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#thats their own opinion
cat--boy · 1 year
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im so fucking tired and stressed. i dont know when this ends. it hasnt ended for the past like 4 months and its driving me fucking crazy
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milkbreadtoast · 1 month
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idk how i want to draw him yet and not ready to make a srs attempt but here's a bad kdj phone doodle lol🚶🏻
#orv#kim dokja#omniscient reader's viewpoint#my art#oh yeah i didnt have ref for this fkdnfn was going off memory of the last (first) time i drew him#i cant do a serious attempt tho bc i havent read the novel so i dont have a clear image of him in my head yet...#(dont want to just copy the webtoon design hastily... if it matches my image thats fine but... idk yet)#my main opinion on the webtoon design is he's too hot/ikemen tho KFJDKDJ (this is what i thought since the beginning)#its like BONES mp100 anime reigen.... kdj is like manga reigen to me /j#but who knows maybe if i catch kdj brainrot i too will start drawing him like a kpop idol out of affection...🤷🏻‍♂️#like the webtoon artist prob draws kdj pretty bc they love him sm#just like how i draw jys pretty bc of my brainrot...#so who knows maybe that will happen to me too🤷🏻‍♂️ time will tell#my main opinion on webtoon yjh (no one asked): CUTE BUT WHERES THE T1TTY BEL- *voice muffled as i get dragged away*#(copied most of these tags from twit too lazy to retype the commentary)#EDIT: i call him reigen jokingly bc theyre abt the same age but#kdj is also mob core to me....#in that theyre both protags that dont look flashy and look more like extras/'mob charas'#yet r irrevocably unequivocably the protags of their respective stories#(just as everyone is the protag of your own life! sieze ur narrative! etcetc🖤)#also. both black haired bowlcut havers KJDJS#kdj is reigen coded (derogatory) and mob coded (POS)#hes also a 'con man like reigen..... yep hes def still reigen coded
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caligvlasaqvarivm · 3 months
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CLASSES - a comprehensive guide
The first thing that needs to be said is that there is no such thing as a "bad" class. All of them have the potential to be a great detriment OR great boon to the rest of the team, depending on how far along the journey of self-actualization a party member is. Some may have steeper challenges, but this corresponds with greater rewards.
The second thing that needs to be said is that all players are part of a team, and all personal journeys and playstyles are interlinked. No class is truly "solo." Even the smallest viable session is still two people, and even the most suitable classes for solo play are stronger when they're in a party.
The last thing that needs to be said is that the game wants you to succeed. The game, inherently, wants every player to reach godhood, wants every player to self-actualize, wants every player to win. It respects free will and free choice, so it will allow for failures (and, indeed, doomed timelines are vital to the alpha one existing), but Skaia is ultimately optimistic, and tries at every turn to ensure that a golden ending is possible.
Because, after all, SBURB/SGRUB - and Homestuck itself - are about children growing up, maturing, and learning compassion for each other. About fixing their flaws and rejecting the negative aspects of the society they came from. It's about how it is our duty, our responsibility, to become kind, mature people who care about one another, because we will one day be responsible for creating a new society.
And so, without further ado:
ACTIVE (-) Classes and PASSIVE (+) Classes are described with the dichotomy of "powers working for the self" vs. "powers working for others," but I believe this to be an oversimplification of what the active and passive split is. Both active AND passive classes benefit from being in a party; however, an active class will gain fewer party benefits in exchange for being more suited for solo play, while a passive class will be less suited for solo play, but confer much greater benefits to party play.
This is reflected in their personal quests: while active classes and passive classes will both require intervention, empathy, and guidance from their teammates, the struggle of an active class is usually one of grappling with internal flaws, and the struggle of a passive class is one of grappling with interpersonal or societal relations. In other words, the personal quest of an active player will usually involve getting therapized, while the personal quest of a passive player will usually involve addressing a systemic societal issue. Often, both will be required, but whether a class is active or passive will indicate an area of focus.
KNIGHT - / MAID +
PARTY MANAGEMENT
one who wields [aspect] or leads with [aspect] / one who distributes [aspect] or manages with [aspect]
KNIGHTS (-) are a very flexible and versatile class; "wielding" their aspect does not necessarily mean they are skilled at DPS. It actually indicates the way a knight interacts with their aspect, a very straightforward relationship of tradesperson and tool, or soldier and weapon. Similarly, while a knight does not always take up the "leader" position in the party, they will be the "spearhead," a point behind which the other players rally, a beating heart keeping the party together.
