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#Prompt: scary stories
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Survive the Dorms
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Danny can now easily say that college sucks.
He's getting less sleep than when he first started being a hero back home.
His roommate was straight out from the horror stories you would hear about roommates. He was hoping to switching rooms after the year was over, but that was still so far away.
Danny was falling asleep whenever and wherever he could.
His lack of sleep mixed in with his stress about school started to show some of his ghostly side while he was out of it.
Sleepwalking would be normal for anyone, but Danny was far from normal, he would go invisible and intangible, some people even managed to get video of it, if a very distorted version no mater how hard they tried.
Sleep talking as well, which would scare the hairs off anyone who would listen. Humans weren't meant to hear ghost speak after all.
Somehow people never could figure out it was Danny,
And Danny,
Danny had no clue he was the reason people thought that the dorms and school were haunted.
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Danny getting the best sleep he has had in weeks: *yawn* "I need to do that more often"
The Dorm: "Salt I need more saLT!!"
TD: "I'm still alive!"
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TD: "I was so freaked out last night! Did you see how it moved?"
Danny oblivious thinking their talking about a new horror movie
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Danny's Roommate holding a cross he got from the Dollar General
Danny floating in the air above his bed, sleep talking about his homework in Ghost Speak
DR: "Fuck this, I'm dropping out!"
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Danny looking at his classmates being Stressed TM: " Ah yes normal collage things!"
TD every night:
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Just an Idea
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rain-writeswriting · 2 years
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Scary Story
The room is dark,
bright light flickers
Huddled together,
seeking comfort amid the fear
A voice speaks softly,
the spine runs cold
SCREAM
startled in unison
Then,
laughter.
It was only a story.
_________
For @fellowshipofthefics 's fotfictober day 7
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hayatheauthor · 17 days
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Creating Fear in Your Characters: A Writers Guide
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Creating authentic emotions is vital for immersive storytelling, which is why I decided to make this series on how to write different emotions. After exploring rage, and sadness it's now time to delve into fear!
Fear is a powerful emotion that can manifest in various ways, from subtle apprehension to paralyzing terror. Here's a guide on how to write fear effectively, covering different aspects of your characters' behavior and reactions.
Facial Expressions
Fear often manifests first in facial expressions, conveying the initial shock or unease. Describe these expressions to immerse readers in your character's emotional state:
Widened Eyes and Dilated Pupils: Show the eyes widening in response to a sudden threat, with dilated pupils indicating heightened alertness.
Tense Jaw and Clenched Teeth: Mention the clenching of jaw muscles or teeth, signaling internalized stress or anxiety.
Furrowed Brow and Raised Eyebrows: Describe the furrowing of the forehead and raised eyebrows, revealing worry or confusion.
Quivering Lips or Lip Biting: Note subtle lip movements like quivering or biting, reflecting nervousness or fear.
Frozen or Stiff Facial Muscles: Highlight moments of fear-induced immobility, where facial muscles become tense and rigid.
Body Language and Gestures
Fear can also be expressed through body language and gestures, showcasing your character's instinctual responses to danger or threat:
Backing Away or Recoiling: Describe your character instinctively moving backward or recoiling from the source of fear, signaling a desire to retreat.
Raised Shoulders and Tensed Posture: Show how fear causes the shoulders to rise and the body to tense up, indicating readiness for fight or flight.
Trembling Hands or Shaking Limbs: Mention the trembling of hands or shaking of limbs, reflecting nervousness or anxiety.
Covering Vulnerable Areas: Describe your character instinctively covering vulnerable areas like their neck or torso, symbolizing a protective gesture.
Fidgeting or Restlessness: Note any fidgeting or restlessness, such as tapping feet or wringing hands, as signs of inner turmoil and fear.
Vocal Cues and Dialogue
Fear can alter vocal cues and dialogue, affecting how your character speaks and communicates their emotions:
Quavering Voice or Shaky Speech: Describe the voice quivering or becoming shaky, indicating nervousness or fear.
Rapid Breathing and Gasping: Mention rapid breathing or gasping for air, showcasing the physical impact of fear on the respiratory system.
Stammering or Hesitant Speech: Note any stammering or hesitant speech patterns, reflecting the character's struggle to articulate their thoughts coherently.
Sudden Silence or Lack of Verbal Response: Show moments of sudden silence or the inability to respond verbally, highlighting the overwhelming nature of fear.
Repetitive Phrases or Vocalizations: Describe repetitive phrases or vocalizations, such as muttering prayers or chanting reassurances, as coping mechanisms in fearful situations.
Reactions and Physical Responses
Fear triggers various physical responses in your characters, showcasing the body's instinctual reactions to perceived threats:
Increased Heart Rate and Sweating: Mention the character's heart rate increasing and sweating profusely, reflecting heightened physiological arousal.
