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#and war and its awful consequences are well-written. maybe bcs we see it all through katniss' pov but imo they really get you
lucy-ghoul · 3 months
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wow, mockingjay was. much more violent and gory than i remembered
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crowsent · 4 years
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a fuckton of things i want in da4
a few words censored bc tumblr will swallow this in the void if i dont. long ass fuck list ahead
a romanceable dwarf
more romanceable elves/qunari
more elf/qunari/dwarf companions
consistent writing for once
more nb representation
good hair. please just give me good hair options. give me long hair. give me luxurious flowing locks. give me braids. give me good fucking hair options
let me shittalk the chantry
dalish elf npcs that impact the plot in unique ways
dalish elf companions that are proud of being dalish
if it is set in tevinter maybe uh. maybe address the issue of systemic oppression (and slavery) of elves???????
a return of the friendship/rivalry system in da2 but improved. maybe instead of a friendship rivalry sliding scale its friendship/rivalry/animosity sliding scale. bc rivalry is more like. two people pushing each other to be better than they were before. friendly competition. hes an idiot but hes my idiot kind of deal. animosity would be just regular disapproval. i liked the crisis cutscenes in dai so high animosity would be the same as low approval and might make the companion leave still, but theres more variety with high approval. high approval “friendship” would be the “were best friends and we share many opinions and agree on almost everything” while high approval “rivalry” being “we disagree on almost everything but goddamn it youre my friend and ill follow you into the fade if i have to” so you can have a high approval with someone instead of being a kissass
actions and choices having consequences again
multiple endings again (epilogue slideshows dont count)
dialogue wheels with descriptions that match what you actually say
characters from rivain, antiva, anderfels, etc
gifts. bring back the gifts. i want to give my companions gifts
maybe. maybe a focus of non-andrastian religion for once?
let me shittalk the chantry
i know its a stretch, but maybe. diverse skin colours. please?
nd characters that are written respectfully and treated w dignity
please bring back the talent wheel from dao and da2
more bi romance options
more wlw romance options
more mlm romance options
ace romance options
nb romance options
background romances
let me shittalk the chantry
far fetched but maybe a polycule?
i lowkey LOVED the fast-paced feel of da2s combat so maybe bring that back in some form? maybe improved to mesh with the tactics of dai to give players absolute freedom of playstyle whether they want to be like me and rush into every encounter or play more strategically
companions with unique companion abilities
would be nice to explore cities
would be nice if the open world were a little smaller so it doesnt feel empty all the gd time
more mage spells. mages felt like just another class of fighter to me in dai. they dont really have any awe-inducing wow factor like in dao or even da2. if the narrative wants me to believe that mages are powerful and dangerous and that it takes multiple templars to hunt down an apostate, maybe show that? give me strong mages
remove the jump ability. its pointless
a narrative that addresses the oppression that the chantry and templars perpetuated please
bring back the attributes
make the choices in dai matter. mages governing themselves? i wanna see that
let me shittalk the chantry
please bring back the healing magic for fucks sakes
multi-class system between rogues and warriors?
multiple specialisations that feel like specialisations and not just skill tree+
player-only skill trees
hardening
companion quests that affect their abilities and further dialogue
actual morally grey choices instead of this stupid mage freedom vs templar oppression narrative that is in no way morally grey but is presented as such and thus leaves the conflicts and narratives set up by dao and da2 to be fucking meaningless
bring back the tactics
would be nice to have an origins-esque prologue again. maybe one that would determine future events in game just to give your character better narrative cohesion with the plot
an approval/disapproval system but for companions with other companions. bringing certain companions together may bring them closer or make them pissed off with each other which affects banter maybe quests maybe combat
give me a fucking mabari bioware. give me back my fucking mabari
day/night cycle
a nightmare mode where you have to finish the main quest on a time limit. it is absurd that dai expects me to believe that i have all this time to do wartable missions that can take literal real life DAYS to finish and still thwart corypheus’ plans in time. bullshit
that said. no more wartable missions. waiting for a countdown to finish isnt very fun
let me shittalk the chantry
kal-sharok. ive been hearing about it since dao let me fucking see kal-sharok
dwarven politics
politics in general. my fav dao quest was the succession crisis plotline in orzammar/the landsmeet and wewh in dai
npcs i can talk to. even with generic dialogue like in dao. makes the world more alive
using the environment to your advantage. far fetched but i would love to be able to pull down boulders if were in the mountains or freeze water to get to places as a mage
home base customisation but the customisation choices you make actually. mean something. and do something. or at the very least give more companion dialogue/banter/approval change
laconic and ergonomic codexes. like. sorted by what kind of codex it is, etc etc but then you just get a brief summary of the codex and the option to read more about it so i dont spend eternity scrolling through cards looking for a specific codex entry. cool aesthetic dont get me wrong but real irritating to deal with. also. maybe. the pc making comments about the codex if you do read more about it? like a dalish elf saying “they got it all wrong” when reading a codex about dalish elves written by a human??? that would a) give character to the pc b) incentivise people to actually read the codex to see what was so wrong about it c) summarise the codex for people who want to learn the lore but dont want to spent the entire game reading text
maybe have the merchants in your home base close to crafting stations so you dont have to take a fucking hike if you miscounted the amount of elfroot you need?
