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#<- not entirely relevant but i do want to cover my bases
cliban · 5 months
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the AMOUNT of times i have seen a cool blogger today and then gone to their blog to follow them only to be confronted with an honestly weird amount of dismissal/outright hatred for trans men, transmasculine people, and/or butches is actually insane
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wordsnstuff · 2 months
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Hey, so i'm working on my first WIP, and i wanted to ask about drafting. When can one consider their first draft done? Does it have to have the goal word count (ie; 100K), or would being about halfway there be considered a good enough first draft, that i can move on to the second and start editing?
Concluding each stage of the writing process
It's difficult to know when a phase of a writing project has concluded and you're ready to focus on a new objective as it's developing. I tend to approach my writing projects with a clear and uniform trajectory, regardless of how diverse my projects can be. This approach allows me to remain focused, thorough, and reassured that I am covering all my bases in an organized fashion. However, it also maintains space for me to be explorative and intuitive when necessary. In regards to word count, I don't think it's entirely relevant unless you're determined to adhere to strict genre conventions. Give your story the space it needs and not an extra inch.
(Optional) Zero Draft
In this phase, you're telling yourself the story. You're doing it quickly, messily, intuitively, and forgivingly. Explore every idea that glows in the dark for you, don't throw anything away or discount any possibility. Exhaust your imagination in this phase so that when you reach the first draft, you know you're making informed decisions.
First Draft
You're crafting the structure and core elements of the story. This is often the phase of discovery. You're becoming acquainted with your characters and how they interact, you're beginning to feel at home in the world and settings you've built, and you're seeing all sides of the conflict as it evolves. The goal here is settle on a beginning, middle, and end point, and by the end of this process you want to know your characters' motivations and relationships inside and out.
Second Draft
Go back quickly through the first draft and address any points where you got stuck, where you compromised for the sake of carrying on to the end, and fill in any apparent blanks. The first time you really iron something out, there will always be a few pesky creases. This is the time to find and flatten them.
Third Draft
This is where you question everything. Identify and scrutinize your decisions, dive into the "curtains are blue" discussions with yourself, and begin to tidy up things like grammar, clumsy dialogue, over-poured descriptions, and dubious vocabulary. Comb through each paragraph and be brutal, prioritizing clarity and intentionality of how you've told the story.
The Read Through
This is the point where I recommend doing three things:
Letting it rest away from you for 1-3 months so that you can return to it with a bit of unfamiliarity and new perspective.
Hand it off to a couple of trusted readers and give them ample time to read, digest, and craft some feedback
Reread the project once all the way through making no changes (although annotations are acceptable)
Fourth Draft
Finishing touches. Vigorously and meticulously scrub and scrape between the lines and imagine giving it to your worst enemy. If you can imagine any mean (but valid) things they could conceive of to say about it, this is the time to grapple with or fix those details.
Additional Resources
Guide to Drafting
Word Count/Productivity Tracker Spreadsheet
Balancing Detail & Development
Writing The First Chapter
Writing The Middle of Your Story
Powering Through The Zero-Draft Phase
Writing The Last Chapter
Chapter Length
Happy drafting,
x Kate
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purplealmonds · 4 months
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Continuing to fire on all cylinders to make this Sky 🤝Mononoke collab a reality! 🐲⚖️🌊
Process GIFs and artist commentary below the cut. ⬇️
Left: Process GIF Middle: Just the background, cos I really like how it looks! Right: Illustration without the collab logo
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And here are my notes on my inspirations and references. There's a lot of 'em, so instead of embedding relevant images one by one I put them in a callout sheet! For accessibility, I also included transcript (with bonus ramblings) below each sheet.
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Ofuda circle modeled in Google Sketchup 2017, then lightly transformed in Photoshop to flare out. I tried my best to hand-draw these, but it the results came out really clunky and stiff. I figured if Mononoke shamelessly utilizes 3D in their show, I can too!
Krill and sky kid composition roughly inspired by the Ayakashi DVD cover illustration. On the surface level, the krill's black-and-red color scheme mirrored that of the bake-neko. Not to mention, in the world of Sky, the krill would be the best fit of a mononoke-like entity. The red background is also a nod to the red skies seen during a shard eruption in Sky.
Sky kid gesture based on the Festival Spin Dancer's Tier 3 poses and the Medicine Seller's iconic pose in the Zakishiwarahi episode as inspiration. This was the idea which springboarded this illustration into existence. I wanted to do my take of the Medicine Seller's pose, but in a more dynamic manner: rotate the pose to a profile position and set the ofuda in a diagonal, flared out arrangement.
Cape inspired by tenbin design featured in the 2024 Mononoke movie. This one's an interesting one - I wanted the cape to be a stiff material that doesn't "flap" when in flight - similar to the Aurora wing capes. It ended up looking like a kite of sorts, which I'm not entirely opposed to! I haven't had the opportunity to showcase the back view of this cape design, but I envision it having some mechanical aspects to it - the "wing" which are flared out in this illustration fold in like moth wings, and a little bell is attached to the "tail" part and it jingles a little whenever the sky kid flaps!
Bandana is based on the Scaredy Cadet's hairstyle from the Season of Assembly. Mask design utilizes the 2023 Days of Style mask and the Nintendo Pack mask as bases. Pretty self-explanatory. I basically went onto the Sky wiki and found the cosmetics that most closely matched what I was looking for. Then if necessary, I went to the Office space to do photoshoots to get the appropriate camera angles for them all.
Seasonal pendant inspired by the classic Medicine Seller's necklace and the eye motif featured in the 2024 Mononoke movie. Possibly the only one-to-one homage to the classic Medicine Seller design here, but his garnet necklace was too good of a match to the seasonal pendant. A side tangent: does the new Medicine Seller possess a necklace, let alone a mirror? So far all the shots of him don't feature it. Fascinating.
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Dark dragon krill anatomy references a custom figurine crafted by @/escaflowne_n07 on Twitter. Until I found this, I was honestly at a loss finding reference for this - be it on the internet or during in-game photoshoots. The lighting on the krill in-game focused on its menacing silhouette rather than its structure. And not to mention, getting a close-up shot almost always set off the dark creature's aggro. I have no idea how this guy found the references to put this model together - well done!
Mantas, elder constellations, and sun dog references murals in the Cave of Prophecy. Krill aside, the overall illustration was leaning a little too much towards Mononoke so I tried finding opportunities to insert more Sky into it. Added bonus is that now there's storytelling in the background: during a shard eruption, a giant krill rises from the frothing waves of dark water to hunt down a flock of mantas.
Clouds behind the sun dog reference the ones featuring heavily in the Umibozu episode. This illustration has a lot of ocean theming, so I figured this would be appropriate.
Rendering style of the background is lightly inspired by the 2007 Mononoke illustration. Mainly having a 2D inked style to contrast with the more polished render of the sky kid. Funnily enough, this was a tertiary inspiration, which lead to the discovery in the next point!
Dark water waves and sun dog composition heavily references Hokusai's "The Great Wave". The waves were modified to be bottle-green of the Golden Wasteland's dark waters. The sun dog is in the spot where Mt. Fuji is in the original composition. these were all hand-drawn by the way! I merely emulated the style of the source material. As a side note, I also borrowed the spotted sea spray rendering for the krill's red spotlight.
Background pattern taken from the ofuda design featured in the 2024 Mononoke movie poster. Mainly to add some gritty texture to the sky. I worked pretty hard to replicate this ofuda design as a high-res asset so I wanted to use it more!
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How to actually sit down and study📚💻🖨☕️📖📓
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You've got the textbook and notebook open, the highlighter uncapped, the coffee steaming and laptop switched on.
Now what? Do I just highlight random keywords and write out key concepts whilst repeating important sounding phrases out loud?
While this may have worked in middle school or maybe even highschool, most college and university courses are an entirely different breed. Weekly pop quizzes and an in depth recap each class?
Highly unlikely, at least in my experience.
Uni very much leaves students to fend for themselves, with studying and learning the material taught in class as your own responsibility.
So what's a student to do? As someone who had to get her act together when starting the IB program, and then tackling university, here's my advice on how to actually study productively.
Create a study plan by breaking down the workload
Break down the workload:
Say you have a French vocab set to learn, an English paper due and an econ group project.
Study and write out your vocab, and then meet with your study group for practice.
Plan your paper research: what is the thesis, find relevant literary sources and highlight pontential useful concepts, do an outline of the points you want to cover, and then plan the dates and time that you'll actually sit down and write it out.
Go over the main econ project points, do your bit and then schedule a meeting with your coursemates to do the whole thing.
3. Create and maintain your study space.
If your space is messy and full of distractions, then your study sessions are probably not going to be as productive as they could be. Eliminate any distractions or at least try to minimize them
4. Join or create study groups!
They can be really useful when you actually study instead of hanging out (i'm guilty as charged unfortunately).
Divide concepts and have each member create a cheat-sheet or a short but detailed guide to share, so that you can cover more ground.
5. Use practise and past papers
You need to know how to actually approach the exam questions so that you can make the best use of your exam time, so familiarize yourself with the paper structure and the type of questions e.g. essay-based, scenario questions, numerical.
6. Take breaks!
Studying is important, but so is your well-being.
Schedule 10-15 min breaks for a quick snack and a stroll, but also 1hr-1.5 hr breaks for a proper meal, to catch up wth friends or to watch a show.
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Overall, a study plan and a study group can go a long way in helping you get the most out of your study sessions, so do what's best for you!
