there’s something about how Stede crossing out DEAD and circling ALIVE on the wanted poster like the silly little lover he is manages to be, like…the heart and thesis of the show all in one.
it’s baffling. it’s goofy. it’s a bit sad. it’s optimistic, despite. it’s love in action. it’s earnest beyond belief.
and—quite literally—it’s choosing live.
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In the wake of FCG' fate I've been thinking about death in ttrpgs, and how it kind of exists on three levels:
There’s the gameplay level, where it only makes sense for a combat-heavy, pc-based game to have a tool for resurrection because the characters are going to die a lot and players get attached to them and their plotlines.
Then there’s the narrative level, where you sort of need permanent death on occasion so as not to lose all tension and realism. On this level, sometimes the player will let their character remain dead because they find it more interesting despite there being options of resurrection, or maybe the dice simply won’t allow the resurrection to succeed.
Then, of course, there’s the in-universe level, which is the one that really twists my mind. This is a world where actual resurrection of the actual dead is entirely obtainable, often without any ill effects (I mean, they'll be traumatized, but unless you ask a necromancer to do the resurrection they won’t come back as a zombie or vampire or otherwise wrong). It’s so normal that many adventurers will have gone through it multiple times. Like, imagine actually living in a world where all that keeps you from getting a missing loved one back is the funds to buy a diamond and hire a cleric. As viewers we felt that of course Pike should bring Laudna, a complete stranger, back when asked, but how often does she get this question? How many parents have come and begged her to return their child to them? How many lovers lost but still within reach? When and how does she decide who she saves and who she doesn’t?
From this perspective, I feel like every other adventurer should have the motive/backstory of 'I lost a loved one and am working to obtain the level of power/wealth to get them back'. But of course this is a game, and resurrection is just a game mechanic meant to be practically useful.
Anyway. A story-based actual play kind of has to find a way to balance these three levels. From a narrative perspective letting FCG remain dead makes sense, respects their sacrifice, and ends their arc on a highlight. From a gameplay level it is possible to bring them back but a lot more complicated than a simple revivify. But on an in-universe level, when do you decide if you should let someone remain dead or not? Is the party selfish if they don’t choose to pursue his resurrection the way they did for Laudna? Do they even know, as characters, that it’s technically possible to save someone who's been blown to smithereens? Back in campaign 2, the moment the m9 gained access to higher level resurrection they went to get Molly back (and only failed because his body had been taken back by Lucien). At the end of c1, half the party were in denial about Vax and still looking for ways to save him, because they had always been able to before (and had the game continued longer it wouldn’t have surprised me had they found a way). Deanna was brought back decades after her death (and was kind of fucked up because of it). Bringing someone back could be saving them, showing them just how loved and appreciated they are. Or it could be saving you, forcing someone back from rest and peace into a world that's kept moving without them because you can’t handle the guilt of knowing you let them stay gone when you didn’t have to. How do you know? How would you ever know?
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[set before darlin moves in with sam, in the pack den, they are coloring at the coffee table]
pack kid: where do you live?
darlin': in the city.
pack kid: do you have a house?
darlin: apartment.
pack kid: own or rent?
darlin: rent.
pack kid: what do you do for a living?
darlin: lots of things.
pack kid: where's your office?
darlin: i don't have one.
pack kid: how come?
darlin': i don't need one.
pack kid: where your wife?
darlin': don't have one.
pack kid: how come?
darlin': its a long story.
pack kid: do you have kids?
darlin': no, i don't.
pack kid: how come?
darlin’: its an even longer story.
pack kid: are you David's [brother/sister/sibling]?
darlin': what's your record for consecutively asked questions?
pack kid: 38
darlin': I'm David's [brother/sister/sibling] alright.
pack kid: you have a lot more scars than David does.
darlin': how nice of you to notice.
pack kid: I'm a kid, that's my job.
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A Better World is Possible.
Solarpunk City for Andrewism's Solarpunk Collaboration.
This is my dream for South Africa. A post-capitalist society that exists at peace with the natural world.
This is a city based in Namaqualand, a region in South Africa renowned for the stunning fields of wildflowers that rise after the first spring rains, transforming the landscape.
The houses are based on the Ndebele houses, which are constructed of clay, wood and thatch, with the walls sealed by animal fats to keep the buildings watertight. These buildings are excellent for the South African climate (go-figure), trapping heat in the walls during the day and releasing it during the very cold nights.
Most of the city's energy comes from wind turbines and solar-panels.
The main transport system in the city is the web-like overlay of trams, each interconnected by wide footpaths. These footpaths are also used by emergency vehicles, should the need arise.
Some seasonal crops grown include pearl millet and cassava. The year-round food sources are cattle, poultry, sour fig and groundnut. During dry spells, where other crops fail, there are ample fruits from marula, sourplum and monkey orange.
The large dogs in the painting are Boerbols, which were traditionally used for lion hunting, but now act as guardians, especially to the children. The smell of livestock is bound to attract predators to the settlement, especially during lean times.
The guinea fowl are companion animals to the chooks, acting as sentries.
It may be a bit utopian, but we need utopias to spark our imaginations and to imagine what could be so that we can inform our decisions here and now. We have everything to lose. But we also have everything to gain. It's worth fighting for an egalitarian and just future.
For inspiration, see notes. I will attach some YT videos that helped keep me optimistic.
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once again, kris was my test subject for rendering. idk the masses can have this one
(please click for better quality ^_^)
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