let me shittalk the chantry
avvar companion maybe??? interesting lore right there
bring back stat requirements for weapons and remove the class restriction for most shit. obviously a dagger would be better for a rogue than a longsword and a mage would do better with a staff than a sword and shield but its not about efficiency. its about the roleplay. its about the options. give me the option to make a mage with wildly inappropriate stat distribution
bring back sustained mode abilities
traps. bring back traps. bring back the option to stealth into an area, trap the fuck out of it, and go from there
have the three available classes in kind of a rock paper scissors scenario. warriors do real well against rogues who do real well against mages who do real well against warriors. so you can plan your party depending on who/what youll face AND how much their approval will change during the quest you take them on
let me shittalk the chantry
actually resolve the plot points introduced in dai
a more threatening villain. the inquisitor thwarted every attempt made by corypheus in dai. he was not threatening at all
queer characters. background, companions, etc. queer characters
mounts were meh in dai. maybe. make them faster? or less cumbersome? or have your companions on mounts too so theres still banter?
i liked the armour tinting. let me have armour tinting from the beginning
i would really like mages to move and attack at the same time bc lowkey standing in one spot is uhhhhhhh kinda boring
let me check companions friendship/rivalry levels
would be nice if the narrative acknowledged that elves suffered greatly at the hands of the chantry and stopped victim-blaming them
more taverns. specifically like tapsters in dao where theres a dwarf just reciting something in a language i cant understand and if you look its a ballad/poet about dwarven culture and that was a real nice touch let me have that
dalish elf clan. dalish elf clan that does not get murdered please and thank you
meaningful quests. more cinematic dialogue
make found gear / quest reward gear more valuable than crafted gear
game modifiers like in dai were real nice. i want more
let me shittalk the chantry
quests that can be resolved in multiple ways. like connors fate in dao. and for those ways to impact further quests
companions with varying moral alignments
companions that are mutually exclusive (like alistair and loghain) but are both good companions so itd really make you think
a pc that IS NOT a “chosen one” vanilla da2 is my fav dragon age game for one reason and one reason only and that is because hawke is just some random refugee who escaped lothering. no chosen one magic at all. just an ordinary person who is a real good fighter. and that appealed to me more than this “you are the only one who can do it” narrative
let me meet more elvhen gods
if the setting is in tevinter, GIVE ME FUCKING ARCHITECTURE. give me the high spires, the archways, the buttresses, give me statues lining city gates and magic infused into the buildings. tevinter is a land ruled by MAGES give me magical architecture. give me floating buildings. give me fire floating as orbs above the streets like lamps. GIVE ME ARCHITECTURE
SHALE
let me shittalk the chantry
PIERCINGS GIVE ME FUCKING PIERCINGS BIOWARE
more main quests, longer main quests
if it is set in tevinter maybe. maybe address the fact that tevinter has been at war with the qunari for a while? on and off war is still war. and maybe give us the option to influence the outcome of that war?
more voice options. instead of just american voice or british voice, do the thing in dao again where there are multiple voices of different tones to further cement the pcs personality
more armour designs
biased but uh. can. can taliesen jaffe va a character?