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melverie · 3 months
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⸺ NIGHTBRINGER CARD LEVELING TOOL ⸺
I made a little something that you feed your card data into and then it spits out which sin and which card you should focus on for leveling
Below the cut is an explanation on to use it! If you have any more questions not already answered below, leave a comment on here or send me an ask! I'll do my best to help you once I have the time to
[last time this post was updated: April 7th 2024]
dedicated to @misc-obeyme because talking with them about card leveling inspired me to make this entire thing in the first place, as well as @impish-ivy and @dsimeon for testing it for me and for giving me some pointers on how to improve some things <3
Things covered below:
current team vs dream team
how to enter you card data -> step by step guide
ranking & recommendation
CURRENT TEAM VS DREAM TEAM
CURRENT TEAM
your three strongest demon cards + your three strongest memory cards of each sin (aka your top 3!) -> head to Contacts, filter for only one attribute and sort by strength to get your top 3 demon cards, then repeat for your memory cards. Rinse and repeat for every attribute If one character shows up multiple times in your top 3 demon cards, only count his strongest card and ignore the rest!
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DREAM TEAM
the cards you want to use in the long-run. Ideally they should all be either UR or UR+ cards
HOW TO ENTER YOUR CARD DATA
Head to the sheet called 'card data'. Here you'll find seven charts that are all colored differently depending on what sin they are for
First off, each chart is divided into the following sections:
[1] dream team demon cards
[2] dream team memory cards
[3] current team demon cards
[4] current team memory cards
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Here's a quick run-down on all you need to know, but I'll also be going over it step by step a bit further below:
CARD enter who the demon card is of, or any name you associate with your memory card
TOP 3? if it's one of your three strongest cards, check the box; you don't need to re-enter the relevant data below if this box is checked. If it's not, enter the card data of one of your current team cards below it
MAX SIN UP? have you unlocked all of the Devil's Tree sin ups that you can get at your current skill level? If so, check the box
LEVEL enter your card's level
SKILL enter your card's skill level
STRENGTH enter your card's overall strength; sort by 'strenght' in Contacts to get this value
CARD, STRENGTH same as above, this for your current team. Only enter the card data if needed
STEP BY STEP
1. Figure out what cards you want to use in the long run; In my case, that would be Lucifer, Satan and Asmodeus
2. Head to Contacts in the game, select an attribute and sort by 'strength' to determine your three strongest cards
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3. Go to the correspinding chart on the spreadsheet. Pick the characters in your dream team from the drop-down menu. The order you enter them in doesn't matter
Check the box for 'top 3?' if they are also one of your three strongest cards. If not, enter the card from the current team below
Your chart should then look something like this:
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4. If you have unlocked all the sin ups in the Devil's Tree that you can get with your current skill level, check this box
5. Enter the displayed overall card strength and the current skill level. Click on the card to see its level current level, and then enter that as well
6. Repeat the process for your memory cards
Once you're done, the chart should look something like this:
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7. Repeat for all other attributes
8. Once you're done, head to the sheet 'rec & ranking'
RANKING & RECOMMENDATION
RANKING
just a little ranking to show you how your sins are doing because I thought it'd be cool to have :] Keep in mind that it can't properly display ties tho! You'll have to enter all card data for it to work properly
RECOMMENDATION
The recommendation will tell you what order you should level your sins in, what cards you should level, what level and skill level to raise them to, and if you should work on its Devil's Tree first
But first, you need to configure the settings for your recommendation. You can choose
if you want demon and memory cards to be displayed seperately (overwritten only if you choose to display all sins)
how many sins should be displayed
if your current team should be factored into, or if it should be based purely on your dream team
Personally, I'd recommend going with seperated, display all sins (weakest to strongest), and to factor the current team in, but you can change it around to what best fits your needs
Again, if you have any questions or suggests, comment them on here. My asks are also always open, so you can also ask that way!
Anyway, best of luck with leveling your cards, everyone!!
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wildjuniperjones · 2 years
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Juniper’s Massive World-Building Resource List
(Shamelessly cribbed from a dozen different sources)
1. The Checklists
These are the kinds of things that present you with a list of questions about your world, that you then answer as creatively as you want to. I find myself continually having to go back and add to them, because goodness sometimes I just want to write and not think about stuff that isn’t directly relevant to the plot...until it is. And then suddenly I have to think about the ramifications of that.
CRV’s Worldbuilding Checklists (originally from btot.de) - obviously more fantasy-focused Patricia Wrede’s Worldbuilding Lists - a good balance between fantasy and other genres
2. The Masterlist
This link has nearly everything you can think of. It’s not the be-all-end-all, because nothing is, but it’s damn good.
r/Worldbuilding’s Resources List
3. The Visuals
Yes, there’s the ever-present AI-generated images, things such as Artbreeder or Wombo Dream, but sometimes you need something more concrete. Like maps. Or people.
Also, pay artists to make beautiful things whenever you can. AI art is designed to remove the actual humanity from the creative process, and while it’s fine for face claims or inspiration, I would never ever use it as, say, my book cover.
Alsoalso, learn a little something about graphic design. Please. Color theory. Rule of thirds. I beg of you.
Things I have used for maps:
Inkarnate - Browser-based, but almost entirely fantasy-focused
Wonderdraft - Large-scale mapping for countries/continents/worlds
Dungeondraft - Smaller scale mapping that shines when doing smaller areas, especially interiors (both ‘drafts are from the same creator, and are desktop only) There is not, as of yet, a Towndraft, although the community is ravenous for it!
I highly recommend the art packs from Cartography Assets, although if you’re going to use them in a commercially released work, do be a good human and pay the artists for their work! If you want to do sci-fi or modern maps, this is where to get your assets!
Things I have used for people:
HeroForge - A 3D tabletop miniature creator with a vibrant modder community. The free version lets you create as many figures as you want, but their Pro deal lets you organize them into folders, which I absolutely love. It also lets you save specific colors/materials to use across multiple figures, which saves a lot of time when creating folks with a shared uniform. You can even import people/outfits/poses from other figures! I’m told that facial feature modification, clothing patterns, and kitbashing are coming this year! (I’m a little addicted, as you might’ve noticed.) Best on desktop, but you can get a quick “sketch” done on mobile.
Picrew - A truly massive collection of portrait creators. The Discord associated with it is really helpful, in that you can frequently get links to creators that meet your specific requirements, like ‘must have elf ears and POC skin tones’ or ‘must have heterochromia and vitiligo’. This site got me through the roughest parts of 2020. Great for mobile.
Meiker.io - Similar in scope to Picrew, Meiker has a few treasures, including a lot from the now mostly defunct DollDivine, which relied entirely on Flash. There are a few that I return to again and again, but not many. Best on desktop and very easy to create your own creators.
Neka.cc - A Chinese-based site with a lot of similarities to Picrew, although a lot less diversity, both in skin tones and bodies. Great for mobile.
Storior gets an honorable mention because it has a ton of potential, with a lot more options in some respects, but precious few in others. Best on desktop. Can you tell I really love these things?!
4. The Organizers
It helps to have somewhere to store all this information, right? Preferably in an easily accessed database? Perhaps with links or prompts?
These are the ones I’ve used:
World Anvil - Browser-based, incredibly detailed and complex, even for the free version. I found it to be too complicated to figure out, but maybe it’ll be your cuppa!
Campfire - Browser-based, mostly focused on writers, and has a suite of options that you can opt into or out of. This also wasn’t as useful to me, since there’s nowhere to put an outline!
Kanka.io - Browser-based, and just this perfect sweet spot between bare bones and overloaded. There are specific modules you can enable or disable, like in-universe calendars, dice rollers, character journals, etc. It’s my preferred option for organizing my world-building, outside of things like Google Docs.
I also understand a lot of writers like using Scrivener for their work, but as I have Linux, I don’t have any experience with it.
5. The Rest
So, a lot of world-building comes down to how well you know our world. I love world-building because it means I get to use all my education and interests together to create something that feels realistic to my readers and players. This is a time when ADHD is absolutely useful! Chase those squirrels! I can’t tell you how many times I’ve ended up reading an article on, say, rivers, only to end up with an idea for how leylines function in my world!
So here are my top 5 recommendations for figuring out how our world works:
Sociology! - If you want to know how different cultures interact, why certain customs come about, or just how a population reaches a decision, learn about sociology. It’s probably my favorite subject, and most useful to very culture-focused world-builders.
Geology! - If you want to know how your world fits together, what it’s made of, where things like mineral or gem deposits might be or how they might form... in addition to how rivers, lakes, and “strange” geographical features form, geology’s a great place to start.
History! - Okay, maybe this one is cheating, but I can’t tell you how many times I’ve read about something in history and thought “what if it went this way instead?” BAM, there’s a premise for you. (I have an entire novel idea built around that, told mostly through a writer interviewing a famous figure in this alt-history for their biography. After seeing the popularity of Dracula Daily, I almost want to release it like that...)
Ecology! - Oh man, if you want to figure out the botany and zoology of your world, ecology is a great place to start. It builds very nicely off of geology, and covers such a broad range of topics and how each of these pieces interact with one another - like how hydrology affects meteorology affects climate affects plant distribution affects animal distribution... which of course then affects culture!
I’m going to be sacrilegious in the eyes of some of my fellow world-builders here and NOT put linguistics - not because it’s not useful, just because it’s not a field I know much about. Instead, I’d suggest looking at world myths and religions. Yeah, it’s technically part of sociology, but if you’re developing a world from scratch, the creation stories that the sentient species tell themselves can inform a lot of their culture.
