much brain power, and leads to arguments about where characters and objects are positioned more often that not. I want my players to be able to know right away where things are.
As for what type of battle map, I am going to go with a standard mat. The squares will be 1 inch by 1 inch, and players can use either the square side or the hex side. My reason? Well I want granularity, as I said above, and I don’t feel any need to reinvent the wheel on this one. Most tabletop players will have access to a battlemat for DnD, and so I am going to go with that format. Measuring things with a ruler and finding terrain is kind of a pain in the butt. Usually when I play Savage Worlds I would end up using the hex grid side of my battlemat anyways. So, 1 inch squares it will be. For now, I don’t feel any need to define the distances on the squares. DnD calls them 5 feet by 5 feet, and that seems pretty reasonable. I have some ideas about weapon ranges that we will get to in a later article, and that might necessitate smaller distances on the squares. For now though, it does not matter. I will define ranges and player movement in squares, and leave the distances until later.
Taking Turns
Now that we know we want a mat, let’s talk about initiative. This, I promise, will be a bit different than the standard initiative of DnD and Savage Worlds. The reason for this? Reactions. See, I want players to be able to make decisions both on and off turn. When attacked, I want the players to be able to decide if and how to defend themselves. This means that the concept of a player turn is a bit more nebulous. For a great example of this kind of nebulous Initiative, look at Dungeon World and other Apocalypse Engine games. The Apocalypse Engine has no concept of structured combat time. Instead, the GM presents scenarios to the players, and the players decide how to react. Now, in a DnD game, this would be massively unfair. See, DnD runs on what I call an Opportunity Action Economy. Basically, the players get a finite amount of opportunities to do stuff during structured time. If I am playing DnD and attack a goblin, the only thing that I am risking is my turn. If I fail, I simply deal no damage, losing my opportunity to act. Apocalypse Engine games run on a Risk Action Economy. If I attack a goblin in Dungeon World, I will make what is called a Hack and Slash roll. In a Hack and Slash roll, I might damage the goblin, but the goblin may also damage me. I am taking a risk by taking the action. This also applies when the goblin is the one directing the pace of the scene. In DnD, I would simply hope the goblin would miss me. In Dungeon World, if a goblin attacks, I can decide to try and avoid all damage, which would lead to a Defy Danger roll where I have no chance of hurting the goblin and less chance of being hurt myself, or I could fight back for a risky Hack and Slash roll. This means that structured time is less important in Dungeon World, because any time my character is acted upon, I get to make a choice about how to act and might gain the upper hand because of the risks associated with rolling.
In VnV, Reactions will not be equivalent to Actions, but the fact that the player will be able to make decisions and take unique actions when it is not their turn changes the power of Initiative. Going later in a round might be beneficial for players who are opting for a more defensive strategy. So, what does that mean for our Initiative system? Well, it means that Initiative is going to be a choice. Reactions are not like armor class in DnD. The player will not just be picking which defensive option they have the highest numbers in. Reactions are going to be strategic moves, moves that can only be done off turn, and that will have their own value depending on the character’s strengths, and on the situation at hand. So, I want my players to be able to influence when in the turn they will be able to act. Maybe they cannot decide it exactly, but it must be a decision. How will that work, you ask? Well, first I need to find my dice system, so for now we are just going to say that Initiative will be influenced by player choice combined with a roll of the dice, and figure out the specifics when we have our dice.
Still with the Dice System?
I know I warned you about this, but I want to reiterate: the goal of this article is to design the pieces of the combat system separately from the dice system, so that I can change the dice if need be down the road without having to rebuild the game from scratch. That means that I will need to make ambiguous statements about the specifics of mechanics until that dice system gets nailed down. The good news though, is that by working on the initiative system for this article, I have started to see the dice system in my head. It isn’t fully ready yet, and I don’t want to distract too much from the combat right now, but know that by thinking about initiative as a decision, and about the mechanics of Actions and Reactions, a dice system idea is coalescing. This was my idea all along, if you can believe it. I mentioned that I wanted to be able to go back and change the dice if need be, but I also needed an idea in the first place. I knew what I wanted some of the systems to feel like, but had no idea how to resolve those systems with dice. That is partially why I started working, so that the systems could show me the dice that I needed. Now, I can push forward through the rest of this article, and get the rest of my systems down. Who knows, maybe I will get some more good ideas.