i already said qunari companions but specifically saarebas companions
blood magic
FINISHING MOVE ANIMATIONS
please do not let it be as long as inquisition. inquisition was a SLOG in later playthroughs
body sliders. what if i want a tall but lanky qunari? what if i want a buff as shit elf? body sliders
more eye options
let me call out companions
btw bioware. if you really wanted cullen to be a good guy. maybe handle his fucking redemption arc a little better instead of retconning all the terrible and creepy shit hes done in the past k thx
can female walk/run animations not have. so much swaying hips? no one moves like that
personality dialogue that affects future dialogue like in da2 but meshed with the wider range of emotions introduced by dai
keep the race/s*x lock on romance candidates like in dai. keep the fact that some characters can only be romanced by certain races or s*xes
nb and genderqueer options for the pc
cutscenes of companions interacting
ngl i lowkey liked the random encounters of dao so maybe bring that back
my fav quest in dao is the landsmeet / orzammar succession crisis questline but you know whats my second favourite? the rescue mission if the warden gets captured and you have to play as your party members. give me that again
more creepy/dark shit. dai was too lighthearted for me esp after da2 and dao
let me shittalk the chantry
broodmothers. in hd.
red lyrium broodmothers. in hd
companions with different backgrounds. different faiths. different statuses. different families. etc
maybe make the pcs appearance make an impact on the story? like how bull says he likes redheads, but even if you are a redhead, he says nothing about it????? maybe keep track of which slider the player picks so that can affect the story?
i love my inquisitors but maybe. dont. bring the inquisitor in as anything more than an advisor/npc in this game? let me fall in love with a new pc???
if theres gonna be a homebase like skyhold where youre not in armor. maybe give us better clothing?
a kind of gear skin mechanic similar to ac:odyssey where you can change how the gear looks but keep the stats. so you can equip that higher level armour and keep the look and aesthetic of your old armour and you unlock the skins/looks of the armours you discover/make so you can be both powerful AND aesthetic
i enjoyed the nobility/underworld/arcane/etc knowledge in dai unlocking more dialogue options so maybe keep/expand on that but make it more accessible by side missions or companions or something that isnt the abysmal perk system in dai
let me shittalk the chantry
customisable walking animations. does the pc walk straightbacked? slouched? with a swagger? please
since there will undoubtedly be an obligatory fade sequence, maybe have an option for nightmare demons that ARENT spiders. thank you
slap on subtitles and conlang some languages. i want to hear elvish. i want to hear tevene. give me the languages
more dragons. esp if they look vastly different
more bard songs
i am completely biased here, but i would like to hear laura bailey as a va for a character. preferably a voice option for the pc
hey maybe have the true ending actually included in the base game and not in a dlc (tresppasser cough cough)
better val royeaux
please remove the had to do it to em idle animation tis distracting
on that note, more idle animations. maybe some unique to companions?
very trivial but. unique stair climbing/descending animation
bring back talking to companions on the road. maybe with some dialogue that can only be said on the road???
if banter is interrupted, make like rdr2 and pick up where the banter left off
more vallaslin designs please?
if theres another formal scene like dai maybe. give us. decent clothing. or better yet, decen clothing OPTIONS. i wanna decide how i look in a ball full of haughty orlesians
mage vs templar conflict resolved and addressed please. it is NOT resolved in dai. what we got was sequel bait and a slideshow. resolve it please
let me shittalk the chantry
a pro-mage anti-circle circle mage companion like anders
religious person who doesnt victim-blame elves in the codex or in game or anywhere please
characters more like leliana who question the chantry and acknowledge its corruption and greed
unapologetically sapphic companion
idc if its tevinter i dont want to fucking see queer people being disrespected
a true tal-vashoth companion, one who escaped from the qun
have quest decisions affect whether or not a companion will turn hostile to you or not
if IF solas will be redeemed, please do the redemption arc right
more horn options for qunari
an apostate mage who doesnt use me for their personal agenda whilst hiding something from me (morrigan, anders, solas) thanks
i really dig the whole “leader of an army” thing dai was trying to go for. but you didnt actually. lead. anything. would be nice to have that option. command soldiers. send them places that affect further quests. would even use the wartable for its intended purpose. planning wars. battles. like. you get sent word that there are bandits harassing villagers. you can set up an ambush with your soldiers or confront them headon, and theres a new mini-location on the map like the manor you meet vivienne in where you can go deal with the bandits and depending on your choices, there are actually soldiers with you in a field, or traps in a narrow pass, or even in a city. id rather the wartable shit dont return but if they have to, at least this way youre not just waiting real life time for a bunch of text to appear
i am real fucking excited for the possibility that da4 companions can just fucking die on you. good shit. give me that angst
missions that certain companions would refuse to go with you to. you know. so you actually have to use other members of your party instead of the same 3 (three) people all the goddamn time