For instance, the world that Starcrossed, Amongst the Goblins & the Fishes, and The Silver Hand are all set in is an alternate Earth where magic never left the land. The creation myths in this world are much more centered around humanoids living in harmony with nature, rather than dominating it. In fact, some of the human societies have a specific taboo against desecrating the earth that is taken to such an extreme that other species, like elves and dwarves, occupy that niche instead, acting as stewards of the forest and mountain because they don’t have that same taboo. Part of these myths explain the existence of ley lines, and why they wither and die out (because of excessive logging, destructive farming/mining, or large-scale slaughter of creatures). Will this ever come up in Starcrossed? I highly doubt it. But it figures into the other two VERY prominently.
Phew! That was quite a tangent. Anyway - did I get any of your favorites? Do you have something you’d like to add? Should I make this all a separate page so it’s easy to access and update it regularly? Tell me things! Ask me things! I am an open book and love talking about world-building! Tell me where you’re stuck and maybe we can figure out a way forward together! (Also hmu on Discord, I am so mediocre at Tumblr.)
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pomrania · 2 months
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I want to talk about some books I've read recently, "Penric's Travels" and "Penric's Labor" by Lois McMaster Bujold.
First, that author is always a treat. When I saw those books by her at the library, ones I hadn't read before, I didn't even bother to check the back cover for their description; I knew I'd enjoy them, simply based on the author. And I was correct. (Also it turns out that the back cover didn't really give any useful information about the stories therein, so it wouldn't have mattered.)
I don't know how to best describe what I like about how she writes, but I'll try. Her stuff is very character-driven, with… it's not right to say "low stakes", because the stakes are very high indeed when you care about the characters things might happen to, but it doesn't have the super-high stakes you normally see in fantasy or science fiction. The characters and the relationships feel mature; the three main couples I can most remember offhand, from three different series set in three different 'verses, one half of the couple had been a widow/er, and the other half had had previous relationships of their own. (The Vorkosigan saga does admittedly start with a "young male protagonist", but it follows him as he matures.) And she's very adept at worldbuilding, which is honestly my favourite thing in SFF. If this sounds like the kind of thing you want to read, I recommend checking out her work.
Now, the specific books I mentioned at the start. They're more properly collections of three novellas each, written so they could be read in any order; which is good, because my library didn't have on the shelf the book which collected the earlier ones. Each novella is like 100-200 pages long, which might be a benefit over a novel-length story because it provides an obvious stopping point with a resolution for what's happened. Those books also include a 'reading order' at the end, for pretty much everything the author has ever written; I of course hadn't followed that, having gone by the time-honoured method of "whichever book I could get my paws on first", but if that's not how you do things, that guide might be of interest to you.
Finally, the reason I wanted to talk about these books (stories, more properly) specifically, and it's that the magic system is almost everything I've ever wanted in fiction; and it's so perfectly worked in with the religion/theology of that world, which itself is done way better than I normally see in fantasy. (Which, I suppose I hadn't mentioned it earlier; these stories are in the fantasy genre.) There is a REASON why somebody can't kill using magic; or, to be more accurate, they can do it, once. There's magical healing which isn't just "it's magic", but requires knowing what you're doing with each structure, and sometimes things just can't be healed. And there's the converse as well, using that same "healing magic" offensively; but with greater creativity than "burst someone's heart", since it must not be used to kill; the titular character's main method of disabling an assailant is "temporarily shut down the relevant nerves, very carefully". There's a cost for magic, in both "disorder" and "friction". It's just really good.
I won't try to give a comprehensive list of content warnings. However, I will say that if you're sensitive to "healthcare worker's burnout", you should avoid the novella "The Physicians of Vilnoc" entirely, as that's a major element in that story. (Also in the main character's backstory, but I don't know if there's a story which goes into depth with that.)
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quibbs126 · 1 month
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So I made a second licofait kid, Licorice Syrup
I’m gonna be honest, I kind of forgot that she’s not just me making a second licofait kid and is instead Red Licorice’s replacement, but whatever. She does still replace Red Licorice I guess
So basically, Licorice Syrup here is a magician who uses sing based magic. I’m not entirely sure what her actual magic is, whether it’s necromancy or something different. I just knew how she’d use her magic and thought I’d figure it out along the way
Personality wise she reminds me of Trixie from MLP. She’s kind of a showboat and she acts incredibly confident. However her insecure side shows with enough pressure on her, and she’s not that much different from her dad in that sense
In my head, if she had a human name it’d be like, Sirena. Which I did pull from Venture Bros and I know isn’t a real name, but her powers remind me of sirens so I thought it fit. I suppose Serena works just as well, with it being like “serenade”
Also with the thing about sirens, I imagine her to be dating a mermaid, since I feel like that fits. Not sure how it happened but she is. Her girlfriend’s probably not another fankid, but rather someone else entirely
…*sigh* I’m sorry, this isn’t that good. Admittedly, she’s kind of been a thing I do in spare time over different intervals, and most of that time was yesterday when I was waiting for the volunteer event to start and waiting in line to pick up our stuff, so I wasn’t 100% focused on her. And so she’s a bit lacking in areas. This will also be relevant in the design section
Anyways, so her name comes from black licorice syrup. Which admittedly I wasn’t entirely sure was a thing but apparently it is. I came up with the name because licorice, and because Parfait has syrup in her pop star look (even if it’s not in her natural look), and ice cream (and I think parfaits) can have syrup in them
Originally her name was Black Syrup, which on one hand I still kind of like, but on the other, I realized after finishing her that I had recently come up with a new character called Dark Syrup, and the names are really similar so I changed her to Licorice Syrup since that’s still what she is
But yeah anyways, this is a picture of licorice syrup I found online
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So I originally drew her in a rough sketch, just doing her hair, but as I recall the hair color itself didn’t look right, so I scrapped her at the time to come back to another day, which I eventually did. All I could really remember about what I wanted is that she’d have a similar color scheme to Licorice
Admittedly her final design may be a bit too plain. I tried to mitigate that with the light blue at the bottoms and with the skull pin, but she still might look too plain. But ah well
Speaking of the pin, I put that there to spruce up her head a bit, but then I forgot that she wears a hood, so I don’t really know how it works
I’m also not sure how I ended up with blue as her accent/secondary color, but I did. I guess it works with sirens and mermaids? It’s also why I made her eyes blue. I color picked them from Parfait’s pop star look, even though I know those are colored contacts, because they were nice and bright
I do wonder if I should have made her eyes a different color though, so that they can be an extra pop of color
Her hair was originally going to be all black, but I wanted to spruce it up a bit by having the ends white. The idea is that her hair is yogurt covered in licorice syrup. One of the main things I tried to do with Licorice Syrup even just starting out was that I wanted her hair and hair color to make sense, instead of just going from black to white for no particular reason like with Red Licorice, and I like to think I accomplished that
Overall while I recognize she may not be the best, I do still think overall I like what I did, and I hope you guys like her too
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My Thoughts on Santalla
lul bad just use Eyja instead
Are they gone? Did I bait them into trying to find the upvote button on tumblr? Good good.
Now I'm going to do a lot of work arguing Santalla from a position of general good faith and wanting to encourage others to experiment with her. That cannot be done without acknowledging that her class, the Splash or AoE Caster, is one of the worst in the entire game. They have very high DP costs, limited range, and pretty low attack speed. This results in a pretty poor DPS even for a class that's meant to manage crowds of enemies. I'm sure we can all post funny numbers about how Eyja does like 8 billion damage. Let's push past that for now. Splash Casters still have their perks. Santalla HP: 1,640 (+155 from Module) ATK: 770 (+90 from Trust) (+32 from Potential 4) (+70 from Module) DEF: 123 RES: 20 Redeployment Time: 70 seconds (-4 sec from Potential 3) DP Cost: 33 (-1 from Potentials 2 and 6) (-8 from Module) Attack Interval: 2.9 seconds Talent: After being deployed for 20 seconds, this unit gains ATK +15% and Status Resistance (+3% ATK from Potential 5) (-5 seconds and +5% ATK from Module)
Let's start with a discussion of the basics. The stats. While not super notable, she is the bulkiest of the 5-star Splash Casters, having better HP and DEF than all of them. She's a little less bulky than either Mostima or Dusk (and considerably less if its Module X Dusk, which it won't be), but this isn't a tanking class so its not a major deal.
Her offense is the key part of the show here. Her ATK with just her trust bonus is 860, which doesn't stack well against Lava's 888, Leonhardt's 863, or Skyfire's 874. Mostima's 939 and Dusk's 1,028 ATK seem to have pigeonholed Santalla into a bulky, unoffensive position.
Santalla's talent is an incredible saving grace here. It's easy to activate and will always be active when her skill is up, and the resulting 15% ATK boost puts her effective ATK at 989, making her more comparable with the 6-stars. The key here, when compared with Leonhardt's, Skyfire's, or Dusk's talents is the general ease of this talent. 20 seconds sounds like a lot, but at Mastery Level 3, her S2 has a 20 second charge time on deployment, so its downtime that's already covered.
If you were to push Santalla to her peak performance, here is how her ATK would compare to the others:
Santalla: 1,183 Lava the Purgatory: 950 Leonhardt: 1,013 (He will always have one stack of his talent due to how video games work: with 8 enemies in range his ATK is 1,351) Skyfire: 977 Mostima: 1,055 Dusk Module Y: 1,144 (Potential max of 1,556 with 18 kills) Dusk Module X: 1,142 (Potential max of 1,690 with 24 kills)
Truthfully, the raw attack stat isn't the most relevant thing on the block. But it does give a decent indicator of what exactly Santalla is working with, and the fact that she can hang with the 6-stars while off-skill is genuinely really impressive, although Leonhardt is probably a little bit better than her at that.