He Does this, So I do That
Reactions are going to be moves that the characters can perform when attacked. The first thing I want to do is to figure out what kind of reactions I might want to have in the game. In a sword fight, the defender has myriad options when deciding how not to get hit, but we want some more limited options to present our players. For inspiration on this, I am going to look to the Infinity Tabletop Miniatures Game. Infinity is the game I mentioned in an earlier article that inspired the idea of Actions and Reactions. When a unit is fired upon in Infinity, its controlling player can decide to Counterattack or Dodge. Counterattacking is risky, but if the unit succeeds, it can damage the attacker. Dodging is less risky, and allows the unit to move a bit, but does not allow the unit to do anything else. There are some other options for reaction in Infinity, but let’s focus on these two for now.
Counterattacking is an aggressive defense, or not really a defense at all. A unit that decides to counterattack opens itself up for damage in the hopes that it can damage the attacking unit. I like the idea of exchanging safety for damage as a reaction. So, in VnV, a counterattack is a reaction where the defending character sacrifices all defense for the chance to hit the opponent. To accomplish this, the players involved in the attack-counterattack exchange must roll off or compare scores in some way. The winner will hit first, resolving all damage, and if the loser of the roll is still alive, they will hit. On a tie, damage is resolved at the same time. Notice that this means guaranteed damage for both sides so long as the first attack does not kill. This will be a high risk high reward move where the counterattacker is hoping that the attacker will die from one hit.
Dodging seems like a move we will want to have in the game as well. When attacked, a defender can decide to dodge. The attacker and defender roll off, and if the defender wins, they move out of the way of the attack. They can then decide to take a follow up action by spending some resources. Notice how this reaction still allows the player to do something to advance their cause, but at the cost of more resources. While a counterattack allows the player to hit back right away at the possible cost of health, a Dodge will allow the player to follow up by spending some other kind of resource. Again, right now we don’t know what that resource is. It might be action dice, stamina, magic, whatever. All we care about is that resources will be spent. I also want characters to be able to use their weapons or shields to parry. After all, that is a huge part of sword fighting. So, what if Dodging and Parrying are basically equivalent, but require different stats and allow for different follow up actions? Both of these defensive moves will be less risky than a counterattack, but will require extra resources to be followed up on. So, to update the rule above: When attacked, a defender can decide to dodge or parry. The attacker and defender roll off, and if the defender wins, they move out of the way of the attack or deflect it with a held weapon. They can then decide to take a follow up action by spending some resources.
Now, this seems like a solid reaction system. All we need to do now is decide on the actions a player can take after a Dodge or a Parry, right? Wrong, me! I want to include one extra type of defensive option. See, both counterattacking and the parry/dodge actions allow the defender to take a follow up action with some risk involved. What if a player does not want to follow up, but instead wants to hunker down completely in order to avoid damage at all costs? This is partially inspired by the video games For Honor, and Dark Souls as well as my time spent fencing. In those games, parrying and dodging are risky actions that allow for follow ups, but the player can also simply block incoming attacks, or dodge away from them, disengaging from the fight. So, let’s add a Full Defense option. Full Defense allows the player to block or avoid incoming attacks. If the player does a Full Block, they stay in place, but ward off damage. If the player does a Full Dodge, they disengage from the fight. These actions cannot be followed up. These moves will be less risky than a Parry or Dodge, but provide less reward. Also, the Full Defense options still have some risk associated with them. The player can still be hit if they lose the roll. This is just the best way to avoid damage entirely.