disabled characters (i want a character who suffers from the same chronic bad leg disease as i do is that too much to ask)
kinda touched on by the da2 combat point but let me do close combat damage with the staff
no multiplayer. and if there is a multiplayer, dont tie it with achievements
let me fucking explore weisshaupt
(i dont think solas will be the endgame villain of da and i dont think da4 will be the last da game but still) again. for emphasis. resolve the plot points dai brought up
full-body scars and tattoo options
companions and npcs changing their opinions about things over time. eg: a pro-circle mage wanting instead for circles to be abolished after a specific side mission or a main quest decision etc
keep the multiple companion quests. and maybe change what kinds of companion quests are available further down depending on choices made in previous companion quests
please for fucks sake give us more characters of colour
let me shittalk the chantry
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geejaysmith · 5 years
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Wolf 359 Classpects, pt. 1
Soooo, while I was still busy with the last few weeks of my summer internship, I did keep thinking about classpecting the Wolf 359 cast. Possibly too much, because it wouldn't leave me alone until I'd solved my own God Tier riddle. Unfortunately, it got really long in the solving because I have many Thoughts and want to share all of them, always, so uh, a complete Classpect Analysis of Wolf 359 will be in parts? This first one covers Eiffel's, Hera's, Lovelace's and Minkowski's aspects.
DOUG EIFFEL: An utter no-brainer; ya boi Dougie Fresh is a Breath player if I ever saw one. For Chrissakes, he's the communications officer, and the first one to start complaining about the monotony of being stuck in a deep space sardine can. Breath is associated with communication, freedom, openness, and change - "free as the breeze", you might think of it, but that also leads to Breath players having trouble pinning themselves down to anything. They get skittish if they feel pinned down, and frustrated when stuck in place. Doug's noncommittal aloofness, the way he's off in his own little world (partially to hide from the fact he really does not like himself very much at all), and the way he's incorporated media into his self-perception all match pretty well with John and the Nitrams. But at the same time, he's the one playing mediator even as early as The Sound And The Fury. Being largely outside of the War Industrial Complex the other characters are so familiar with and thus mostly free from its dogmatic worldview of hierarchy and order, he's becomes the One Sane Man when he's the one to shout "what is WRONG with you people?" when "murder" shows up in the top 3 potential solutions to a problem, and he has no hesitation in saying what's on his mind. And it's not all complaints and bad ideas, either; he's got whole speeches telling the others how amazing he thinks they are and how in awe he is of their skills. A key catalyst in the plot of Wolf 359 is the reaching effects of his radio broadcasts. Also, there's something hilarious to the fact that for the aspect associated with communication, Doug *literally* cannot lie to save his life. I kept my ears open for the infamous Breath Hex on my second listen - that is, the strange little way in which things Breath players say tend to come to pass in reality. Cigarette Candy is basically 20 straight minutes of the Decima virus being Breath Hexed into existence, and he guessed Lovelace's situation in one - "Maybe she's a clone, or like a *really* good robot replica."
HERA: Another easy one. Although Hera is resistant to splintering as we've come to recognize it, Heart players are nothing if not determined to be an individual. They have a firm idea of themselves as a person and defend it fiercely, including compartmentalizing away pieces that don't fit their self-image. Maybe less actively putting them down like Jade Harley did to Jadesprite (the manifestation of the negative feelings she repressed out of fear they'd make her less useful) - that would mean attacking or denying a part of themselves - and more... "why yes, I put this part of myself in this box, and I may look at the box on occasion, the box definitely exists, but I don't go near the box and I definitely do not touch or open or interact with the box. And then one day, I will die." So that piece finds other avenues to express itself because it can't not do that. Hera's programming dictates she be "chipper and non-confrontational and always ready to help", but she actively resists being a mere utility and always has - her earliest know action was to attempt a jailbreak of the manufacturing facility she was made in, born rebel that she is. She will insist upon her name over her serial number unless you force her not to, and gets passive-aggressive at people treating her like a machine. And yet, even as she teaches herself to ignore commands literally written into the base of her personality, she doesn't reject her directive to be helpful, nor does she express a wish to be a flesh-and-blood human, or even really to have a physical form? She has a human self-image in mental spaces (we presume, I will semi-seriously point out there's nothing definitively stating she doesn't see herself as like, her fursona or something), but when she has to limit herself to a human-like view of the ship, her immediate reaction is "this is weird, I don't like it."  This is honestly something about Hera that I think may be unique among non-villainous AI characters; she seems to be content with being what she is in general, and she just wishes for people to treat her as a person and not a piece of equipment they can do with as they please.  