Also worth noting that she gets Status Resistance from her talent. This is cool. Not like, the most insane thing in the world but getting less owned by status occasionally comes up.
From this point forward, I will be discussing what I consider Santalla's base (Max Level and 100% Trust) and near max power (all the goodies, except for potential BUT you get whipped cream to use as you like), and that her talent is always active. This is to give players who maybe are a bit worried about investing her module some idea of how much it impacts her. For the latter, keep in your head that her ATK with her talent up is 1,116.
Her base DPS, assuming she is attacking an enemy with 0 RES, is 341 damage per second. With her module, this increases to 384.
Skill 1
I'm not going to go over this one in detail. No one is wowed by Swift Strike gamma. But to go over what it does to her DPS briefly: +45 ASPD is enough to reduce her attack interval to 2 seconds flat. At base, Santalla's ATK will go up to 1,376, giving her a DPS of 688, about a 102% increase. With her module, she will have an ATK of 1,534, resulting in a DPS of 767, or a 100% increase.
This makes sense. Since Santalla's talent already gives her a decent ATK buff, the improved ATK buff from her module will create a little bit more diminishing returns, and on the whole, the DPS increase is than the expected amount at 210%. On a whole, if you raise this all the way up, Santalla does double damage over 35 seconds. Probably not jumping out of your seats on that one.
Skill 2
Oh boy, this skill. This skill has a lot to cover, let's start with the description.
[Attack Range expands, Attack Interval shortens massively, and attacks now summon icicles over random areas within range. When the icicles fall, all enemies in the area are inflicted with Cold for 1 seconds and dealt 90% of Santalla's ATK as Arts damage.]
Going over it in detail: -Santalla's range expands to include the 4th row, identical to Marksmen snipers -Her attack interval is reduced by 2.4 seconds, all the way down to 0.5 seconds. This means she will attack twice a second, getting in 30 attacks over her skill duration. -Randomly is both correct and not correct. It's time to bring in diagrams.
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Icicle falling is semi-random. One icicle will fall in column B (the left column), followed by an icicle in column D (the right column), and finally by an icicle in column C (the middle column). Using the diagram as a metric, you can consider it like this:
Random(B1, B2, B3, B4) THEN Random (D1, D2, D3, D4) THEN Random (C1, C2, C3, C4). (Yes, she can target her own square, this is a reminder to always double check your thinking lol) -Her icicles explode with a radius of 1.5 tiles. To explain what this looks like:
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Here is an Attack on "C2". Fortunately, Santalla's effects make it really easy to visually confirm this. Even as she is slaughtering Originium Slugs.
-Cold for 1 second might initially give the impression that Santalla needs to chain together back to back hits with her skill in order to inflict and sustain freeze. This isn't true: she does however need to score a hit within the next two hits.
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I would watch the first six seconds or so on 0.5x speed and count. Santalla is allowed to miss one of her hits and still keep her cold and freeze going. This is going to be really important once we talk about how her probabilities work.
-Each attack will deals damage equal to 90% of Santalla's ATK. This is a modifier applied after her attack buff from her talent, but BEFORE Res is applied. We'll be talking about her damage primarily in 0 RES situations, but this will be important later on for an example. For now, at base, Santalla's icicles will do 890 damage, and with her module they will do 1,004 damage. This is an 11.1% decrease in damage.
With all of that out of the way, phew, let's talk about the skill as a whole. This is a crowd control skill that looks to freeze enemies with multiple icicle hits. This is a pretty nice idea actually. Freeze is a really powerful source of crowd control and an enemy could theoretically be pinned down for the entire 15 second duration. Critically also, being Frozen reduces enemy RES by 15, giving Santalla some sneaky extra damage. This naturally relies on quite a bit of luck though, and enemy position is really, really important.
In particular, you might have been clever and noticed a connection between her attack pattern and how many hits she needs to land to Freeze an enemy and sustain the Frozen condition. The initial hit needs to land, and then one of the two next hits also needs to land. This means that, for any given enemy in her attack range, they need to be hit by an icicle from a different column in order to be frozen.
This also plays very weirdly with enemies outside of her attack range. Since the icicles have an explosion range of 1.5 tiles, she can hit enemies outside of her attack range, but whether she can freeze them or not is actually dependent on where exactly they are outside of her attack frame.
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Geometry is fucking sick y'all.
Due to the rules of how this works, Santalla cannot actually freeze enemies outside of her attack range if they are on either side of her attack range. The only icicles that can hit those areas are all from the same column, so it's not viable. Only at the very front and directly behind her attack range are viable options, and its pretty specific both in location and which icicles have to fall. But it is technically possible.
Since we know the rules and can properly map out how each icicle will impact the map, we can do something really interesting: we can calculate a general probability as a guideline for how likely an enemy is to be frozen when in any specific tile. Do note for this I am assuming the enemy is in the center of the tile and not moving. This is a guideline, I am not smart enough to brain out every possible solution and factoring in movement is about my brain grade.
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We can discount the middle tile of icicles because those won't factor in here. Assuming out helpful little enemy in C3 was hit, what are the chances that Santalla will freeze him with her next two attacks? Well the left column and the right column have three viable options out of four, so this is pretty simple to figure out. We only need one to hit, so we can include all solutions that include a positive left and right hit (56.25%), all solutions that include a positive left and negative right (18.75%), and vice versa (18.75%). The only solutions left are two negative hits (6.25%) which is out failure rate, giving us a success rate of: 93.75%!
(This is assuming all squares are weighted equally.)
Since the spread is symmetrical, we only have to test for 8 different locations. B1 and D1 are essentially the same but flipped after all.
B1/D1: Only hits in C1 and C2 are positive. This gives us a 50% chance. B2/D2: C1, C2, and C3 are positive. 75% chance. B3/B4: C2, C3, and C4 are positive. 75% chance. B4/D4: C3 and C4 are positive. 50% chance. C1: B1, B2, D1, and D2 are positive. 75% chance. C2: B1, B2, B3, D1, D2, and D3 are positive. 93.75% chance. C3: B2, B3, B4, D2, D3, and D4 are positive. 93.75% chance. C4: B3, B4, D3, and D4 are positive. 75% chance.
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The cool thing about rectangles is they are symmetric both ways, which makes the actual math part of this a lot easier. In general:
The closer to the center of the attack range an enemy is, the more likely they will be frozen and remain frozen.
There's one little quirk though I forgot to mention. While icicles will fall randomly in her attack range, they will not fall in squares that are considered out of bounds such as squares occupied by a wall. I mean come on, there couldn't be a map that could be abused with, could there?
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Let's say we are sick and tired of that bastard Sarkaz Guerilla Fighter, and he's parked in the center of the first row, and we park Santalla right below him.
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Suddenly the top two rows are out of bounds, so when Santalla uses her skill, she will only attack six squares. What happens to the poor Sarkaz Guerilla Fighter who is sitting in C2?
Well C2's positive hits are B1, B2, D1, and D2. Those are the only squares Santalla can hit. So Santalla will perma-freeze the Sarkaz Guerilla Fighter and hit him with all 30 of her attacks of her skill!
(2 * (Damage * 0.5)) + (28 * (Damage *0.65)) is the formula that will tell us how much damage the fighter will take.
At base, the Sarkaz Guerilla Fighter will take: 17,074 damage. With module, the Sarkaz Guerilla Fighter will take: 19,288 damage.
We did it gang. We killed the 10,000 HP Sarkaz Guerilla Fighter because this stage gives him a hidden HP buff. Santalla is the greatest.
Well...no. Even if you can guarantee all 30 hits will lands on an enemy with 0 RES, your total skill damage comes out to 26,700 and 30,120 damage respectively. It is a genuinely pretty impressive DPS, sitting at 1,780 and 2008 respectively, but this requires not only good positioning but also very intentional knowledge of the map. There will be maps where it is simply impossible for Santalla to do this.
You might be wondering what the chances of an enemy in tiles C2 or C3 are of getting hit with all 30 attacks from Santalla's skill. Fortunately, that's very easy. We take the success rate on any attack (75%) and multiply it by itself the number of times we need. 0.75 ^ 30. That can't be that bad right?
0.018%. It's pretty low. Comparatively, you might ask, what are the chances a corner tile enemy is never hit? Well we thankfully can avoid all right-side hits, as those will never hit an enemy on the left side. 10 are automatic misses. The remaining 20 are 50/50s. 0.5 ^ 20.
0.000095%. So okay, to be entirely fair, its really unlikely you will just never hit an enemy. Santalla will generally do _some_ damage and inflict Cold. If you can deploy blockers to keep enemies from leaving her attack range, chances are she's going to do decent work.
The big problem with this skill, the reason I made all the graphics and did the probabilities and what not, is that Santalla is inconsistent. Unless you're smart and use her wisely, there's a good chance that she can not perform to what you need her to do. Figuring how much of an impact she'll have on average is frankly a level of math I'm not qualified to do, but you have to construct her greatest scenarios deliberately. She's not quite plug and play.
Conclusions
There's probably an argument that whatever you want Santalla to do, Gnosis can do better. That's likely true. He's way more consistent at locking down large crowds of enemies with freeze and maintains a pretty good sum of damage on them too. But I think Santalla is the kind of operator who while inconsistent, is going to be fun to optimize and make work. Getting Santalla to work is rather rewarding thanks to the combination of her good DPS and a powerful 14.5 second permafreeze. But you won't always be able to make that happen, and I think planning around her inconsistency will also be an important part in managing her viability.
I think its actually a really good idea to pair her with Gnosis. The massive Fragile debuff Gnosis provides happens at the very end of the damage calculation, which is quite impactful. Santalla can be comboed with other strong crowd control operators too, such as Magallan (lesbians for life), and Saria.