This straightforward relationship between a knight and their aspect leads to knights finding little difficulty mastering their aspect once they've begun. Many knights are, in fact, instinctively drawn toward utilizing their aspect, in the same way that they are naturally drawn toward roles of importance or heroism.
Knights often struggle with their perceived place in society, as well as with their innate sense of self and self-worth, seeing themselves as outcasts, resenting the responsibility placed on their shoulders, and fearing vulnerability. Unaddressed, these issues will lead to knights who actively become a detriment to party success. For example, they can dismiss valid concerns, shirk their duties, and in the worst case scenario, actively lead the party down the wrong path, invoking their natural ability to lead for ill.
Therefore, a knight's journey is one of accepting themselves and accepting their duty to better the world. It is about coming to terms with their own insecurities and learning to rely on others. It is about learning to take responsibility, and accepting the banner of a just and glorious cause.
A fully realized knight will be the center of every charge, the guiding star behind which the other players rally. They can provide clarity and guidance to those still on their journeys, and peace and comfort to those who are struggling or in pain. Where the knight goes, the party will follow, as a unified and united front.
MAIDS (+), meanwhile, tend to be on the backlines. If the knight is the forward march, then the maid is the supply line, an incredibly vital role whose absence is disastrous, even if its presence is nearly invisible. Maids have a nearly infinite well of their aspect to distribute, and are uniquely talented at managerial duties - keeping players on task, patching up the holes in a plan, sourcing and supplying resources, so on and so forth.
This is not to say that maids are relegated to support roles - a maid is usually capable of holding their own in combat just fine, especially if they've been endowed with a more combat-suited aspect. Both knights and maids are extremely versatile. That being said, maids truly shine when they're able to take on these backline roles, and many maids are more noticeable by the devastating effects of their absence rather than the invisible touch of their presence.
However, they are the class that most often starts in subservient conditions - low status, strict duties enforced upon them, so on - and their personal journey is a constant struggle against the control of others. Maids whose parties fail to grapple with and undo these shackling forces will find their maids succumbing to the influence or control of malicious entities; in the worst-case scenario, a maid can become an actively hostile enemy or saboteur, invisibly pulling the party's strings and setting them up for failure.
Therefore, a maid's journey is about rejecting societal oppression and throwing off the chains that bind them. A successful maid rises to become the head of the household - nothing occurs within the game that does not first pass the maid's inspection, and their touch ensures that there is a place for everything, and everything is in its place.
A free maid, who belongs to themselves, incomparably increases a party's efficiency. Every communication line is clear, every distribution route is clean, every mystery is solvable, and every plan is airtight. A maid guarantees that nothing can ever go too wrong.
PAGE - / HEIR +
TEAM BONDING
one who must earn [aspect] or inherits the mantle of [aspect] / one who is beloved by [aspect] or awakens to [aspect]
PAGES (-) start the game with the fewest benefits from their aspects, but the greatest potential for growth. Theirs is a constant battle with the self; they are often cowardly and naive. They possess sensitive souls, and while it is incredibly easy to hurt a page, it's much more difficult to build them up. Because of the difficulty of raising this class, it's practically defined by its journey - a constant struggle against the self - rather than its destination, and the powers the class confers.
Pages, like heirs, are classes of inheritance. A page is promoted by trials and tribulations and comes to inherit a greater power than they begin with; in the same way, the class will one day come to embody its aspect, although the road will always be turbulent and long. Moreover, it is a journey without end; pages, being as sensitive as they are, are the most prone to backwards progress, even after reaching their peak.
They prone to staying weak throughout the entire game, never self-actualizing past being the party joke. They attract the obsession and ridicule of stronger-willed players, and their mistreatment can become extremely divisive. A page can easily become a party's albatross, the epicenter of massive interpersonal conflicts, which can tank an entire session.
Therefore, a page's journey is one of the most difficult of all - that of teaching others how to care about other people. Pages rely on great patience, kindness, and understanding. Their sensitive souls must be carefully nurtured and propagated with love and attention. In the same way that a page can tear a team apart, they can bring a team together, all in the name of compassion and empathy. A fully-realized page is the symbol of a party that has linked hands with one another.