Dilated Pupils and Heightened Senses: Describe dilated pupils and heightened sensory perception, as the character's senses become more attuned to potential dangers.
Muscle Tension and Rigidity: Note muscle tension and rigidity, as the body prepares for action or defense in response to fear.
Nausea or Stomach Churning: Show how fear can lead to feelings of nausea or stomach churning, as the body's stress response impacts digestive functions.
Fight, Flight, or Freeze Response: Highlight the character's instinctual response to fear, whether it's a readiness to fight, a desire to flee, or a state of frozen immobility.
Types of Fear and Emotional Depth
Different types of fear can evoke varying emotional responses in your characters, adding depth to their portrayal and the narrative:
Startle Fear: Describe the sudden, reflexive fear triggered by unexpected events or loud noises, leading to a quick, intense reaction.
Apprehensive Fear: Show the lingering sense of unease or dread that accompanies anticipated threats or impending danger, heightening tension over time.
Terror: Depict the overwhelming, paralyzing fear that arises from extreme danger or horrifying experiences, impacting the character's ability to think or act rationally.
Phobias: Explore specific phobias that trigger irrational and intense fear responses, shaping how your character navigates their environment and interactions.
Trauma-Induced Fear: Address fear resulting from past traumas or experiences, influencing the character's behavior and emotional resilience in present situations.
Verbs and Adjectives for Writing Fear
Here's a list of verbs and adjectives to help you convey fear effectively in your writing:
Verbs: tremble, cower, gasp, quiver, shrink, freeze, recoil, sweat, pant, gulp, shudder
Adjectives: terrified, anxious, alarmed, horrified, shaken, jittery, panicked, petrified
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blackkatdraws · 5 months
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A world where humans are considered similar to Analogue Horror creatures
It's just an idea that popped into my head when I was having another binge watch of analogue horrors. It can work with a normal story, the Isekai (other world) genre, or with Humans Fuck Yeah! stories, or maybe more.
Aw man, imagining an alien freaking out and recording a human in a analogue horror-esque style would both be so cool and extremely funny.
[If you see a Human in your vicinity, run away and hide.]
This is so ridiculous but it's an interesting idea, no?
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just-a-few-prompts · 4 months
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Your characters decide to go to some abandoned house on the edge of town. It’s a popular hangout spot during the day time, but people tend to leave before dark. Your characters want to find out why.
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writerbeemedina · 7 months
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Writing Prompt #54
"What does it feel like to die?" the child asked.
"I can show you, if you'd like," said ghost child.
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unicyclehippo · 10 months
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Playing dolls, playing house, for Laudna?
‘i’m sorry pate died today,’ imogen says, with a warm and gentle hand over hers.
‘why ever would you be sorry? he’ll be fine.’
laudna gently dislodges her so she can pull hair from her scalp; it stings in the way memory does sometimes, because she thinks it’s supposed to. in her other hand is a needle about two inches long, bone, incredibly light and strong, wonderful material. she threads it with her hair and sets to work.
imogen is quiet for some time. laudna darts a nervous look over—has she been grasped by a vision? a migraine? does she need something? how dreadful she is to spend time on pate when imogen needs—
‘i can almost hear you when you think so loud,’ she teases, eyes soft, lips soft. laudna knows that because she can kiss her now. so she does. imogen makes a little noise that laudna has heard before, only every time they settled in a new home; it recalls imogen arranging their drapes just so, the teapot just so. it is the sound of satisfaction, having found the perfect place for something, according to her, and laudna recoils, memory-stung.
‘i’m sorry,’ she gasps.
‘did i- are you okay?’
‘i shouldn’t - i shouldn’t have- ‘
‘you can always kiss me. whenever you want,’ imogen assures her, which is nice and kind and sweet and it’s all very lovely except doesn’t she know that laudna’s not right, she’s not all right, she’s all wrong haha? which was to say that she’s a thing all in pieces and one of them is more dead than usual.
‘what a horrid little creature you are,’ laudna says down to her lap, to pate, his grotesque splay of limb and wing and tail. the tender curl of it she curled herself. her little knight, skull-helm, indecorous immortal fealty. ‘making imogen worry about you while you take a nap. very rude.’ the black hair thread shows stark against the white of his skull, which she attaches more firmly to his neck, herringbone stitch perhaps? letting him move but not knock his dome off his shoulders, yes, that would work just fine.