Plus I'm sure if you do the dumbshit buffing set-ups she can take out Patriot. Chop chop. Make it happen.
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kakita-shisumo · 10 months
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In which I sound off for much too long about PF2 (and why I like it better than D&D 5E)
So, let me begin with a disclaimer here. I don’t hate 5E and I deeply despise edition warring. I like 5E, I enjoy playing it, and more, I think it’s an incredibly well-designed game, given what its design mandates were. This probably goes without saying but I wanted it on the record. While I will be comparing PF2 to D&D 5E in what follows and I’ve pretty much already spoiled the ending by the post title (that is, PF2 is going to come out ahead in these comparisons most of the time), I don’t want there to be any misunderstanding about my position or intention. My opinions do not constitute an attack on anybody. For that matter, things I might list as weaknesses in 5E or strengths of PF2 might be the exact opposite for other people, depending on what they want from their RPG experience.
As I said before, 5E is an exceedingly well-designed game that does an exceptional job of meeting its design goals. It just so happens that those design goals aren’t quite to my taste.
# A Brief History of the d20 RPG Universe #
I’m going to indulge myself in a little history for a second; some of it might even be relevant later, but for the most part, I just want to cover a little ground about how we got here. By the time the late ‘90s rolled around TSR and its flagship product, Dungeons and Dragons, were in trouble. D&D was well over two decades old by that point and showing its age. New ideas about what RPGs could and even should be had taken over the industry; TSR had finally lost its spot as best-selling RPG publisher to comparative upstart White Wolf and their World of Darkness games; the company even declared bankruptcy in 1997. Times were grim.
That, however, was when another comparative newcomer, Wizards of the Coast, popped up and bought TSR outright. Flush with MtG and Pokemon cash, they were excited to try to revitalize the D&D brand and began development on a new edition of D&D: third edition, releasing in August 2000.
Third edition was an almost literal revolution in D&D’s design, throwing a lot of “sacred cows” out and streamlining everywhere: getting rid of THAC0 and standardizing three kinds of base attack bonus progressions instead; cutting down to three, much more intuitive kinds of saving throws and standardizing them into two kinds of progression; integrating skills and feats into the core rules; creating the concept of prestige classes and expanding the core class selection. And of course, just making it so rolls were standardized as well, using a d20 for basically everything and making it so higher numbers are basically always better.
At the same time, WotC also developed the concept of the Open Gaming License (OGL), based on Open Source coding philosophies. The idea was that the core rules elements of the game could be offered with a free, open license to allow third-parties develop more content for the game than WotC would have the resources to do on their own. That would encourage more sales of the base game and other materials WotC released as well, creating a virtuous cycle of development and growing the industry for everyone.
Well, long story short (too late!), it worked like fucking gangbusters. 3E was explosive. It sold beyond anyone’s expectations, and the OGL fostered a massive cottage industry of third-party developers throwing out adventures, rules material, and even entire new game lines on the backs of the d20 system. A couple years later, 3.5 edition released, updating and streamlining further, and it was even more of a success than 3rd ed was.
At this point, we need turn for a moment to a small magazine publishing company called Paizo Publishing, staffed almost exclusively by former WotC writers and developers who had formed their own company to publish Dungeon and Dragon, the two officially-licensed monthly magazines (remember those?) for D&D. Dungeon focused on rules content, deep dives into new sourcebooks, etc., while Dragon was basically a monthly adventure drop. Both sold well and Paizo was a reasonably profitable company. Everything seemed to be going swimmingly.
Except. In 1999, WotC themselves were bought by board game heavyweight Hasbro, who wanted all that sweet, sweet Magic: the Gathering and Pokemon money. D&D was a tiny part of WotC at the time and the brand was moribund, so Hasbro’s execs hadn’t really cared if the weirdos in the RPG division wanted to mess around with Open Source licensing. It wasn’t like D&D was actually making money anyway… until it was. A lot of money. And suddenly Hasbro saw “their” money walking out the door to other publishers. So in 2007, WotC announced D&D 4th Ed, and unlike 3rd, it would not be released under an open license. Instead, it would be released under a much more restrictive, much more isolationist Gaming System License, which, among other things, prevented any licensee from publishing under the OGL and the GSL at the same time. They also canceled the licenses for Dungeon and Dragon, leaving Paizo Publishing without anything to, well, publish.
At first, Paizo opted to just pivot to adventure publishing under the OGL. Dungeon Magazine had found great success with a series of adventures over several issues that took PCs from 1st all the way to 20th level, something they were calling “Adventure Paths,” so Paizo said, “Well, we can just start publishing those! We’re good at it, the market’s there, it will be great!” And then, roughly four months after Paizo debuted its “Pathfinder Adventure Paths” line, WotC announced 4th Ed and the switch to the GSL. Paizo suddenly had a problem.
4th Ed wasn’t as big a change from 3rd Ed as 3rd Ed had been from AD&D, but it was still a major change, and a lot of 3rd Ed fans were decidedly unimpressed. Paizo’s own developers weren’t too keen on it either. So they made a fateful decision: they were going to use the OGL to essentially rewrite and update D&D 3.5 into an RPG line they owned: the Pathfinder Roleplaying Game. It was unprecedented. It was a huge freaking gamble. And it paid off more than anybody ever expected. Within two years Paizo was the second-largest RPG publisher in the industry, only behind WotC itself, and for one quarter late in 4E’s life, even managed to outsell D&D, however briefly. Ten years of gangbuster sales and rules releases followed, including 6 different monster books and something over 30 base classes when it was all said and done. It was good stuff and I played it loyally the whole time.
Eventually, though, time moves on and things have to change. The first thing that changed was 4E was replaced by D&D 5E in 2014, which was deliberately designed to walk back many of the changes in 4E that were so poorly received, keep a few of the better ones that weren’t, and in general make the game much more accessible to new players. It was a phenomenal success, buoyed by a resurgence of D&D in pop culture generally (Stranger Things and Critical Role both having large parts to play), and its dominance in the RPG arena hasn’t been meaningfully challenged since. It also returned to the use of the OGL, and a second boom of third-party publishers appeared and thrived for most of a decade.
The second thing was that PF1 was, itself, showing its age. RPGs have a pretty typical life cycle of editions and Pathfinder was reaching the end of one. It wasn’t much of a surprise, then, when, in 2018, Paizo announced Pathfinder 2nd Ed, which released in 2019 and will serve as the focus of the remainder of this post (yes, it’s taken me 1300 words to actually start doing the thing the post is supposed to be about, sue me).
There’s a coda to all of this in the form of the OGL debacle but I don’t intend to rehash any of it here - it was just like six months ago, come on - beyond what it specifically means for the future of PF2. That will come back up at the very end.
# Pathfinder 2E Basics #
So what, exactly, makes PF2 different from what has come before? There are, in my opinion, four fundamental answers to that question.
First: Unified math and proficiency progression. This piece is likely the part most familiar to 5E players, because 5E proficiency and PF2 proficiency both serve the same purpose, which is to tighten up the math of the game and make it so broken accumulations of bonuses aren’t really a thing. In contrast to 5E’s very limited proficiency, though, which just runs from +2 to +6 over the entire 20 levels of the game, Pathfinder’s scales from +0 to +28. Proficiency isn’t a binary yes/no, the way it is in 5E. PF2’s proficiency comes in five varieties: Untrained, Trained, Expert, Master, and Legendary. Your proficiency bonus is either +0 (Untrained) or your level + 2(Trained), +4 (Expert), +6 (Master) or +8 (Legendary). So if you were level five and Expert at something, your proficiency bonus would be level (5) plus Expert bonus (4) = +9.
Proficiency applies to everything in PF2, really - even more than 5E, if you can believe it, because it also goes into your Armor Class calculation. You can be Untrained, Trained, Expert, Master, or Legendary in various types of armor (or unarmored defense, especially relevant for many casters and monks), and your AC is calculated by your proficiency bonus + your Dex modifier + the armor’s own AC bonus, so AC scales just as attack rolls do. Once you get a handle on PF2 proficiency, you’ve grasped 95% of how any game statistic is calculated, including attacks, saves, skill checks, and AC.
Second: Three-Action Economy. Previous editions of D&D, including 5E, have used a “tiered” action system in combat, like 5E’s division between actions, moves, and bonus actions. PF2 has largely done away with that. At the start of your turn, you get three actions and a reaction, period (barring haste or slow or similar temporary effects). It takes one action to do one basic thing. “Attack” is an action. “Move your speed” is an action. “Ready a weapon” is an action. Searching for a hidden enemy is an action. Taking a guarded step is an action. Etc. The point being, you can do any of those as often as you have the actions for them. You can move three times, attack three times, move twice and attack once, whatever. Yes, this does mean you can attack three times in one turn at 1st level if you really want to (though there are reasons why you might not want to).
Some special abilities and most spells take more than one action to accomplish, so it’s not completely one-to-one, but it’s extremely easy to grasp and quite flexible at the same time. It’s probably my favorite of the innovations PF2 brought to the table.
Third: Deep Character Customization. So here’s where I am going to legitimately complain just a bit about 5E. I struggle with how little mechanical control I, as a player, have over how my character advances in 5E.
Consider an example. It’s common in a lot of 5E games to begin play at 3rd level, since you have a subclass by then, as well as a decent amount of hit points and access to 2nd level spells if you’re a caster. Let’s say you’re playing a fighter in a campaign that begins at 3rd level and is expected to run to 11th. That’s 8+ levels of play, a decent-length campaign by just about anyone’s standards. During that entire stretch of play, which would be a year or more depending on how often your group meets, your fighter will make exactly two (2) meaningful mechanical choices as part of their level-up process: the two points at 4th and 8th levels where you can boost a couple stats or get a feat. That’s it. Everything else is on rails, decided for you the moment you picked your subclass.