Self-actualized pages, as a result of the difficulty inherent to the class, are incredibly powerful and versatile when fully realized. Inheriting the mantle of their aspect, they become pure embodiments of their aspect, capable of achieving impossible feats of raw, unfiltered power, and inspiring all those who gaze upon them.
HEIRS (+) begin the game very strong, but have a difficult time becoming stronger. This is because their usage of their aspect is very instinctual to them, even at times being entirely beyond their control, hence, "beloved by" in the class description. However, because of how naturally their aspect comes to them, it makes taking further command of their powers difficult.
An heir "awakens to" their aspect because their natural, intuitive control often renders them too comfortable to grasp the greater implications of their class. As an inheritance class, heirs can come to embody their aspect, transforming entirely into it. Their challenge lies in breaking out of their comfortable shell and learning how to utilize their powers in more active, intentional ways.
This is reflected in their personal quests. They are often set to inherit great privilege or wealth prior to entering the game, and are thus naive to the realities of the suffering and pain of others. Without a supportive party willing to challenge their views, heirs can perpetuate that pain by submitting to their place in the world, becoming a divisive force within the party, or, in the worst case, losing themselves to their inheritance, and submitting so wholly to their aspect that they become lost to the rest of the team.
Thus, an heir's journey is to question the stratification of the society they belong to, so that they can recognize and address its flaws. They must learn to interrogate their inheritance, separate it from themselves, and reconcile with it. Theirs is an arc of examination and understanding, descending from their position of privilege and peace to learn about the suffering of others, and deciding that they wish to do something about it.
With full command over their aspect, and a clear vision for how it ought to be distributed, the party gains a new and powerful ally - the aspect itself, which will come to embrace the entire party as family. A fully-realized heir connects the privileged and underprivileged, spreading their inheritance to all.
MAGE - / SEER +
GUIDANCE
one who invokes [aspect] or is drawn to [aspect] / one who comprehends [aspect] or is guided by [aspect]
MAGES (-) are a class of prophets, although saying they "see the future" is misleading. Rather, mages "invoke" the future, collapsing causality to align to their desires. Most mages remain unaware that they are doing so until well into their journey. While all players weigh on the scale of causality, affecting both past and future events, and which sequence of events is the "alpha" sequence, mages have the most direct effect.
Because of this ability to invoke future events, mages possess powerful buffing/debuffing abilities. Furthermore, as one of the two knowledge classes, a mage usually has a very deep understanding of their aspect, and an intuitive knowledge of how the flow of time and causality function. They are "drawn to" their aspects in this way, instinctively searching out points where their influence can affect the flow of events.
However, with great power comes great cost; the mage class is usually assigned to those who are stricken by tragedies and prone to negativity and self-loathing. Mages often begin the game as a detriment to the party, "prophesying" future events that leave the party - including themselves - at a disadvantage. In the worst case scenario, a mage can invoke certain doom for their party or themselves.
Therefore, it is vital that a mage address their tragedies and be given a chance to heal and grow. The ones most struck by tragedy, theirs is a journey of reclaiming lost joy and rediscovering lost hope. However, the transformation is powerful once completed - as the one who suffers tragedy and loss most intimately, a mage can also come to be one of the most empathetic and compassionate members of the team.
If a mage is uplifted, and capable of believing in a kinder and gentler world, then their ability to invoke the future - and the aspects of their aspect that they are drawn to - become kinder, as well. Pain and suffering still have their place, but the ending will be a happy one. With a fully empowered mage, the future will always be better than what came before.
SEERS (+) see multiple branching paths. A mage determines where a road will be built, but a seer tells you where a road CAN be built. They are also often gifted with knowledge of the game and its mechanics, and are especially uniquely gifted with understanding of their own abilities. In this way, they "comprehend" their aspect.
Seers themselves are not particularly gifted in combat through their classpect alone; however, in exchange, they often play a vital role in steering the party. They are the game's built-in guides, with an intuitive knowledge of the game's victory conditions, as well as an instinctive desire to lead others along their paths. Seers are, therefore, one of the most important classes in the game, when one is present.