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ruvviks · 4 months
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bones please spare some isaac facts...tell me about the vibes and lore and everything you want. also what's his fave blood type to drink if he has one perhaps..(i'm taking notes)
HEHEHE THANK YOU SM i have so much to say about this man. but also he hasn't existed for very long in my brain yet so there's still many things missing from his lore currently. but here is a start for you :^)
isaac is a couple centuries old by now and from a (currently unnamed) bloodline that's a bit different from other bloodlines. all vampires have double fangs, their puncture fangs which are the regular ones they use to draw blood with, and their venomous fangs, which only come out when they want to change someone. for isaac's bloodline, the venomous fangs are a lot smaller which makes them less painful to extend and the process is quicker; but at the same time, even the smallest mistake in dosage could kill a victim rather than change them. this is why his bloodline is very small in comparison to others and changing a human into a vampire is always done in a big ritual rather than on impulse, to make sure they get the right dosage. this is how isaac was turned into a vampire :(
his bloodline is also more likely to have their feral sense (uncontrollable mode in which they hunt for blood until they're no longer feral) activated which is why they have to feed regularly and CANNOT miss any meals unlike other bloodlines who can usually miss a meal or two. their feral sense can sneak up on them without a warning and it will cause them to go feral until either their hunger or their "urge" (something vamps get sometimes when they want to change other humans. it's like a vampire ovulation) is sated. this is why many vampires of isaac's bloodline are pretty rich or important people who have other vampires working for them to provide them with enough blood so they'll never go feral by accident
isaac is VERY different from his bloodline though. he grew up in a modest family somewhere in the east of the united states and after he was turned he hid himself away in an old abandoned chapel for many many years, feeding on wildlife and the occasional unfortunate soul who wandered too far into the woods. he ended up hunted down by heavenly, my other oc for this story, who is a vampire hunter but at that point was still very young and on his first ever vampire hunt without his father; heavenly was unable to kill isaac and let him go, after which isaac moved to jericho :]
jericho is a big city on the west coast of the united states and it's essentially a vampire hub, in the sense that the government knows about the existence of vampires but isn't telling the general public but the general public tends to also know about the existence of vampires but it's also not uncommon to come across people who've never heard of them. but at the same time it's also not a huge shock to find out that vampires exist. and in jericho there's many of them and it's like a safe haven for them. am i making sense here
anyway isaac runs a church in jericho now! it's less used as an actual church and more just a homeless shelter and general shelter and community center and food bank AND blood bank all in one, for humans and vampires alike, and he's a very important member of the community he lives in :^) he really wants to help people and improve lives despite the reputation of his bloodline
it's at the same time pretty dangerous for him to be in such a lively place because if he misses a meal even once he could go on a murderous rampage. but it's a risk he's willing to take, knowing he's making a difference and not wanting people to lose their stability in life because he decides to leave or something like that
i don't have much for the story yet but the idea is that heavenly shows up in jericho give or take 2-3 decades after first meeting isaac and they reunite :^) heavenly ends up helping isaac with the blood shortage crisis and also ends up as his personal blood bag because he's a freak and a weirdo who likes getting his blood sucked by vampires. and also he's gay for isaac. and i get him. me too
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waywardsalt · 10 months
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small little thing abt botw/totk and the future of zelda games considering it seems likely that future zelda games might be in the same style as those two and how i feel like botw/totk don't actually feel like zelda games (kind of messy i just typed this out in a kind of informal or whatever way) (this post is long af btw so uhhhh yeah)
im part of the group that claims that botw/totk aren't 'real' zelda games but... i guess they are technically 'real' zelda games, but... they sure as fuck don't feel like it, and because of that, i'm not at all excited with the idea of future loz games being in the same style, especially with the pitfalls these last two games have fallen into having been things that past zelda games did especially well, it feels like things have been sort of flipped on their heads in terms of what's being valued or whatever
like... the best parts of older zelda games were things like the story and the characters and the puzzles and the dungeons and stuff like that... the best parts of botw/totk right now are just the gameplay. people enjoy these new characters, but they dont have the narrative backing that older games do, they don't have the same impactful arcs or roles allowed by a more linear story
the point i want to get at though is how botw/totk honestly don't feel like direct evolutions or steps up from past zelda games but rather just... entirely different game styles (open world games) with the zelda flavoring and worldbuilding and story styling slapped on top.
i mean... i feel like a half-decent example of some other well-known franchises that have jumped on this (honestly kind of thoughtless) open-world bandwagon are mario (mario odyssey) pokemon (sword/shield and scarlet/violet) fire emblem (kind of. with some free-walking segments in 3 houses and engage) and the soulsborne type games (elden ring), these are all other well known and storied game series' that have somewhat made the move to open world, and i think that switch was a bit smoother, kept the core and integrity of the games that came before much better than botw/totk did
elden ring is the easiest to explain- the gameplay loop and core mechanics are the same and build upon past games' you just have more room to run around and get killed in with some little open-world flourishes like material gathering.
fire emblem is... a bit less flexible in terms of changing up the core gameplay, and the addition of open-world segments are added to add bonuses to the strategy gameplay and allow for more support-building oppourtunities and little minigames, and its more or less evolution from echoes' dungeon-crawling bits and the customizable castle in fates. the core gameplay still effectively works the exact same, just with some little class or mechanic tweaks and additions.