Notice that this format has created a divide between blocking an attack, and moving out of the way of the attack. This is useful to note because we can use it to help create focused character builds and strategies in the game. Some characters might be better at dodging, others at blocking. Maybe different weapons will be easier to dodge or block. We won’t be getting to character creation until after the first playtest, but for now, keep that idea in mind.
Responses
So what can a character do after a successful Parry or Dodge? After a Parry a character can: Riposte: the character makes an immediate attack roll against the attacker, Cast a Spell: do that, Shove: the character can make an opposed check to push or pull the attacker into another square, Disarm: the character can make an opposed check to knock the attacker’s weapon out of his hands. Sunder: the character can attempt to damage or destroy the weapon used to attack her. Let’s call that good for now. Some of these actions might require specific abilities to use, but for now let’s say that all characters can do this.
After a Dodge, a character can Riposte: see above, Cast a Spell: also above, Adjust: the character can move up to half her movement (rounded down) in any direction without invoking another attack from the attacker, Sweep: the character can attempt to trip her attacker. And that will be all for Dodging for now. Notice that Riposte and Cast a Spell can be done from both a Parry and a Dodge. Also, Dodging has one less action, that is honestly because I cannot think of another good one. If anyone has ideas, let me know. Otherwise, Adjusting seems pretty powerful, and that might be good enough.
Action!
Now we know what characters can do when it is not their turn, but what can they do on their turn? Well, this is going to be a bit more standard. As much as I like the idea of shaking things up with the action economy in a tabletop, some things just work, and are worth sticking to. On a player’s turn, they can take 1 Action, and as many Free Actions as they like. Free actions will include moving up to that character’s move speed, talking, dropping something, taking something from a willing target, and giving something to a willing target. I might add more later, but those are it for now. In terms of how far characters can move, I am leaning towards 5 squares. It works for DnD, and I don’t see a reason to shake it up until a playtest tells me otherwise. So, 5 squares. As for talking, most games limit talking to a short sentence on the player’s turn. I like a little in combat banter, and I want players to be able to move a conflict out of combat dynamically, so I am going to be more lenient than that. If a player wants to talk to another character, that character can respond with one sentence of their own. If all participants in the combat stop to talk, move out of structured time until hostilities resume.
Now, as for the Actions a player can take: attacking with a weapon, throwing something, running more distance than the character’s movement speed, drawing a weapon, sheathing a weapon, casting a spell. These are all going to fall into pretty standard tabletop territory, so I won’t spend any time on each action.
Damage
Getting hit by a sword will probably kill you. I hate to break it to you, realism buffs, but if we want to go full realistic, characters would most likely die in one hit and that sucks. Most games include some kind of system to mitigate damage coming in or to allow characters to survive some hits with little or no consequence. After all, no matter how well our players play the tactical game, whether they get hit or not comes down to a roll of the dice, and a single die roll killing your character isn’t any fun. So we want to have a resource that can be spent to keep characters alive. Savage Worlds uses the Shaken state and Wounds, and while that is my preferred system most of the time, for this game we are going to use Hit Points.
Now, a lot of you might be lamenting right now. Hit Points lead to drawn out fights! Hit Points don’t make any narrative sense! Hit Points ate my parents! Is that last one just me? Okay. As much maligned as they are on the internet, Hit Points serve a useful purpose: they provide a consequence free damage mitigation resource. In Savage Worlds, the Shaken state prevents players from acting until they make a roll to remove the state. Wounds are even more devastating, causing a bane to all rolls and movement distance. Hit Points don’t have that problem. Hit Points provide a small amount of consequence free damage for each character. Notice the phrase “small amount”. While DnD HP increases work well for a game about characters gaining massive leaps in strength, this is going to be a lower powered game. The protagonists will be skilled, but ultimately human warriors.