However, the ability to see is a burden as well as a gift. Seers find themselves paralyzed by choice, and often doubt their own abilities to choose "correctly." They are prone to becoming mired in what-ifs, and struggle with political or ethical debates with no clear answers. In the worst-case scenario, a seer may feel so cursed by their sight that they self-destruct, and deliberately choose poor or incomprehensible answers, in an attempt to free themselves of their sight.
Thus, a seer's quest is, ironically, to see the world beyond the purview of their aspect. They must come to have a more comprehensive understanding of the world they live in, and what purpose they are trying to achieve, so that they can feel confident in the choices they make. A seer is often blind - their journey, therefore, is that of regaining their vision, by connecting with the world outside their inner sight.
A seer with a clear vision for the future will always know exactly which path to choose. A party with such a seer in it will never be stuck and never be lost. If there exists a path to self-actualization, the seer will know it. And if there exists a path to a breathless and perfect victory, a fully-realized seer will light the way.
THIEF - / ROGUE +
UTILITY
one who steals [aspect] from others or steals with [aspect] / one who steals [aspect] for others or steals from [aspect]
THIEVES (-) are a very difficult class to play. They start out with almost no passive abilities regarding their aspect, and their ability to actively use their aspect is contingent on their ability to first "steal" it from someone else. Thus, they are always playing a game of resource management, and there is always a chance for them to be left helpless after a heist gone wrong.
However, their gimmicky nature allows them to overtake other classes even in that class's specialty, if they can set up the exact right circumstances and manage their resources well. This makes them incredibly versatile, especially when a thief is working together with a party, and thus able to count their party among their potential resources. It takes great cunning to play the thief class well.
However, this also makes the thief a potentially dangerous element to the rest of the party. Thieves are often egotistical and self-serving, willing to see enemies and allies alike as resources and tools. Unaddressed, their reckless, selfish natures will earn their teammates' distrust and enmity. In the worst case scenario, a thief running rampant can severely harm the party, or earn so much ire that the party turns against them.
Thus, their journey is that of realizing that their selfishness and ego are flaws - the classic parable of "money doesn't bring happiness." Beneath their uncaring surface lurks genuine emotional distress; a thief must come to realize that their greed and selfishness is an active detriment not only to the people around them, but their own selves. Only then can they heal from their injured souls.
A thief that has undertaken this journey is one who has realized that they are stronger when they are working with others. Their versatility, creativity, and cunning are incredible assets once harnessed toward the will of the party. No situation will ever be inescapable, no safe uncrackable, and no problem unsolvable - not if the thief has anything to say about it.
ROGUES (+) are similarly difficult to play. Unlike the thieves, rogues do see passive benefits from their aspects. However, their active abilities are much less straightforward, and rogues often struggle with understanding them. A rogue's role is to redistribute wealth - thus, "stealing for the sake of others."
A rogue, being able to steal directly from their aspect, truly shines when given enough time to prepare. If a thief must fly by the seat of their pants, then a rogue is a heist planner - they have an infinite box of tools to pull from, if only they know what tools they'll need for the job. This makes them incomparably versatile, even if not necessarily in the heat of combat.
Rogues take on the mantle of challenging the status quo. They usually begin the game already in opposition to their society, seeking out better alternatives and considering unorthodox options. However, not every party is ready for a rogue's radical ideology, and not every rogue has considered the full consequences of their belief in change; in the worst case scenario, the rogue can become outcasted and disregarded, or cause an upheaval that proves disastrous, rioting for the sake of rioting.
It often requires the help of others for a rogue to understand how to use their powers. In the same way, it requires the party's honest communication and exchange of ideas to help a rogue grasp exactly what form their rebellion ought to take. A rogue knows instinctively that something must change; their journey is learning how they ought to go about it.
Once they do, a rogue - given enough time to prepare and plan - is the ultimate utility player, having the right tool for every possible situation. Their abilities are only magnified in a party setting, as their teammates become variables that unlock new possibilities. A party with a fully-prepped rogue always has a perfect plan, a way to solve any problem that they might face.
WITCH - / SYLPH +
AREA CONTROL
one who manipulates [aspect] or achieves dominion through [aspect] / one who nurtures [aspect] or creates a land of [aspect]
WITCHES (-) carry with them the winds of change. A witch manipulates, changing properties of their aspect and their aspect's effect on others, creating a "territory" over which they rule. They see few passive benefits of their aspects, in exchange for their active abilities being so all-encompassing and overwhelming.