mario odyssey, though each world was pretty massive, still had your typical 3d mario platforming, and the new hat stuff fit in pretty well with olderpowerups and gimmicks, and the boss battles feel and work pretty similarly to the way they used it- odyssey does feel like an evolution from past mario games (ps. playing two-player with one person as cappy snaps the game in half. its the secret easy mode lol)
the new pokemon games are pretty much just the same as past pokemon games, theyre just open world and buggy as fuck rip have extra little open-world flourishes that build on what past games set up. the battling works the same as ever and the progression is the same with a number of powerful trainers you have to battle to continue forward.
with botw/totk... the progression is dramatically different in terms of power-scaling, world presentation, item-gathering, puzzle-solving... pretty much everything in the established zelda format. i get that it was pretty much the aim with botw to have a fresh start and throw out a lot of the old standards but it just makes them feel so dramatically alien to past zelda games; theyre completely different experiences in pretty much every single way, and as such they dont feel like what we've (well, people who have started with and spent a lot of time with other loz games) learned to associate with the zelda titles.
with open world games in general it's a bit harder to have a truly impactful narrative akin to those in past zelda games, anyways. i will admit that botw was a good execution of trying out something entirely new, and the narrative and gameplay and world actually complement each other very well, so despite what i've said in the past I can't really fault it's narrative too much since it's a less traditional sort of narrative and effectively does what it aims to do very well.
totk, on the other hand, proves that this style of game does not mesh with the old style of storytelling at ALL. linear games can have proper narratives with coherent stakes, developing characters, twists and reveals and building emotion and mood- and all of that is thrown out the window with totk when they decided to try and have both a more linear story with actual reveals and development and emotion, while also letting you literally spoil it for yourself out the gate.
you can't really have a well-executed story when players are capable of doing things drastically out of order and of jumping into story beats without the prior buildup and straight-up ruining what could be otherwise emotional reveals, and players being capable of doing this is hard-baked in how the game fundamentally works. I honestly feel bad for people who found the fifth sage by accident before anything else.
you can't effectively have a linear story with character growth and plot developments and impactful moments while also allowing it to be experienced out of order and with massive time gaps in between; with this kind of stuff, you can't really have your cake and eat it too. say what you will about the linearity of past zelda games, but i bet you that midna wouldn't be as beloved as a character as she is if it weren't for the linear order of the story and its events. certain parts of storytelling may demand for a linear manner of telling that story.
botw's story works because none of the memories reveal anything groundbreaking taht you don't already know; they are optional and merely give you more information about these characters from link's past and simply inform you about the girl keeping ganon at bay. if you find a late memory first, that's fine- it technically doesnt reveal anything too important to you, it just fills in some gaps for you and your player character. it makes sense within the story itself for the world to be so open and for you to be able to do what you can; the story is not the focus, nor is it even needed to beat the game. the story was made with the gameplay and what you are allowed to do in mind, and as such doesn't include things such as in-depth character development or important plot-twists.
on the other hand, you can easily spoil totk's biggest plot twist in a handful of different ways completely by accident, just by getting curious about the world around you. this can shatter a lot of the mystery or tension in the plot and this can happen completely by accident to someone playing the game organically and blindly. the story itself doesn't take this into account, it reads more like a linear story that would be more suited to a linear style of play, coming across things in order to ramp up the stakes and let things be revealed at the best possible time. (tbh totk's story doesnt seem to take the player into account in general, if the game forcing you to watch basically the same long cutscene four fucking times says anything, jesus christ)
narrative pitfalls aside, botw/totk put heavy emphasis on gameplay, but not in the same way older zelda games did, and as such trade away the unique items and gimmick-y game-specific mechanics for a small toolset handed to you out the gate. what botw/totk do- giving you everything you need from the start and having very little true varation in the gameplay from then on out- make sense and works just fine for an open world game. there is, however, a lack of actual depth to that gameplay that other open world games do have (off the top of my head, the ability to unlock and upgrade abilities and have general character upgrades in fenyx rising as well as the impressive depths of elden ring's combat and character customization system). the most depth botw/totk has to the actual gameplay is just the fourish different weapon types and the ways you use your fourish abilities (saying fourish bc for real ultrahand and fuse are fundamentally the exact same thing). there is also just raising the little defense numbers on your armor and getting more stamina and health, but that does absolutely nothing to the actual gameplay but make link more durable.
i mean, sure, health in past loz games just makes link more durable, too, but thats how health upgrades in any other game work.
the gameplay switch makes sense, considering the switch from a linear puzzle-adventure concentric game to a more sandbox-esque open-world game, but it does not mesh with the former loz formula at all, so while the shift in style makes sense, it makes me think that you can't have a previous-style loz experience in an open-world sandboxish sort of game. especially with how in totk you can very easily bypass most of the fire temple just using the mechanics handed to you at the start. you can't have the same type of zelda dungeons in a game where you are allowed to do it 'wrong' and the game itself does not allow for the same kinds of puzzles.