What happens after a character loses all of his HP? Does he just die? Well, in other games, that might be fine, but this is a game about Vikings, and what are Vikings known for? Berserking. Well, not every Viking is known for that, but toughing it out through grievous injuries is a huge part of the Viking narrative. So when Hit Points are reduced to 0, the character will receive 1 wound, and make some kind of endurance roll to see if they can fight through the pain. If they succeed, do not roll on the wound chart. Instead, simply mark down the existence of the wound, and continue fighting. If they fail, roll on the chart adding up extra wounds as a modifier, and lay the character prone until combat ends. After combat ends, roll on the wound chart for any character that has 1 or more wound and is still standing. Right now, I am figuring wounds will be rolled on a chart, and cause long term effects. For inspiration, I am looking at the EotE wound chart. This chart does something brilliant, which is it increases the severity of the wounds the more wounds that a character already has. A character cannot be killed the first time they get reduced below 0 hit points. The worst that can happen is that they start to bleed out. I want to copy that idea. Characters will not be in risk of dying right away, instead, they will be able to decide how far they want to push themselves in order to prove their Viking strength. Dropping out of a fight early will help ensure that they do not die, but might cause the party to lose, and lose confidence in their ally’s bravery.
Gear
After stealing liberally from EotE in the last section, I am going to do it again now. I want to avoid having a damage roll in this game. In EotE, there is no damage roll. Instead, each weapon has a fixed amount of damage, that is improved based on how well the player rolls on the attack. I like this idea, and now I am going to steal it. All weapons in the game will have a fixed damage number that is improved based on how well the attacker succeeds. Notice, that this does break the Binary Success and Failure rule. Also notice that when I established that rule, I said I might break it at some point. Here it is. I have broken it. For now, I am going to have variable damage. Why? Mainly because it is fun. Hitting an opponent well and taking them out early feels good, and rolling low and plinking an enemy, while it feels bad, can add drama to the fight. Besides, if I balance the numbers out well, I could always go back to fixed damage and not have the balance change much at all. If I use the average damage dealt by each weapon as its fixed damage, then it will be roughly the same as if the damage varied.
To go along with my damage rule: Armor will grant Damage Reduction to any hit that strikes the armor. So much of the combat in VnV is about using tactics to avoid damage, and taking risks where applicable. I want armor to provide some DR so that heavier armored characters can take more risks, potentially at the cost of movement speed, but I don’t want it to add to a character’s chance to avoid a hit like in DnD. Honestly, it just makes the concept of hitting and missing confusing when the armor would need to be struck to help, but if you don’t hit hard enough it is called a miss and yes this is incredibly nit picky, but it’s my game so there. Besides, acting as DR means that it will act as a second layer to avoiding damage. If the character wears heavy enough armor, they have a chance to avoid damage against weak hits entirely.
In terms of hits that strike the armor, I do need to make an aside here about Called Shots. These are a huge problem in a lot of tabletop games, because sometimes the designers do not seem to consider them. Called Shots are when players pick a specific target on an enemy to attack. Usually, rules make the attack roll harder, but allow for secondary effects or increased damage. Savage Worlds has a great Called Shot system, where it is assumed that all attacks are aimed at the torso and will be hitting the torso armor unless otherwise specified. I am going to take that rule. If players want to make a Called Shot, they can reduce their chance to hit, in exchange for striking a specific body part. Otherwise, all hits hit the torso. I do not want to bother with complicated hit location rules unless I think it will be very funny. The only other stipulation I have for my gear system is that gear will be of varying quality, and better weapons and armor might do or absorb more damage, along with having other effects. I like finding new and exciting weapons. This does not mean every sword will need to be enchanted, instead, think of it like a classic JRPG where you can buy better made swords in each town. Sometimes the players will find a haul of well made steel weapons that can outperform their current equipment.
In Conclusion
You are probably exhausted by now, and I do not blame you. That was a very long article to read through and not get all the specifics of the system. The great thing is, this document can now provide the basis of any combat decisions going forward. Unless my playtest goes disastrously, I now have a combat system that I can adapt to any numbers that I need. Join us later this week for a hopefully much briefer article on viking raids and how they will helo structure the game.
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