Once their territory has been established, witches make the rules. Their changes can be permanent, temporary, massive, and miniscule. However, a witch "achieves dominion" with their aspect - this means that they must first struggle to create this domain, and it's difficult for their abilities to manifest until they do, often leaving younger witches weak and vulnerable.
Witches have strong feelings for how things should and should not be, but not necessarily grounded ideas for how to implement them, often due to some "outsider" status in society. Unfocused witches become dangerous for the party, as they are easily manipulated; in the worst-case scenario, they can fall in with malicious forces, who can sway a witch's turbulent heart and utilize them as a force for negative change, rather than good.
Thus, a witch's journey is that of interrogating right and wrong. A witch must struggle with morality and ethics, and come to clarify their own beliefs; only then can they know what sort of domain they wish to establish, and what sort of rules they wish to enforce. Once they know their own hearts, they can shake off the insidious whispers of malicious external influence.
As if a reward for their struggles for autonomy and independence, the witch is the one whose will is most imposed on the world that comes after them. Just as an evil witch putrefies the world around them, a fully-realized witch who has decided to use their influence for good can create a near-utopia.
SYLPHS (+) call to mind the images of fey folk who sprout plants where they walk. That is how a sylph "creates a land" of their aspect - merely by existing, the world around them becomes suffused by it. A sylph's mere presence nurtures, grows, and heals their aspect; unlike witches, who manipulate what is already there, sylphs can create something from nothing.
The establishment of their domain comes naturally to them. Those caught within it are on the receiving end of their aspect, whether they want to be or not. In exchange for such powerful passive abilities, a sylph's active abilities are weaker, and usually unsuited for solo combat, generally being of healing, buffing, or debuffing nature.
A sylph is prone to selfishness - to luxuriating within their own land, their own aspect, their own mind. They often have difficulty connecting with others and understanding why their own personal world may not be to the liking of the world outside of themselves. Often, they are aloof. An unrealized sylph can cause great harm to the world around them, their domain choking out and smothering their party; in the worst case, they can mire their party within it, leaving their party unable to proceed.
Thus, it often requires the outside world to breach their safe haven in order for a sylph to grow. They must be made uncomfortable, and then made to accept that uncomfortable things are also important - maybe even more important than comfort, at times. Growth often requires pruning; a sylph's journey is to come to understand that good intentions may lead to harm, and, vice versa, that harm can often lead to true growth.
Sylphs can provide the greatest compassion and emotional comfort within a party, encouraging - if not enabling - their teammates' growth in their personal journeys. Once a sylph understands when it is appropriate to encourage, and when it is appropriate to pull back, there is no refuge safer for the party than the sylph's domain.
PRINCE - / BARD +
OBSTACLE REMOVAL
one who destroys [aspect] or destroys with [aspect] / one who allows the destruction of [aspect] or allows destruction through [aspect]
PRINCES (-) possess the ability to annihilate, a destructive class not limited to physical or tangible objects. Princes also enjoy auxiliary benefits as befits their royal titles - many princes start the game with great talents, great status and wealth, or both. They are also endowed with royal presence; their very existence provokes strong emotions from those around them, for good or for ill.
One of the more straightforward classes in the game, a prince's ability to destroy most commonly manifests as DPS. However, their abilities encompass a greater scope than mere damage - the prince's ability to annihilate figurative or metaphysical concepts makes them capable of directly removing any obstacles that stand in their way. As if hungry to consume their aspect, they are naturally drawn towards where it congregates.
However, with great power comes great responsibility: princes are often the most psychologically maligned within the party, and their destructive talents can very easily become self-destructive instead. Usually the result of societal pressure, trauma, and suffering, a prince is prone to embodying the lack of their aspect, rather than its presence. In the worst-case scenario, a prince spreads this misfortune to the rest of their party, destroying the presence of their aspect from their session altogether, often taking themselves along with it.
A prince must be shown compassion. Though they are often viscerally unpleasant to engage with, turning a blind eye to foolishness, loneliness, and suffering - which a prince embodies - is one of the worst things that a party can do. Though the effort at times seems undeserved, to heal a prince requires a staunch belief that there is good to be gained if we are kind to each other. This kindness will be returned; once you are counted among a prince's "people," they will do anything to keep harm from befalling you.