i am of the opinion that so long as future zelda games work the same way botw/totk did, we will not get old-school zelda-style dungeons again.
the loss of a variety of items used for specific puzzles and environment switches is the loss of a varied dungeon experience and the loss of the same kind of world and character progression as past zelda games.
you are handed everything you'll ever need at the start of botw/totk. the only thing that will meaningfully change is how much damage you do. there are no alternate strategies opened up by new items that can double as weapons, no new traversal options or routes opened up by things such as grappling hooks or clawshots or whips or specific wands. even the battle system is drastically different, instead of being enemies that take specific amounts of hits to die while you can obtain progressively stronger swords, enemies are just damage sponges and you can get all kind of weapons that just do different numerical amounts of damage.
the bosses themselves- big staples and draws of zelda games- also work extremely differently. instead of having to leverage specific items to expose weak spots or having to fight in a specific manner to do damage, you are just asked to... do damage. even in totk's bosses, where sage abilities are most certainly helpful, the only boss i found to truly require a sage ability was the lighting temple's boss; the others i either hardly used the sage at all (i didn't use yunobo at all in the second phase of the fire temple boss and hardly had a need for tulin with the wind temple boss [esp considering i was using a 3-shot lynel bow to make the poor fucker a cakewalk]) or found that alternative solutions felt better, like resorting to splash fruit on repeat water temple fights instead of wrestling with having to activate and use sidon's ability. the sages are honestly fairly poor replacements for dungeon specific items.
this kind of causes botw/totk to play more like a poor man's dark souls or just like any other open world rpgish game. i don't play botw/totk for the experience of a zelda game, i play it because it's an open world game that i can walk around in for five minute before switching to something else because i liked something in that other game better.
the combat in botw/totk isnt designed in such a way that makes it feel good. mineru's mech is fucking dismal, but since it's just either shooting with a bow or attacking with one of three types of melee weapon with some timing for a dodge, it can get stale fast. it doesn't necessarily even feel good, since there's not enough variety for it to get really engaging. (this is def an uneven comparison, but elden ring's combat feels considerable better with the different dodges you can do and the amount of attack options you have with just one weapon, not to mention the amount of control you have over your general fighting style.) combat in botw/totk at hour 1 is the exact same as combat in botw/totk at hour 100, the only different being the amount of damage you do or how much of a beating you can take.
it just... the styles of botw/totk can't allow them to feel the same as older zelda games. the shift in style was clearly a good move to draw in series newbies and shake things up, but it comes at the caveat of making them feel distant from their predecessors and uncomfortably similar to other games like them. it's hard to avoid comparisons with elden ring when on the surface they are very similar games, one just feels more true to its core identity
this all is said without mentioning the way in which botw/totk lore feels almost dismissive of past series staples and seems intent on not looking back while also taking every fucking attempt to nudge you and say 'hey, remember that zelda game' and honestly all that shit does is make me want to play a different zelda game.
botw/totk seem altogether very desperate to distance themselves from past zelda games while also being unable to really tear itself from what came before and it just culminates in me spotting linebeck island on the map and going 'damn i miss linebeck' and turning the fucking game off to play phantom hourglass instead. say what you will about phantom hourglass, but it certainly handles its story progression and character development infinitely better than the game that lets you accidentally shatter the impact of the story by deciding to check out that cool temple in the distance of the depths
#quick note abt the examples from early on i got the verdict on soulsborne games from my friend who has actually played more than elden ring#and pokemon was kinda a guess the most recently mainline pokemon game i have is sun/moon#totk has made me really think about what i like in video games and why lmao.#it has also made me appreciate botw a lot more. i prefer the emptier hyrule of botw it just feels extra cluttered in totk#i like how in botw its a lot more natural and more fun to honestly run around in with there being no falling debris or scary holes#salty talks#totk salt#being annoying abt totk again hiiiii. id like to talk abt stuff i liked in other loz games but its hard to start without some kind prompt#im not entirely sure how i could really explain how i feel totk's story failed and why without going in circles for a while#its just. the gameplay and the intended story experience clash like fucking crazy plus the story relies too much on the player#to do a lot of emotional heavy lifting#like. if you want to start a convo with me abt this go for it but this is what i have to say for rn#loz#legend of zelda#totk#botw#totk criticism#i do really appreciate botw now im not gonna lie. its still not amazing in my eyes but i appreciate it for what it is#also i cannot believe totk made linebeck island worse fuck you#like. in botw theres a goddamn chest with 50 rupees and thats a good subtle nod to what's being referenced#in totk theres just two bokoblins and nothing else and i dont care if it wouldve been lazy to just have the chest there again#you explicitly namedropped linebeck might as well make good on it. its more fun to continue having little nods like that#i understand when people say that saying botw isnt a 'real zelda game' is bad criticism but tbh its not really a criticism its just an#observation. it comes with its ups and downs and for me it makes me enjoy these games less and makes me feel a bit alienated#if that makes sense. idk. its late and if i continue with that thought im going to lose it for sure#ig just. im upset abt how totk handled its story and im upset at the idea of... this being the future of these games yknow#it feels like a selfish sentiment but idk#long post#bitching abt totk
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aielwasteofspace · 7 months
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Second entry! Let’s go!!!