ISABEL LOVELACE: Arm-wrestled Hera for the Heart aspect and lost, despite Hera not actually having any arms, but that's okay because there's two aspects that fit her much better: Blood and Time. I ultimately went with Blood.
This is the part where you notice I'm onto the third of four characters in an aspects-only meta post, yet there is still a lot of post to go. This is because These Kinds Of Characters, the sort that're constantly on emotional lockdown, are a Challenge Mode, and for me to truly be satisfied with my classification I have to start drilling into the bedrock of what it even means to have an aspect in general, what it means to have a specific aspect, and what each aspect is really about. When you're on that level you tend to find yourself throwing out explicit expositional statements as incomplete, oversimplified, or unreliable, and looking at the text directly with a subtextual electron microscope. Brace yourselves. I have thrown the author out of the airlock, and I am about to get verbose.  
Lovelace's character sheet describes her in contradictions, and we get to see two different sides to her that resolve into the complete picture by the time Lovelace Mk. III wakes up. There's Captain Isabel Lovelace, goofing around in her earlier logs, and The Terminator. She does things Her Way and is very much prepared to fight you if you object - the whole reason she was picked for the Hephaestus mission was her willingness to go against (in her words) "stupid orders" and do what she thought was right. She's also fiercely loyal; The Terminator is the end result of her anger and grief for her lost crew and at her failure to get them home alive. Her backstory episode has her summing up her complicated relationship to the Air Force with "I owe a lot of who I am to them." And even before she and Minkowski have completely stopped butting heads, Lovelace shoves her out of the way of an exploding wall panel that would've killed her, and takes a near-fatal bit of shrapnel to the gut in the process. At her best, Lovelace is a fearless, boundlessly determined, dedicated firebrand of a leader. At worst, she can be impatient, stubborn, shortsighted, and ruthless. I dunno about you but that reminds me of a certain... angry crab that I know.
"Time" was what a few people chimed in with for Lovelace and while I see some of the connections (her awareness of the time loop, "Variations on a Theme", her multiple selves and multiple deaths, the repeated motif of clocks and pocketwatches) I don't think she quite fits in with the other Time players. Unlike most Time players, she doesn't have a fixation with historic context, the "Why Things Are The Way That They Are." This manifests in Dave's paleontology and his taking of source material for ironic twisting, Aradia's archaeology and knowledge of The Nature Of The Game, Damara's... /noises and vague gestures bc I don't want to go back through Meenahbound but her role as The Handmaid fits the pattern, and Caliborn's own warped, thoughtless replication of narrative archetypes. Context. Decisions. What came before and how it shapes the now, where your decisions will take it from here. The consequences those decisions will have. The details versus the larger picture. Even failure has its place in that scheme - that's the Time aspect. Lovelace doesn't like to dwell, she's a very "barrelling forward momentum" kind of person.
Side note: Aradia, Dave, and Damara all face hesitation to take action they had to learn to overcome. Also, all of them had to be pushed to use violence except in self-defense; Aradia let Vriska cross a series of lines before beating the everloving shit out of her, and Damara snapped after what, years? Of Meenah's abuse. Dave, on the other hand, never raises a hand to another person except as a complete necessity. Caliborn is, if anything, an aberration here in that he's outright homocidal and self-doubt is something that happens to other people. Caliborn is an outright aberration to a lot of Time player patterns, and to SBURB in general, because it's SBURB, so the rules are made up and the points don't fucking matter, except when they do, because Fuck You, The Author Said So.
No, Lovelace's approach to decision-making is that regrets are for afterwards, and "if I fail I deserve to be out of this picture; also, this situation has gone entirely pear-shaped, time to fling myself into the sun." (and that sounds an awful lot like someone that I know very well, but I'll deal with that royal mess when I get to the crazy whamma-jamma that is Classes). Impatience and railroading of other people can be her undoing just the same as assertiveness and decisiveness are her gifts.