A prince, once shown this grace, is incomparably powerful. To destroy their aspect or with their aspect is the ability to destroy nearly anything, including concepts such as despair, death, and doom. As if proclaiming a royal decree, a fully-realized prince can banish misfortune and ill tidings altogether, leaving nothing standing in the party's way.
BARDS (+) are a wildcard of a class, often responsible for a party's improbable victory, abject defeat, or both. Their abilities are not very well-understood, even by the bard themselves, and they often utilize both passive and active abilities intuitively, unaware that they are doing so. The morale of the party is deeply tied to the bard's own, and it's unclear which side is cause and which is effect.
The ability to allow the destruction of their aspect, or invite it through their aspect, is actually something of a debuff rather than DPS - the bard's ability is to break unbreakable shields, tear down unclimbable walls, and nullify unstoppable forces. Rather than dealing damage themselves, they allow for damage to be dealt that would otherwise have no effect - in other words, by nature, they make the impossible possible. This is the true source of their ability to evoke "miraculous" situations.
Bards are inextricably tied to society - after all, their tales only hold as much value as their relevance to the audience. This means those with the bard class are invariably molded by the worst aspects of the society they come from. They serve as living embodiments of the most unpleasant aspects of society, and living reminders that leaving these elements to fester only means they will multiply in severity. If these beliefs are allowed to go unexamined, bards will always steer a party towards ruin.
Therefore, a party must engage with the bard earnestly, compassionately, and openly, and help them see the errors of the past. A bard must be led, with gentle guidance and genuine openness, to discard their harmful beliefs, and sing a new, more beautiful tune.
A bard that has been brought back into the fold is a worker of miracles. When every other possible option has been exhausted - the knight and maid in disarray, the page and heir unable to keep the party together, the mage and seer blinded, the thief and rogue out of action, the witch and sylph with their territory lost, the prince no longer able to function - this is where a bard will step in, transmuting abject defeat into a perfect and breathless victory.
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bananonbinary · 29 days
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as a certified Diagnosed Autist(TM) i cannot stress enough that i am not only pro- self-diagnosis, but also pretty anti- legal medical diagnosis. it is, at best, a cruel hoop we have to jump through so privileged people will deign to give us what we need. don't fucking do that shit unless you have to, it was disgustingly expensive, fucking humiliating, infantilizing, and dehumanizing, and would probably actively cause problems in my life if i didn't have some really good allistic (-passing) people in my corner and also wasn't so fucking disabled that it mostly doesn't matter.
literally get that diagnosis if you need it for job/school accessibility shit or SSI or whatever, and otherwise dont tell the government SHIT about yourself. there is zero good reason for them to want that information. that's between you and the people you want in your life.
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sinfuego · 5 days
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"Hacing a sad backstory makes you better at adventuring" I have never hated Kipperlilly more than when she had that thought
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jennrypan · 1 year
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Everyone always goes on about how Adrien and Mylene aren't assholes despite experiencing trauma
But
Surprise, surprise!! People react differently to trauma!
YOU may wanna be a better person, YOU may never wanna be mean.
But not everyone comes out of trauma all nice and kind.
Obviously, and I can't stress this enough cuz sometimes people CANT FUCKING READ. This doesn't mean be a bully, this isn't excusing Chloe. She's a fucking bully and an asshole. We KNOW that.
But holy shit. Not everyone wants to be a good person, sometimes when you feel shitty you wanna lash out and take it out on everyone. Is it right? FUCK NO. But it happens.
It doesn't make then evil, (especially when you're fucking 14 and you get compared to a literal grown terrorist, bffr)
Also. Marinette told Chloe in order for her shitty mom to love her she had to act like her..no ones gonna talk about that stupid ass evidence?? Just. God damn.
Also. Mylenes mom abandoning her shouldn't be compared to Chloes mom abandoning her to have a whole other child and leaving Chloe with a spineless, useless father who gave her EVERYTHING she wanted and never taught her how to act cuz he sucks.
Adrien was conditioned to act properly and do everything he's told or he'll get his freedom or anything he loves takin away, and despite that he still sees the good in people, that's great!!
Chloe was raised being handing everything with no consequences. They can't be comparable!