Also, I’ll be adding the tag transcendence pathology to all entries so that we can collect the whole thing in one tag! So it’s got a titile now!
Reblog if you’d be so kind! And tag your mutuals if you think they’d be interested in playing along!
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daughterofhecata · 10 months
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27 Justus&Hugenay? 👀
[angsty dialogue prompts]
Und noch was, das möglicherweise nicht in die erwartete Richtung geht... aber auf einmal war die Idee da und ich konnte nichts mehr dagegen tun. Ich hoffe, es gefällt!
27. "I can't protect you." + Justus/Hugenay
Victor Hugenay wirkte eher resigniert als überrascht, als er aus dem Hotel trat und Justus an sein Auto gelehnt stehen sah.
Er war mit einem Fall zu ihnen gekommen – Justus wusste noch immer nicht ganz, ob es ihm gefiel, dass Hugenay sie um Hilfe gebeten hatte, oder ob ihn die Selbstverständlichkeit, mit der er es getan hatte, ärgerte. Was ihm jedoch definitiv ganz schön auf die Nerven ging, war, dass Hugenay jetzt Anstalten machte, sie aus den Ermittlungen zu drängen, jetzt, wo sie fast am Ziel waren.
Es ging um ein Gemälde, das Hugenay gestohlen worden war, eins, das er tatsächlich rechtmäßig erworben hatte, sodass Justus, Peter und Bob nicht so recht hatten nein sagen können, doch nun, wo sie die Diebe beinahe ausfindig gemacht hatten, wollte Hugenay plötzlich alleine weitermachen.
Nicht mit Justus.
Oder vielmehr: Nicht ohne ihn.
Das hier war sein Fall, da würde er ganz sicher nicht auf der Zielgeraden aufgeben.
„Du kannst mich nicht begleiten“, sagte Hugenay ernst als er heran war, anstelle eines Grußes.
Justus erwiderte seinen Blick stur. Schon die ganze Zeit weigerte er sich standhaft, sich von der Intensität in Hugenays Augen ablenken zu lassen.
„Warum nicht?“, entgegnete er, vielleicht ein wenig zu trotzig. „Schließlich habe ich herausgefunden, wo Ihre Freunde sich und das Bild verstecken.“
Es war verdammt noch mal sein gutes Recht, bis zum Ende dabei zu sein. Selbst, wenn er dafür mit Victor Hugenay durch ganz Kalifornien fahren musste.
„Nein, Justus“, wiederholte Hugenay. Zögerte für einen Augenblick, bevor er anfügte: „Ich werde dich nicht beschützen können.“
Das brachte Justus zum Lachen.
„Sie brauchen mich nicht zu beschützen“, gab er zurück. Er kam hervorragend alleine zurecht. „Und außerdem, bisher deutet nichts darauf hin, dass Ihre Freunde gewalttätig werden.“
Hugenays Kiefer verkrampfte sich, eine Anspannung lief durch seinen Körper, die Justus unerwartet neugierig machte.
Mit einer Hand schnippte Hugenay einen unsichtbaren Fussel von seinem grauen Jackett, sah Justus nicht an, als er antwortete: „Bisher haben sie sich auch noch nicht wirklich bedroht gefühlt. Glaube mir, ich kenne den, dessen Anweisungen sie ausführen, besser als du ahnst.“
Das war eine Neuigkeit und sofort brodelte in Justus der alte Ärger hoch, der immer kam, wenn er das Gefühl bekam, dass ein Klient absichtlich mit Informationen hinter dem Berg gehalten hatte – sie verarschen wollte.
Doch noch ehe er sich unfreundlich erkundigen konnte, was Hugenay ihm sonst noch verschwiegen hatte, hob dieser wieder den Kopf, fokussierte erneut auf ihn, und fügte leise hinzu: „Außerdem rede ich nicht nur von denen, die du meine Freunde nennst.“
Das ließ die Worte effektiv auf Justus Lippen verenden.
Irritiert zog er die Augenbrauen zusammen, musterte Hugenay. Da war etwas stählernes an die Stelle des üblichen charmanten Lächelns getreten, das Justus nicht deuten konnte, und es machte ihn unruhig, wenn er nicht verstand, was vor sich ging.