...aaand then I went ahead and watched the live episode and yeah, major Karkat vibes there. However, I note that I don't believe we have ever hit hard evidence in Homestuck that Blood players are capable of Chilling The Fuck Out - this is part of the limitations of classpecting characters who weren't made for this system, you really have to dig into how much of their behavior is situational and where you see the kernel of individual perception shine through, the Rosetta Stone by which you begin to see the constants. "Where the object becomes the subject", to quote Memoria.
Finally, I think it's also worth noting that while Lovelace has a lot of connections to Time motifs, she also has connections to a lot of Blood motifs that arguably become more important to her story. Personal bonds and social justice are two of the Blood aspects strongest associations - see Lovelace's loyalty to her crew, and extending her desire to avenge them out to everyone Goddard Futuristics has ever used and tossed aside. The physical body and literal blood are other strong associations, and gee, how many times does the O-negative Cure-All Alien Juice in Lovelace's veins become a critical plot point? Not to mention the implication that her new friends all pulled through the finale because all of them now have her blood in their system. I'll accept that she's closer to the line between Blood and Time than some, but I'm holding by ground here: 
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(Also, here's some irony for you, she may share an aspect with the Cancer trolls, but her birthday is August 11th, making her a Leo.)
RENEE MINKOWSKI: Minkowski was the hardest of these 4 to come to a decision on. My first inclination was Mind. Her general disposition put me in mind of a Life player. But then, I sat down and thought my way past the Commander's layers of emotional armor and ultimately settled on Light.
First off, by being a stickler for protocol and procedure as well as an Actual Responsible Adult, Minkowski is a kind of character that Homestuck straight-up just does not have, so snap judgements aren't gonna cut it here.  This is, again, another limitation of the classpecting system - all the examples we have to draw from are teenage disasters stuck in a lawless hellscape of some description or another, and written by an author allergic to boxing himself in with hard conclusions. But I digress.
Commander Minkowski is also stubborn. When she sets her mind to something, she digs in her heels, cranks the dial to 11, and then breaks off the knob and pockets it so you can't turn it back down. We see this as soon as episode 2, and at it's most hyperbolic when she Captain Ahabs the plant monster. Her's is iron-willed, bloody-minded, unstoppable, Determi-fucking-nation - when she sets her mind to it.
The submarine thought exercise is what had me initially lock her down as a hero of Mind before I mulled it over. The exercise is meant to provoke thought about priorities - what you think your role's purpose is in that situation will determine your priorities, and thus, your decisions. Mind heroes' most prominent skills are in riding the flow of causality, watching decisions, their causes and their consequences, and directing that path. They know people, and how to direct people. But the need for this means that they can get a little co-dependent. Other people are understandable - it's themselves that Mind heroes have the greatest struggle with. Without that vehicle of another person, Mind heroes may find themselves adrift and struggling to define themselves. This is fitting, given Mind is the most direct counterpart to the Heart aspect.
However, upon further examination, I found that this framework of priorities setting your decisions can also be extended to the Light aspect. What is "lucky" in a given situation? What do you define as a fortunate outcome? Rose arguably gets Grimdark'd by something like this, she asks the cue ball "are the horrorterrors evil?" and in doing so attempts to pry into the motivations and intent of *indescribable eldritch beings existing on a nigh-incomprehensible plane* and wedge it down into a relative human understanding of morality, which is sort of like trying to fit the Pacific Ocean into a water bottle. She was trying to deduce what impact the horrorterrors would have upon her and her friends, but asked the wrong question and got an answer she couldn't handle. She didn't recognize Doc Scratch was baiting her into this by leading her into a specific framework through which to ask the question. Vriska died because of her failure to recognize she was in a situation where luck didn't matter. Aranea got trounced because of her inability to recognize that reshuffling reality to prioritize herself and her preferred outcomes still didn't overcome the fundamental nature of timelines - you try to take over the alpha timeline with an insubordinate branch? That's a doomed timeline no matter how you slice it, and we know what happens to those. Luck and knowledge are both used by the Light-bound to give themselves power, whether in showing themselves off as The Smart One or the The Helpful One or The Unstoppable One, but their limited viewpoint often leads them to overlook the limitations of their own framework, or in other words, missing the bigger picture. I'll point out here also how Minkowski has the entire DSSPPM memorized and is the one who wants to get to the bottom of whatever the hell is really going on up at Wolf 359. Additionally, one of her other ambitions, at least once upon a time, was writing musicals. The verbal arts are one of the domains of Light players.