Chloe definitely deserves to be called out for bullying but she's not worst than all the shitty parents or terrorists in this show idc
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remuspenus · 2 months
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how is "janus is the villian everyone expects him to be" and "Remus is disgusting and truly unlovable" more interesting than "two unloved and shunned characters find solace and joy in each other despite their differences"
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piosplayhouse · 9 months
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My all time favorite complaint people have about popular media with even just slightly problematic themes is when they say stuff like "this is the worst thing I've ever read/watched" like ohhhhhh. So you just don't consume a lot of media. I get it now
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elllteo · 2 months
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Creators I love you but it's time to wake up
Among rumors about our tumblr user data being sold off to Midjourney/Generative AI, recent Extremely transphobic events (that have been ongoing) coming to a head, another extremely concerning internet censorship bill being pushed in upper levels of government, and a general air of frustration over how the site belongs to and is operated by perhaps the second stupidest CEO (second only to twitters own) of our age, I'm very done with the last few vestiges of what the old internet held for artists.
And if you're reading this, you probably are too.
I know we're tired. We are all tired. It is not always viable to pack up shop and move, again and again and again.
From tumblr to twitter to anywhere else we've ever grown up posting, things no longer work. Our audiences are kneecapped by aggressive and hostile algorithms, our reach is abysmal - if we aren't shadow-banned or silenced for one (transphobic) reason or another, we're thrust into an ever growing pit of hostility where the only thing that drives clicks is fighting and contention.
We're tired. We're so fucking tired. We aren't businesses, we aren't content mills, we cannot keep this pace that modern social media has set for us, to wring every ounce of creativity out of us to profit from and leave us rotting.
The key to staying afloat here, and I cannot stress this enough, is to stay connected to your peers.
Pack up and move as units if you must. Exodus from the sites that are killing us. Push your entire friend group of artists to move from one site to the next that promises you a kinder experience.
Art drives movements, it drives change, it is all that encompasses being human. If you take that away from the shitty places, they will be left with nothing but a cesspit of inhumanity and the people who follow you will be more incentivized than ever to move with you.
Yes, this is terrifying. There are no guarantees. There never was, and never are, and never will be.
But stay connected. Stay human.
Support each other and be willing to hold hands and jump when we all - as a group - need to jump from the flames we're all trying to convince ourselves wont kill us before rescue comes.
Rescue isn't coming, rescue will be found hand in hand with each other. I'm offering you my hand, please take it. There's always a new start, there are always helping hands reaching for you. You have to look up from the doom-scroll long enough to see and take them.
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skydrag0n · 4 months
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Tim’s a bisexual with a preference for women
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my toxic trait is i get really annoyed when ppl make atsushi and akutagawa's relationship about dazai
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pickled-flowers · 6 months
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Some of you have never been the friend that No-one listens to and it shows
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utterdrip · 5 months
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so im a little obsessed with the way he says “it’ll pass” so here have a clip
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caligvlasaqvarivm · 20 days
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I used to despise Eridan and think he was the absolute worst character (barring Cronus ig) but you have shown me the light and completely turned my opinion around and now I think he is such an endearing little freak <3 I read your whole blog already but if you've got any more thoughts on eri or anyone else then I hope you post them bc I'd love to hear more abt it!
i have sooo many controversial opinions about the dancestors you have noooooo idea
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i think its weird that i have to make this disclaimer but the internet is crazy so wtvr,, anyway,,
if i say i dont like something, that doesnt mean "that thing is bad and nobody should post it.."