Widerwillig hakte er nach: „Wie meinen Sie das?“
Immer noch mit diesem uncharakteristischen Ernst, den Justus erst einmal bei ihm gesehen hatte, gab Hugenay seine Antwort. „Ich bin mir nicht sicher, ob ich dich auf dieser Reise vor mir selbst schützen könnte.“
Justus schnaubte. „Seit wann wollen Sie mir denn etwas antun?“
„Oh, ich will dir nichts antun.“ Hugenay deutete ein Kopfschütteln an. „Nicht auf die Art, die du meinst.“
Eine kurze Pause, während der Justus verzweifelt und vergeblich versuchte, einen Sinn in diese Aussage zu bringen.
Dann rutschte Hugenays Stimme in eine Tonlage, die beinahe etwas bedrohliches hatte, ein unerwartetes Kribbeln unter Justus‘ Haut auslöste.
„Aber ich will Dinge mit dir tun, Justus, für die du noch entschieden zu jung bist.“
Der Hunger, der für eine Sekunde in Hugenays Augen durchschimmerte, brachte ihn auf die richtige Spur und ihm blieb die Luft weg.
Abrupt begriff er, was Hugenay implizierte, was er von ihm wollte, und er konnte den ehemaligen Kunstdieb nur anstarren.
Trotz der kühlen Brise, die vom Meer herrüber wehte, wurde ihm heiß. Sein Mund war trocken, unwillkürlich leckte er sich die Lippen. Die viel zu deutliche Vorstellung, wie Hugenay einen Schritt nach vorn machte, ihn mit seinem ganzen Körper gegen dieses Auto drängte, suchte ihn heim.
All die kleinen Momente, die schnell unterdrückten Gedanken und Impulse, mit denen er schon während dieses ganzen Falles gekämpft hatten, wurden ohne sein Zutun an die Oberfläche gespült.
„Ich bin volljährig“, rutschte es ihm heraus, ehe er sich auf die Zunge beißen konnte.
Hugenays Blick bohrte sich in seinen, eigentlich war es ein Wunder, dass die Luft zwischen ihnen sich noch nicht elektrisch aufgeladen hatte.
„Ich weiß“, erwiderte Hugenay. Schloss für eine Sekunde die Augen, brach den Bann, der sich auf Justus gelegt zu haben schien. „Aber nur, weil es legal wäre, heißt das nicht, dass es eine gute Idee wäre.“
Justus schluckte.
Vielleicht hatte Hugenay damit sogar recht.
Immerhin war er gerade erst achtzehn und der Kunstdieb dreißig Jahre älter.
Und dennoch.
Ein Teil von ihm wollte Hugenay herausfordern, ihn dazu treiben, diesen Fehler trotzdem zu machen.
„Du bleibst hier“, entschied Hugenay nach einem viel zu langen Schweigen.
Ging um den Wagen herum, glitt hinter das Lenkrad.
In der Zeit, die er dazu brauchte, traf Justus eine Entscheidung.
„Vergiss es“, erwiderte er und hatte den Beifahrersitz in Beschlag genommen, ehe Hugenay den Motor starten konnte. „Das hier ist immer noch mein Fall.“
Für einen Moment sahen sie sich noch an.
Dann drehte Hugenay den Zündschlüssel und fuhr los.
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paranoia-art · 1 month
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Everyone shut up. I've been meaning to share this kidnapping scheme that I had made up years ago.
So everything since I was a kid, I made up a little kidnapping plot which I've been dying to tell someone for YEARS.
So the kidnapper-lets call him Kent- moves to this isolated city. It's pretty small and there's a little community there. Kent befriends everyone there, he's best pals with the cashier, plays golf with the sherif. He builds up this reputation as this nice civil guy.
Now Kent has a secret, he's been telling everyone stories of his wife-whom doesn't exist-and how she's gone crazy and had alzimers. He explains how his wife sometimes thinks he's a kidnapper because he can't remember his face, and that she's delusional.
Obviously everyone's gonna eventually wonder why he hasn't introduced his wife to anyone in town yet. Kent's excuse? He's scared for the community, scared that she would harm someone or herself and that they would take her to a psychiatric hospital.
Now that everyone trusts Kent and thinks he's got a wife (a wife only if he kidnaps a woman) he can finally kidnapp someone.
Let's skip over, say he's got someone and they're locked in his basement.
Now if she escapes, most likely people aren't gonna believe her story and would return her to Kent.
So that's basically it, that's a random idea I've had. There are some potholes here and there but it would make an excellent movie!
Apr/11/2024
(Also this would be a super cool story so if yall ever make one please tag me! <3)
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harmonizewithechoes · 7 months
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I downloaded a prompt app to practice writing because I have bigger projects I want to do but I’m super rusty and I forgot how much fun it can be and how fun coming up with ideas is!