So while on the surface, Minkowski bears the most resemblance to a Life player, Life players tend to have an element of conformity to them. Unquestioned assumptions they've internalized have about the context in which they exist. Light heroes, on the other hand, need conformity so they have something to defy when they jump up and down screaming LOOK AT ME!  
So after much pontificating, I came to a decision. In the end, what Minkowski wanted more than anything else was a stage. Maybe to direct rather than hold the spotlight, but still; that's a Light hero if ever I saw one.
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alcarrows · 5 years
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have you been re-introduced to ALECTO CARROW? last we heard, the PUREBLOOD was most familiar with TIMELINE ONE. I don’t recall if they were always a RAVENCLAW, but I’ve heard the SEVENTH YEAR is still SHARP, POISED, LOYAL and CAUTIOUS, PROUD, DESIROUS, so that’s familiar. at least SHE remembers her way around the castle. ( zoey deutch; zoe, 20, cst )
alecto has a stats page on her blog and her bio from the main, as well as a pinterest board and playlist! but under the cut i have a ( not very ) little bullet point bio!! it gives the gist. anyway feel free to like or hmu bc i want to plot with everyone!!!
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pride’s a nasty sin. alecto reminded herself of this every morning when she woke, and, after those blissful few moments between reality and dreams, reminded herself the mess her pride got her into. her family was never the sort to teach their children to be paragons of virtue  ---  but never did they teach them to let their sins run wild. carrows were precarious balancing acts, a little too wild and too reckless to ever be the golden children. but their blood was true and their convictions honest, so people forgave their transgressions; expected their transgressions, even.
it was a strange mantle to be born unto. be good, but not too good; be wild, but only as wild as your leash allows. it always chafed alecto, the sweet-faced pureblood daughter with a wandering mind. 
she was always happy that more wasn’t asked of her  ---  that grumblings of politics she found unsavory were never thought to be of interest of her  ---  but wasn’t it a little insulting, too? she had such a sharp mind, after all, and doing nothing but dainty, husband-finding diversions made her feel like she was going insane. she was grateful that the old purebloods were too lazy to force change; she had a feeling any changes they wanted wouldn’t suit her sensibilities anyway. but in the meantime alecto knew very well she couldn’t force any changes of her own, either. 
it wouldn’t do to cause a ruckus.
ravenclaw wasn’t quite a disappointment, but at eleven when she wrote home news of the sorting, she knew she’d lost any chance of being the favorite. a girl, darling little thing, with a whip-sharp mind  ---  that she made sure to only publicly use for chess and russian literature, but was a problem all the same. she would bring no heirs, and the thought of the mind on her made it harder for the family to pawn her off on some other bloodline’s idiot sons. she would never be the trophy girlfriend hanging off their arm.
her family was fine with it, really, and they left her alone so long as she feigned vapidity in all areas but her carefully plucked passions. she was a whiz with languages and dueling and history  ---  oh, but goodness, bigoted politics were such a boring thing. itty-bitty alecto felt faint at the very thought.
carrows were precarious balancing acts. alecto reminded herself of this, too. she hated the routine she lived ( being herself until she snagged watchful attention, and then pulling back into a placid-faced nobody of a girl ) but it was survival. because alecto had a secret: she couldn’t care less about blood purity and all the battles it begot. she had quite the mind for politics, in all honesty  ---  but her personal beliefs were at odds with the family’s inbred ideologies. they didn’t act on them, but they were toxic and present all the same. 
the only reason she stuck around, kept quiet and still, was because the system benefited her. and family, well, that was everything, too. there wasn’t a disloyal bone in alecto’s body, so long as that loyalty was sworn to anyone but herself. she could never do it  ---  picking up to leave might satisfy her restless spirit, but her pride would curse her should she ever be so weak as to do what she wants.
after all, it seems the pureblood way to have a million desires burning quietly up your spine as you sat doing nothing. she couldn’t afford to cost her family’s pride by being selfish and causing a scene, a scandal. she was too smart to do something so stupid as gamble away her comfortable life for the sake of something as silly as her wants. her dreams. her beliefs. 