Contrast that with PF2. In that same level range, you would get to select: 4 class feats, 4 skill feats, two ancestry feats, two general feats, and four skill increases. At every level, a PF2 player gets to choose at least two things, in addition to whatever automatic bonuses they get from their class. These allow me to tailor my build quite tightly to whatever my idea for my character is and give me cool new things to play with every time I level up. This is true across character classes, casters and martials alike.
PF2 also handles multiclassing and the space that used to be occupied by prestige classes with its “pile o’ feats” approach. You can spend class feats from class A to get some features of class B, but it’s impossible for a multiclass build to just “steal” everything that makes a single class cool. A wizard/fighter will never be as good a fighter as a regular fighter is, and a fighter/wizard will never be the wizard’s match with magic.
Fourth: Four Degrees of Success. 5E applies its nat 20, nat 1, critical hits, etc. rules in a very haphazard fashion. PF2 standardizes this as well, in a way that makes your actual skill with whatever you’re doing matter for how well you do it. Any check in PF2 can produce one of four results: a critical success, a regular success, a regular failure, or a critical failure. In order to get a critical success on a roll, you have to exceed your target DC by 10 or more; in order to get a critical failure, you have to roll 10 or more less than the DC. Where do nat 20s and nat 1s come in? They respectively increase or decrease the level of success you rolled by one step. In practice, it works out a lot like you’re used to with a 5E game, but, for instance, if you have a +30 modifier and are rolling against a DC 18, rolling a nat 1 nets you a total of 31, exceeding the DC by more than 10 and earning you a critical success, which is then reduced to just a normal success by the fact of it being a nat 1. Conversely, rolling against a DC 40 with a +9 modifier can never succeed, because even a nat 20 only earns a 29, more than 10 below the DC and normally a crit failure, only increased to a regular failure by the nat 20.
Now, not every roll will make use of critical successes and critical failures. Attack rolls, for instance, don’t make any inherent distinction between failure and critical failure. (Though there are special abilities that do - try not to critically fail a melee attack against a swashbuckler. The results may be painful.) Skill rolls, however, often do, as do many spells with saving throws. Most spells that allow saves are only completely resisted if the target rolls a critical success. Even on a regular success, there is usually some effect, even on non-damaging rolls. That means that casters very rarely waste their turn on spells that get resisted and accomplish nothing at all. It also doubles the effect of any mechanical bonuses or penalties to a roll, because now there are two spots on a die per +1 or -1 that affect the outcome; a +1 might not only convert a failure to a success but might also convert a success to a crit success, or a crit fail to a regular fail.
# What About Everything Else? #
There is a lot more to it, of course. As a GM I find PF2 incredibly easy to run, even at the highest levels of game play, as compared to other d20 systems. The challenge level calculations work, meaning you can have a solo boss without having to resort to special boss monster rules to provide good challenges. I find the shift from “races” to “ancestries” much less problematic. PF2 has rules for how to handle non-combat time in the dungeon in ways that standardize common rules problems like “Well, you didn’t say you were looking for traps!” Everything using one proficiency calculation lets the game do weird things like having skill checks that target saves, or saves that target skill-based DCs. Inter-class balance, with some very specific exceptions, is beautifully tailored. Perception, always the uber-skill, isn’t a skill at all anymore: everyone is at least Trained in it, and every class reaches at least Expert in it by early double-digit levels. Opportunity Attacks (PF2 still uses the 3rd Ed “Attack of Opportunity” - but will soon be switching over to "Reactive Strike") isn’t an inherent ability of every character and monster, encouraging mobility during combats, and skill actions in combat can lower ACs, saves, attacks, and more, so there are more things to do for more kinds of characters. And so on.
Experiencing all of that is easiest just by playing the game, of course, but suffice it to say PF2 has a lot of QoL improvements for players and GMs alike in addition to the bigger, core-level mechanical differences.
# The OGL Thing #
Last thing, then. In the wake of the OGL shit in January, Paizo announced that it would no longer be releasing Pathfinder material under the OGL, opting instead to work with an intellectual property law firm to develop the Open RPG Creative (ORC) License that would do what the OGL could no longer be trusted to do: remain perpetually free and untouchable for anyone who wanted to publish under it. The ORC isn’t limited specifically to Paizo or to Pathfinder 2E or even to d20 games; any company can release any ruleset under it and allow third-party companies to develop and publish content for it.
Shifting away from the OGL, though, required making some changes to scrub out legacy material. A lot of the basic work was done when they shifted to 2E, but there are still a lot of concepts, terminologies, and potentially infringing ideas seeded throughout the system. These had to go.
Since this meant having to rewrite a lot of their core rules anyway, Paizo opted to not fight destiny and announced “Pathfinder 2nd Edition Remastered” in April. This is a kind of “2.25” edition, with a lot of small changes around the edges and a couple of larger ones to incorporate what they’ve learned since the game first launched four years ago. A couple classes are getting major updates, a ton of spells are either getting renamed or swapped out for non-OGL equivalents, and a couple big things: no more alignment and no more schools of magic.
The first book of the Remaster, Player Core 1, comes out in November, along with the GM Core. Next spring will see Monster Core and next summer will give us Player Core 2. That will complete the Remaster books; everything else is, according to Paizo, going to be compatible enough it won’t need but a few minor tweaks that can be handled via errata. So if you’re thinking about getting into PF2, I’d give serious thought to waiting until November at least, and maybe next summer if you want the whole Remastered package.
And that’s it. That’s my essay on PF2 and what I think makes it cool. The floor is open for questions and I am both very grateful and deeply apologetic to anyone who made it this far.
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thicctails · 5 months
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"Viva la Viva, baby!"
So guess who watched Trolls 3 today~
Ngl, based on the trailers I had really low expectations for this movie, and it was really only after watching some TikToks with the villain song in them that I decided to give it a chance, and I'm so glad I did. 3 is by far my favourite of the entire series. Was not expecting to love Viva, but she was fantastic and I wish we had more screen time with her!
While I'm not entirely sure how I will/would integrate her into the Rough and Fluff AU, I decided to make a design for her anyways, complete with some little headcanons/additions. (Click the image for better quality)
More spoilery/AU discussions and 4th movie predictions below!
Okay okay, movie discussion first:
-I fucking LOVE the Putt Putt Trolls. Its so satisfying seeing how the trauma from the bergens being more fleshed out, and it makes perfect sense that they are as fearful as they are. I'm actually surprised there wasn't more pushback when Viva stopped them from executing Bridget and Gristle.
-(How did they escape actually? The tunnels collapsed, but were there other tunnels? Or did they have a different way out? How did so many, including the eldest heir to the throne, get left behind? Why did Peppy not get BOTH his daughter's immediately?)
-On the topic of Viva; notice how her ears are lower/sharper than Poppy's? I think that's typically a more masculine trait (not 100% bc we see some male trolls with softer/rounder ears) so uh yeah MTF Viva real suck my entire nards
-Fuck King Peppy. This guy gets worse every movie. He is the Dumbledoor/Sensi Wu of Trolls. Mans cannot just give Poppy relevant information to save his LIFE. I can understand not telling Poppy immediately, the grief of loosing his eldest daughter would understandably make that hard, but its been over 20 years now, and she deserved to know.
-Also, fuck most of Branch's brothers! I'm glad JD went back eventually (when exactly he did isn't clear, but sometime between the night of the escape and the first movie) but if he assumed Branch had died, why not try and contact his other siblings to tell them? Clay I can kinda understand with him not wanting to venture out beyond the mini golf area and leave the trolls he was helping to protect, but the rest of them? Not one of them tried to go back for their baby brother? Not even Floyd? When Trollstice was a thing?? Branch shoulda thrown hands fr.
-Rhonda the armadillo bus thing was hella cute and I want a plushie.
-I. Do not really like Crimp
-Velvet and Veneer slayed sooooooo hard. I hope Veneer makes a comeback.
-I also hope we see more of the other troll tribes again.
-The music for this movie was absolutely fire and I NEED a full cover of Sweet Dreams
-I wish the Grandma's death was touched on more than once for like .5 seconds. Like, come on guys, your brother just revealed a major trauma, and that your GRANDMA died!! For christ sake, maybe go apologize for fighting?? maybe go comfort him????
Movie numero 4 predictions:
-Broppy marriage. Branch fr said "Lets get married" by accident HES THINKING ABOUT IT
-Either Poppy/Viva get their mom back, or Branch gets one/both of his parents. Dreamworks will pull some bullshit out of their ass and say that uhm actually they escaped like years before the others did and have been, idk, trapped in the shadow realm or something.
-We see Chef/Creek again. Creek redemption ark would go crazy hard IF DONE RIGHT and I want to see that fear of some monster trying to eat all your friends come back again
-Broppy kid reveal at the end of the movie. Unbelievable amounts of Plush Toy Marketing and terrible spin offs ensue.
-backstory/lore/backstory/lore/backstory/lore/BACK
-I just want to see more Trollstice era stuff plz dreamworks
-We get a Sound of Silence reprise
-Branch/his brothers are revealed to be a hybrid/some kind of special troll. I am TELLING YOU this guy adapted to different kinds of music like it was NOTHING, something Poppy and the others struggled with. Hes got something in him I SWEAR
-Tiny diamond is, once again, part of the main supporting characters
Au shiz:
-If Viva IS put in, its going to most likely be during the sequel. Peppy is already going to be dragged through the mud, might have him mention something about a lost sibling near the end of the OG fic, and since the Pop trolls will be looking for a new home, maybe they'll run into her
-Branch's brothers will not be making an appearance. They simply dont fit into the narrative. I may do an alternate au with them included but who knows.