I also forgot how every 100 words I write feels like running a mile and I get tired so fast lol it’s like the words are pieces of my soul itself and I only have a much of it to give.
Is this a normal thing to feel and does it get better with practice?
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aeonianarchives · 2 years
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Scary Stories
Fotfictober Prompts: 7 - Scary Stories
Summary: Rúmil and Orophin start telling some scary stories around the campfire that there Patrol was camped around little did they know the story the told was true no it wasn't it was just you coming back from collecting fire wood deciding to scare them
Pairing(s): Haldir x Reader
Characters: Haldir, Reader, Rúmil, Orophin, Faelyn, Faeron, Valkor
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You had gone off to collect some more firewood for the fire, your brother Faelyn and Haldir both advised against it, but you ignored them Rúmil and Orophin thought it was a good time to tell scary stories, given October had fallen already they thought it was the perfect time, the wood was dark save from the moonlight and there fire.
"As the tale goes, the wendigo was once a lost hunter. During a brutally cold winter, this man’s intense hunger drove him to cannibalism. After feasting on another human’s flesh, he transformed into a crazed man-beast, roaming the forest in search of more people to eat. or that is at least what my friend from the race of man says, The Fëanorian Faeron seems to fit it perfectly, the Lost prince of the Noldor is a wendigo" Rúmil said there was a deep gutturally animalistic scream, Rúmil jumped at it, making Faelyn laugh
"Are you scared of your own story" Faelyn said not noticing what was behind him, Rúmil screamed at the glowing red eyes and the dark mist coming from the creature, of course the creature was not real
you watched from a tree with Valkor and Faeron at Rúmil succumbing to Valkor's illusions of his Wendigo story
"It's real, it's real, can't you see it" Rúmil said pointing behind Faelyn Orophin, Haldir and Faelyn looked behind Faelyn to see nothing
"Nothing is there" Haldir said
"Your acting isn't convincing us of anything" Faelyn said, Valkor shared the illusion to orophin
"No he is right it is real" Orophin said watching the blood drip from the Wendigo's mouth
"No it isn't it is just a false tale from the race of men" Haldir said, you jumped the twins from behand
"RAWR" you yelled at them making them yell in fright they looked back to where the wendigo was to see nothing there.
"Thats not funny, Y/n, you shouldn't play a prank like that again" Rúmil said
"Says the one who does it even when asked to stop, don't be such a hypocrite Rúmil it was only a bit of fun" you said
"How did you even do that, it looked so realistic" Orophin said
"My Mellon Has the ability to cast illusions and dreams into some ones mind, all I had to do was Talk him and his boyfriend into scaring you, his boyfriend was the growl and scream you heard, and alas you had my girlish scream to convince you" You said laughing and Rúmil pushed you
"Your mean and cruel" Rúmil said
"I was just giving you a taste of your own medicine and cheering my friends up playing a childish prank like they used to do two birds one stone" You said
"It's Rúmil idea, all the pranks are his, he just drags me into them, why must you do it to me as well" Orophin said
"Stop lying, dumping those leaves on Y/n was your idea" Rúmil said the twins argued with eachother
"Worth it" you said sitting down besides haldir
"Did you really have to do that, now i have to deal with them" Haldir muttered to you
"Hey maybe they will stop and think the next time they prank one of us, or they will rope me into there pranks" You said placing a kiss on your lovers forehead, Haldir sighed as he rested his head on your shoulder, your brother was trying to stop the two from injuring each other, you stroked Haldir's hair and put it behind his ear
"You and Faelyn are twins right how come you never fight" Haldir said
"When a dark lord separates you, you truly realize how much the other means to you, I don't wish to harm him whenever we have an argument due to the fact he was taken and he doesn't wish to harm me with what happened there on accident" you said as you started to braid Haldir's hair while watching the three cause chaos
"We could try and sleep this away" Haldir said making you chuckle
"You are free to if you wish" You said.
Elvish Translation:
Mellon - Friend
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auideas · 2 years
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Stay Away From the Woods AU
Character A had always heard the same rules growing up: stay away from the forest and never go out past sundown. Those were the rules that everyone in their small mountain followed, because breaking them meant death. 
Every generation had their own sets of missing children, ones that didn’t believe in the rules and ventured into the heavily wooded area surrounding them, only to never return. Character A had wanted nothing but freedom from this town and would do anything to achieve that. 
With their bags packed and the sun set, Character A slipped out of their bedroom and into the woods, the town disappearing behind them. The rules were there to trap them in the town, but the horrifying screeches that followed Character A through the forest made them consider that maybe the rules were implemented to protect them.
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just-a-few-prompts · 6 months
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To say their expression was blank was… inaccurate. No, it seemed more a vacant face. It wasn’t vacant as if all emotion had stopped, but more like emotion had never been truly possible for them in the first place.
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