but just because she didn’t turn her back on the world she’d been brought up in, alecto still hated the watchful eye of society and did her best to turn away any closeness, lest someone see too true a version of her  ---  she reveled in ravenclaw and preened under attention, but those were little wants. indulgences. she’d never allow herself anything more, and she’d never let someone see every part of her. it felt lonely, but it was sustainable. it was safe. letting anyone in or leaving anyone behind was too much. 
the thing was that she’d always had a mind for strategy, a mind more battlefield than mind. and oh, alecto knew she could look so good, shrouded in warfare  ---  even if it was only the war her own rocket-quick departure would surely bring. but where would that leave the rest of her? where would it leave her every carefully constructed persona? 
for years it was easier to stave off that line of questioning. to ignore that she didn’t fit into the world her name gave her birthright to, to ignore that she didn’t want to be a part of it at all. 
alecto just had to strap her knives and wand to her thigh with pretty little garters, the better to flash the steel beneath silk skirts and lace robes. she learned to enjoy the refined burn of downing shots worth more galleons than some would ever see. she learned to love glittering adornments, and tossing her hair, and beguiling with a single flash of her pearly-white fangs. to turn a biting turn of phrase softened by gleaming eyes. she was good. except when she was bad. and loathe though she was to admit it, she could still find enough ancient carrow in her to be very, very bad when she so chose.
badness could very easily be written off as youth, except by those who shared alecto’s youth with her. then, well, it was her destructive carrow tendencies coming out to play. it was her forgetting which line in the sand she was supposed to pretend to care about. it was her doing very reckless things, perhaps unknowingly  ---  or perhaps awaiting the mess she’d leave in her wake. she’d have to fix the mess, of course, and in that fixing would lie the cool reminder that she looks like any of the rest of them, now, but she will always be a carrow. and carrows are too sharp, too much, and so alecto is, as well. 
( the secret was she was too much alecto to be anything, really )
if she left all this behind, where could she possibly fit? who else would take her for all her sins and virtues, her lies and unwitting truths? as much as she is able to see through the facades of pureblood society  ---  and she is uniquely able to. has always known that they are all lucky the old guard is too comfortable and tired and dumb to act on their prejudices, has always known that beneath the glamour lies a grit. for all of that, alecto still feels ties to the only awful world she has ever fully known. 
the nature of it, she knows logically, is that it gets its dark claws into the core of you. instills a love of family, a love of pride, that keeps you from leaving. even when most days you want nothing more than to separate from the pack and finally become yourself. 
to her family, to those few that matter, alecto is too soft, and there’s the greatest irony. alecto resents her enjoyment of the things she made herself into, all those years and years ago  ---  the dresses and the parties and the champagne, and the flirting, laughing ease of life. she’s very good at playing her role, but when she needs the reminder of herself, she’ll proudly hint at challenging ideologies, flash her house colors, show her wicked words. but at home, well, that’s child’s play.
could she ever run from it all? sooner or later her family will turn her into a truer, crueller carrow. or maybe the rest of the wolves will take the ’ pretending ’ out of her facade. the independent charade has always been for her benefit only  ---  she’s loyal to a fault, and though either outcome would kill her, she’d succumb to one all the same.
with the revelation that there were other worlds like her own, but not, running congruent in time  ---  with the revelation that in one there was a war that brought her to this strange new existence  ---  alecto isn’t sure where she stands. the reality she now faces seems to be one where the adults she’s known all her life aren’t so lazy or useless anymore. a war is afoot, and with it come a whole host of new choices alecto has to navigate with the same sure-footedness she’s come to demand of herself. this could be her chance to break away from her family for good; to rebel in a final feeling way and become someone else entirely. or it could be time to see the consequences of her mind come calling. 
she doesn’t know if the old alecto from this new reality worked behind the scenes for the apparent war efforts for a cause she abhors. she doesn’t know if that girl was already in the process of leaving. and alecto so hates not having all the information.
and she hates even more not knowing if having all the information would help or hinder her choices. for the moment, alecto has decided to continue on with life as she always had, even if this is most certainly no life she’s ever known before. who would she be if she didn’t roll with the punches, take pain and doubt in stride? she cannot afford to slip up now, when the possibilities are dizzyingly endless. 
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