-Mildly considering making Tiny Diamond a Greek kid. (Guy x Creek) would make for some interesting angst.
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whats ur challah recipie? for the cinnamon ginger delight concoction? ill trade a recipe if you want, i make a banger lentil pie
oh omg thank you! the recipe is actually my roommate @edens-jorts 's, i just added the cinnamon ginger stuff bc i was feeling adventurous and wanted my apartment to stop! fucking! smelling! like! apple! cider! vinegar!!! (the previous occupants apparently attracted a bunch of flies </3) the challah is (mostly) as follows (i fully eyeballed it today bc eden will be bringing the measuring cups but i've been making it enough that it's still very fluffy and tasty)
Challah:
1 cup warm water - 250 g
2 ¾ tsp yeast / la levadura - 15.5 g
½ cup white sugar - 175 g
½ cup vegetable oil - 175 g
1 tbsp honey - 17 g
2 ½ teaspoon salt - 14 g
2 eggs (room temp) (mine have Never been room temp oops)
4 cups bread flour / la harina de pan - 1 kg
Glaze:
1 egg
~1 tbsp water
Add yeast to water with a little bit of sugar (probably about a tsp) and stir
Add all other ingredients in a separate bowl and then add yeast to that mixture. (i don't do this i just throw everything in with the yeast lmao) Mix until incorporated
Knead dough until it makes a ball and is less sticky—if very sticky or too dry you can add flour/water as needed. Should probably knead for about 5-10 minutes
Cover & put into a warm place for about 1.5 hours. Add or subtract time depending on temp but 1.5 usually is fine
Take out & punch down dough & let sit for 5 mins
Divide into 8 and make 8 strands
Make two braided loaves
Sprinkle w/ water (not too much or else your strands kinda melt together into one beast, just enough to make you feel like you did something), cover, & let rise for 1.5 more hours. Preheat oven to 350ºF/176.7°C
Glaze loaves w/ egg & water mixtures (recommend SOAKING it in this. don't miss a spot)
Bake for about 40 mins, adjust for size. Goal internal temp 190ºF/87.8°C
then for the stuffing stuff i based it off of a recipe (here) for ginger cinnamon rolls i attempted once (and will attempt again now that the air isn't clouded with smoke) but honestly i just went off vibes. i probably could have added more vegetable oil bc it was rather difficult to spread into the strands but eh it did its job. here's the relevant bit:
1/4 cup brown sugar - 56 g
2 tsp cinnamon - 28 g (definitely feel like i used more)
1 tsp flour - 14 g (ngl i think i definitely used less than this. maybe like a third tsp)
1 tsp ginger - 14 g (again feel like i used more, also i used ginger paste)
then i added vegetable oil till it got to a good consistency (it was like moldable and rather damp, again i could have added more to make it more runny and easier to spread but i didn't wanna "water" it down so i just decided to fill each strand with More Stuff)
when you get to the strand step, divide the dough into however many pieces you want (i've been doing six strand braids recently so i divided mine into 12). roll one out to a good length, then use your fingers to kinda spread it out and flatten it. use the back of a spoon and your fingers to spread the Stuff into it, then kinda pinch the strand back shut. you could probably use water to make it stick shut better but i'm not on food network so i gave up after my second strand (plus it made the workplace much stickier and made it harder to braid later on so maybe i'm onto something here). then rinse and repeat! except don't rinse your hands between strands bc the Stuff kinda transfers over onto the next strand when you're rolling and flattenjng and yeah 10/10
anyway my Stuff was a consistency that there was actually surprisingly little mess. when i pulled it out of the oven some of the stuff had like run over and it was all gooey and sticky and genuinely i swear this shit could be candy
if you end up making this lmk send pics and tell me what you think!!! my neighbor told me this is literally the best bread she's had her entire life which made me very happy. i hope you enjoy!!!
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kvetchinglyneurotic · 2 months
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I wouldn’t mind hearing your thoughts on the reality tv fic research you’re doing, if you had any thoughts or observations you wanted to share, be they fic-related or otherwise 🌹
So the reality TV fic is really the first chapter/prologue of a longer fic that covers Jamie's reintegration into the team and developing friendship with Sam in the first half of season 2, while also having some complicated feelings about Amsterdam and his time on Lust Conquers All as Sam and Jan rope him into their effort to get the player auction during at the charity gala changed to something less terrible. While I don't necessarily think Jamie's experience on LCA was itself traumatic, the structure of reality dating shows might poke at some sore spots in a way he might not consciously register, same as the auction did in season 1. 
Unhinged ramble on reality TV dating and how it might affect Jamie under the read more:
(My research was mainly focused on Love Island UK, the real-world equivalent of LCA; however, some of the rules, filming practices, ect. are based on industry norms that I don't know for 100% certain apply to this show) 
There are some aspects of the reality TV experience that Jamie would likely be better equipped to handle than most contestants — while the producers do go out and scout people and I gather that some (or possibly most) of them are social media "micro-influencers," one of the main things they tend to struggle with is not only the sudden rise to fame and the volume of criticism that comes with it, but the fact that it's very temporary fame and they have to reintegrate into regular life and a regular job afterwards. Jamie struggles with depression after leaving LCA, but he clearly didn't put the same stock in it as a career move as most contestants do — his depression is tied to his football career (or rather, his temporary lack thereof) and his dad; LCA was primarily a way to get away from James rather than something he was invested in for its own merits or that he likely expected to have much of an impact on his life in the long term.
He also has an advantage when it comes to contract negotiations. Reality TV contracts are extremely extensive and typically involve the contestants waiving the right to sue in the event of... basically any kind of harm (emotional/psychological distress, injury, illness, death, ect), as well as their right to privacy — many shows specify that they have hidden cameras and microphones throughout the entire house, including areas like bedrooms and even bathrooms, and that they can use, edit, ect. anything they record however they want, including frankenbiting, ie cutting together snippets of audio to form sentences that the contestants never actually said — and their contact with the outside world, as contestants aren't allowed to keep their phones or go on social media. They also often tie the contestants to the production company for several months afterwards, which may involve doing public appearances or even restricting activities related to the show (this is less relevant for something like LCA, but American Idol season 2 contracts didn't let contestants sing anywhere outside the show, even at like. private gatherings with friends and family).
I imagine Jamie's contract would include a lot of these same rules, but unlike most contestants, he has an agent (even if we know the agent kind of sucks) who may have gotten him better terms. That being said, based on the way his agent talks about him going on LCA in 2x02, there is a distinct possibility that he signed on as an impulse decision and actually didn't have anyone look over the contract, so really whether or not he had an advantage here depends on how pre-meditated his decision was at the time. Another area where he has an advantage is purely demographic: he's a white man, and reality dating shows have a massive problem with racism and sexism that affects casting, how the contestants are framed once they're on the show, and even voting behaviour. 
Prospective cast members undergo a very thorough vetting process that involves a background check, medical exam, psychological evaluation, and interviews with basically everyone they've ever talked to, it seems like. How effective the psych eval is in rooting out people who are likely to be negatively affected by the show is debatable — I read an interview with a former contestant on the Bachelor who said she suspects she was chosen because she was emotionally fragile after a recent breakup with her fiancé — and they seem to be more geared towards keeping people off the show who are likely to be physically violent with the other contestants. Jamie fits the profile of someone who might be chosen pretty well, actually: he's combative and has a big enough personality to be involved in drama, but he doesn't actually start physical fights. 
Once contestants arrive, their belongings are searched for any contraband alcohol or drugs, as well as clothes with logos from non-sponsor brands. Shows generally don't allow them to keep their phones or other electronics — Love Island contestants have cellphones that they sometimes use to take pictures and where they instructions via text, but these don't appear to be their own personal phones. (Sometimes contestants appear to be posting on social media during the season, but it's actually someone else running their account.) They're also not allowed to leave the villa except on scheduled dates (some shows do allow the contestants out, but they have to ask permission first). This is... kind of creepy, honestly, but I suspect that with James being on Jamie's case the way he was after he came back to Manchester, the lack of contact with the outside world may have been part of what appealed to him.
Life in the villa is very regimented: two producers live there with them and the contestants are told when to eat and when to sleep. This is another area that Jamie might cope with better than the average contestant, since he'd be used to working with nutritionists and generally having many more aspects of his life than the general person planned out, and the dietary restrictions are likely less strict. While conversations aren't scripted, contestants are often told to go to a specific location and to have a conversation with a specific person about a specific topic, which produces the slightly odd effect that, especially in the first couple of episodes, they spent all their time analyzing their relationships/prospective relationships with people they just met and barely know. I suspect this might be part of why it's hard to build sustainable romantic relationships in this environment — obviously communicating about what everyone wants in a relationship is good, but it doesn't allow for the regular conversations that make up most of the process of getting to know and like another person.
Which brings us to: kayfabe. Kayfabe is a wrestling term which refers to the implicit agreement between wrestlers and their fans to act as though the staged performances are authentic. Part of what I suspected tripped Jamie up during his stint on LCA and got him kicked off is that he's... not great at this part. He'd probably have some form of PR training and he has experience doing brand deals, but ultimately footballers don't have to pretend they're doing anything other than trying to win. Reality dating contestants can't say that they're there to build their brand or win the cash prize; the only motivation they can publicly acknowledge (not contractually, just in terms of coming off well to the audience) is finding love, and I suspect that Jamie was maybe a bit more obvious than he should have been about the fact that he approached it as a competition more than as an opportunity to find a relationship, which I don't think he was actually interested in at that point (or at any point, for the aro Jamie truthers among us).