i swear literally every time i even mention that i dislike something, people will go "wow does that mean u fucking hate me cuz i post that thing? ur a fucking stupid bitch and all ur opinions r wrong" LIKE ?? er.. no. just because i say i dont like certain characterizations of certain characters (the saiki k fandom is CRAZY about this cuz i can state an opinion on literally any character and a group of people will still go 'well only we're allowed to post our opinions about them because we're always right!1!1!'), or certain ship tropes (mentioned my hatred of toxic yaoi maybe once or twice on here months ago and people STILL get mad at me as if i said toxic yaoi lovers r evil or something), or certain ships, or WHATEVER, does not mean that i HATE the people who are posting them or that i think they shouldnt post them at all, NO, im just posting about my personal tastes on my personal blog and it would be extremely weird and hypocritical if i decided that i was the ONLY person that was allowed to do that,,
i think the only reason people assume that is because there are a lot of other people on here who ARE like that, and a lot of people toe the line between posting that they dont like something and posting that they think everyone who likes that thing is stupid, annoying, and wrong,, so i guess all i can say is, sorry for whatever made you make these assumptions but they arent true about me so plz leave me alone ʘ‿ʘ ur doing the same thing to me that ur accusing me of but i didnt do it in the first place so ur just actively being a dick for no reason
#crazy that the mindset some people on here have is that theyre the only ones allowed to post their opinions#ive repeated this a lot on this blog but i rlly think people forget that the person on the other side of the screen is in fact a person#if ur harassing people and publicly making fun of them then ur just as bad as any real life bully#that shit isnt as funny or harmless as u like to pretend it is#not once have i ever targetted anyone or went on someones blog to harass them over my opinion#yet people think its fine to do the same to me and treat it as if its like. revenge or something#like ? me saying 'i dont like toxic yaoi' is not equivalent to someone going on someone elses page and going 'how tf do u like toxic yaoi'#I DONT CARE !! all ive ever done is sit in my own little bubble and had opinions and that makes people mad#honestly though the people who will publicly talk and post abt it are significantly meaner#and i want to act like im not bothered by it because i know most of them r just angry that someone has a different opinion#and they want all their followers to bandwagon off of them (idk why maybe for validation or whatever-same reasons anyone would bully)#but seriously if u actually do think that something i said was out of line and crossed thise boundaries- just fucking tell me ?#im a person bro. ur solution to disagreeing with me shouldnt be 'lol im gonna post abt this and make everyone harass them'#have a conversation with me dude i dont bite ? if u cant talk to me like a person then just dont fucking say anything wtf#its so cowardly to be like 'well no i didnt wanna say anything to u cuz i didnt wanna be rude.. so instead i publicly made fun of u!'#LIKE WHATTTT STOPPPPP </3333#ok anyway this post wasnt supposed to get THAT serious.#MY POINT IS just be considerate of other people and dont base ur hatred off of assumptions#ur deflecting the blame onto someone else because u dont want to admit that ur just a fucking bully lol#being inconsiderate on here is something ive also been guilty of back when i first joined the fandom and was clueless#but grown ass adults who have been on here way longer r still doing that shit which is crazy#and i cant say anything because they have so much leverage over me and idk if its on purpose or if they dont even realize#ok im putting fandom tags cuz i want people to see this sorry. this is my one post thats actually targetted but its at a lot of people#so if u look at this and think 'hey i do that' pls evaluate urself<3#i mean its also targetted at everyone who does this anonomously so i dont know who it is OKOK IM DONE BYE SORRY HOPE THIS IS UNDERSTANDABLE#watch nobody read this fr#saiki k#tdlosk#the disastrous life of saiki k.#meows post
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okay i'm gonna say something and you all have to give me a chance. ready?
we need to stop making fun of poor american southerners who distrust the government. it's real easy to call them all conspiracy theorists and dismiss them, but half the time, its built off of a genuine feeling of being abandoned by the infrastructure meant to keep them safe.
in appalachia, a lot of people lost their homes because of coal mining operations. a lot of people worked in those mines, and then when the mines stopped being profitable, they got tossed out with the bathwater. a lot of appalachia is poor, malnourished, and i don't blame them for not trusting rich politicians who dismiss them as stupid and lower class.
if yall actually listened to half the things poor southerners say, you'd realize that a Lot of common leftist complaints are virtually identical to the rural grandma who doesn't hold with electronic money and politicians. it stems from a genuine feeling of abandonment and ostracization by the people who run the country. functionally, someone living paycheck to paycheck in the city in a tiny apartment has infinitely more in common with someone from rural appalachia than a politician. high rent, high taxes, food insecurity, feeling lied to by those in power, a general sense of frustration. it just sounds fancier coming from a city mouth than one with shitty teeth and a southern accent.
tl;dr stop dismissing southern people as stupid. they're absolutely right not to wholeheartedly trust politicians, because they've been fucked over by them time and time again, and honestly, id rather talk to a southern person who openly distrusts their representatives than someone from the city who wholeheartedly believes that Frederick Jamestown OldMoney III genuinely cares what people think and can be convinced to change his ways.
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