There's also a bit of a tension between the producers' putative goal of capturing authentic reactions and creating certain storylines. The result is that they try to elicit certain reactions during the talking head interviews without stating outright what they want the contestant to say, and I suspect Jamie and the producers would find each other frustrating to deal with given his blunt approach to social interaction and difficulty with subtext and other forms of indirect communication. Similarly, interactions between the contestants — particularly the contestants of opposite genders — are governed by a set of extremely heteronormative social norms in which the contestants reaffirm their relationships through by, for instance, acting jealous or worried when their current partner is talking to another person as a sign that they're serious about the relationship. In addition to just generally not being a sexist dick even in his prick era, he is, again, just not that great with subtext. Ultimately, I think Jamie attracts the public's ire because he's too obvious about the fact that he's approaching LCA as a game to be won — while viewers are generally aware that reality TV is constructed, the contestants acknowledging that damages their popularity.
And now onto the potentially triggering stuff. First up: the alcohol. Most reality dating shows involve a lot of drinking, although instances of light drinking (eg sipping on champaign, drinking beer on dates) are generally more common than heavy drinking like taking shots or the contestants being shown to be very drunk, though it does happen. Some shows have an open bar, while others control the consumption of alcohol more closely and only give the contestants one bottle at a time. Contestants on Love Island are often shown drinking (usually champaign, or at least something in champaign flutes) from what appears to be an open bar, but I'm not sure which approach they actually use. I've seen some former contestants (on The Bachelor, not Love Island) attribute the frequency with which everyone drinks to the fact that they don't really have anything to do besides interact with the other contestants, get involved in drama, and drink — they don't have personal electronics, obviously, but they also aren't allowed to bring books or other forms of entertainment. Jamie does drink in canon and he goes out clubbing with his teammates, but the consistency with which everyone is drinking and the potential pressure to drink more himself as a result might make it feel a bit more fraught, particularly if part of the reason he doesn't remember losing his virginity in Amsterdam is because James forced him to drink.
Second: consent in reality dating shows is... weird. Once they sign the contract and enter the villa, the contestants pushed — though not technically legally required — to engage in various forms of intimacy which in any other situation would be considered pretty clear violations of their consent. Couples are formed unilaterally: in the season of Love Island that I watched (season 8), the initial couples were chosen by the voting public, and couples are re-formed in ceremonies in which, for instance, a newly arrived man choses between the two single women and the one who isn't chosen is sent home (or vice versa). In essence, only one member of the couple (or neither, in the case of public voting) actually has a say in whether they want to be with the other person. These couples then sleep in the same bed (in a room they share with all the other contestants), and the challenges similarly often involve one contestant choosing another to kiss, offer a lap dance, demonstrate their favourite sexual position, or perform other forms of intimacy (these examples are all from the first challenge of the first episode of season 8). In essence, while the contestants could technically refuse, they probably also wouldn't be on the show for long, and the whole thing is very much built on the presumption of consent to these more "mild" forms of intimacy. 
Other Things: 
Part way through, the men are sent to a different villa where they meet a new set of women, while the women stay at the original villa and meet a new set of men. I imagine the Jamie cheating on Amy with Denise in a hot tub incident probably occurred during something like this. 
For some reason the announcer always calls them "boys" and "girls." He does it for both genders so at least it's not sexist, but I still don't like it. 
If you want to read more about consent in reality TV dating, I found this chapter very interesting: Sreyashi Mukherjee and Dacia Pajé, "'You Can't Force Someone to Want You': Investigating Consent, Tokenism, and Play in Reality Dating Shows," in The Forgotten Victims of Sexual Violence in Film, Television and New Media: Turning to the Margins, ed. Stephanie Patrick and Mythili Rajiva (Palgrave Macmillan) [tried to attach the pdf but I got it through institutional access from my university and it won't let me 😞)
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zeawesomeness · 5 months
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Hi I’m so sorry for swarming you with asks but I have a question! It’s sorta oc related but mostly just about you as an artist.
How do you draw eyes? Especially for your ocs? I’ve noticed how different and unique your ocs eyes are, and I wanted to know both how you draw the eyes and also how you come up with such unique ideas!
I’m also a big eye enjoyer, it really just determines the entire feel of a character/drawing and I love drawing them sm.
OKAY THATS ALL
Honestly, I adore all your asks, so I very much do not mind! :)
Usually I just draw eyes normally? There's not often anything unique about them unless I choose to dictate that aspect of a characters design.
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For the characters with special eyes though, I often make them unique based off of something important towards that character!
For example, the turtles from Rise. I draw all of them with heterochromia to represent that they have ninpo & mystic abilities (I also chose the colours based off what I headcanon their magic projections looking like). As for my OC's, I usually put symbols or shapes in their eyes, again based off of something relevant to that character.
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Fun fact: the shape in Cycle's eyes (and the same symbols covering his body) are supposed to look like a loop! They just lack the arrows because they were too annoying/difficult to draw regularly on a small scale.
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moregraceful · 2 months
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1, 20, 30! :)
thank you!!!
answered 1 here and I stand by it... omg
20. Do you work on a single project or many at the same time? How does that work for you?
I definitely do this thing where I like. have many wips going at once, then get captured by one fic that is unrelated to those wips and the ADHD takes over and I write that fic at the expense of all the other wips and now I have...many...wips in my wip folder. One thing I do know about myself, to quote the late, great Carrie Fisher dropping truthbombs on twitter: "nothing is every really over....just over there". I recycle concepts and narrative beats A LOT from wips I abandoned or lost interest in and stuff gets reworked all the time. like very...boba shaker approach to writing lol
Some of my wips DO haunt me I will tell you that. I will finish that roope/jani fic someday. I will
30. Describe a fic that almost happened, but then it didn't.
Every San Jose Barracuda fic I have attempted to write this season. Do you know how many fics I had percolating in my brain that got destroyed when Leon Gawanke got released? So many. SO many. At least two. I hate my life. Maybe it's good though, one of them involved knifeplay. ALSO MORE RELEVANT TO YOUR BASEBALL INTERESTS, I had like this MASSIVE urban fantasy red thread of fate arranged marriage au about Buster Posey and Steph Curry that I really wanted to write but a) it was based on a hrpf fic and I was too scared to ask permission, b) it was gonna cover like their entire careers from being drafted to Posey's retirement, and then I looked at the state of decay online journalism has been in but knew I nowhere near had the internal knowledge built up to do without months of careful, possibly agonizing research. and the state of baseball rpf and basketball rpf is like. they're so small but the people who know their shit Know Their Shit and and between knowing effectively nothing about the Dubs and having like years missing from my Giants knowledge, it was like. if I got like one fact about Steph wrong that threw off the fic and someone pointed it out, I would die. I would die!! So I never wrote it and now sometimes just return to my mind pasture to think fondly of it. They were so in love....
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cgtg · 4 months
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Always wanting 2 expand my music knowledge but can’t grasp genre differences well. how do u find new music?? im relying on recs from other people most of the time but stuff like ur davekat music post is so specific and right I’m curious
i getch i getcha, i go thru dry spells where i listen 2 trhe same music over and over and over haha. i struggle with grasping genre diffs too, so i constantly compare artists 2 each other, and try to find music relevant to specific examples of shit i alrdy like. the only genre ive ever explored BY its genre n not specific artists is future funk. good genre.
im a music rabbithole-r by habit bc i just dont fucking understand genres. a lot of my music tastes r based on foundational shit i got into as a kid, like videogames or movies soundtracks, that i dragged out as long as i could.
as an e.g. , i was introduced to "why?" as a kid by an older relative. i got into "odd nosdam" because why? mentions him directly in a song on their first album. n i was like "whos that". i got into "clouddead" because its a collab between yoni wolf ("why?") and odd nosdam ("odd nosdam"). i got into "sole" cus he has a feat on that album. etc etc
got into "tmbg" because of homestar runner. got into "og maco" bc of the 12 bricks meme. got into "anamanaguchi" over a decade ago bc of this video.
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it's a rlly fun way to find music🙂
i like to find out what artists are related 2 artists i already like, or what their inspirations are, or who they inspired, and move on 2 them, and do that ad nauseam til i cant anymore. i also do this with music rec'd to me by other people which is sumth u mentioned, which is how i found ppl like pinback/rob crow and lemaitre who are some of my fav artists ov all time.
if u find a single song u like, id recommend sample the entire source album in order, and then the first album by dat artist, or just which ever one has the most interesting album art. maybe. or just click on song titles that look interesting.
if u find a cool ytpmv or mashup, check their channel, check the recs on youtube and open 10 in separate tabs and go thru them one by one bc it doesnt hurt 2 be thorough. and theres so much music out there to listen to. if a band's name, song title, cover art grabs you, listen to it. at worst u frown for a minute and move on, at best u find a lifelong fave.
id rec getting shazam on ur phone so u can grab songs u hear in public.
spotify's smart shuffle is also prety good actually. if u have spotify try making a playlist of songs u like and turning that on also.
if a character you like in something references a song or artist, check them out ASAP. very very fun 2 do can provide so much context 2 the characxter as well.
if you do this kinda shit enough on youtube, your recs start to fill up with <1k view videos from independent artists. that is when you have struck gold
thats such a fun thing 2 ask, i love music so much. thank you a lot 4 asking me such a fun thing. also if anyone is reading this reply with a song u like so i can absorb more music
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