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#there are some potential issues which I need to address at some point
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How to spot Liberal Zionist Propaganda 101
This post is by no means exhaustive at all. There are many Liberal Zionist talking points but these are just some of the most common ones. While on the surface they seem a little naive and hopeful at best, they are very much harmful. If you claim to be an ally to Palestinians, this post is primarily for you!
For starters, liberal Zionists will often try to both-sides the issue of Palestine, talk about how it's complicated, they'll claim that the conflict hurts both Israelis and Palestinians, how the only way forward is one where Jews and Arabs "just need to get along," amongst other things. They also often like to centre themselves, even when acknowledging Palestinians as the victims of Israel or this "conflict." From time to time, they also like to engage in tokenising certain Palestinians whose views tend to more or less align with theirs. Here are some common arguments you may hear from them:
1. Any form of justifying Israel's existence or claiming that the only solution is two states
It does not really need to be said why justifying Israel's existence is harmful but justifying its continued existence also means legitimising Israel's land theft, its expulsions of Palestinians, and its ongoing harm to Palestinians and other populations. Reducing any sorts of “solutions” into a binary is unhelpful. Needless to say, a 2ss would not even address any legitimate concerns Palestinian have, such as the right of return, and would only legitimise Israel’s colonialism. Talking about a two-state solution also implies that the root of the conflict lies in Palestinians not having their own state rather than being an occupied people. It is very much also possible to construct a paradigm where Jews and Palestinians both live together on the same land as equal citizens that doesn't involve two separate states, much less an ethnostate.
2. Security for Israel could only come through peace
This is a similar talking point to the one above. Not only does it centre Israeli safety and security above Palestinian liberation but it mistakenly assumes that once Israel makes peace with Palestinians, it'll achieve security. The reality, however, is that Israel's imagined security has quite often come at the expense of peace. In fact, "peace" has just acted as nothing more than a smoke-screen for Israel to carry out its expansionist policies, particularly in the West Bank. When liberal Zionists talk about peace juxtaposed with Israeli security, they're talking about attaining a negative peace rather than a positive one.
3. Israelis are not their government.
This point does nothing to actually help Palestinians. It is also an incredibly tone-deaf thing to say when Israel has targeted many Palestinian civilians by having alleged proximity to Hamas, such as being family members of militants or leaders (inc. children!), civil servants in a Hamas-led government, or even any male above the age of 15 they consider to be a potential combatant! It also deliberately erases Israeli civilians' support of and culpability in Israel's actions towards Palestinians.
4. Netanyahu and/or the Israeli right are the source of conflict.
While it is true that things have gotten inadvertently worse under Israel's various right-wing governments, they are not the source of conflict, but rather a product of extremist nationalism and Jewish supremacy perpetuated by the system. Both the 1967 occupations and settlements were undertaken under centre-left governments in Israel, and Israeli policy under non-right wing governments has been just as harmful towards Palestinians and has paved the way for where we are today. Blaming Netanyahu just also obscures the violent nature of Israel's military occupation over Palestinians which long precede him coming into power.
5. Netanyahu and Hamas are two sides of the same coin
I don't think I've seen any allies give validity to this claim but it's an extremely reductionist claim and is sort of similar to the one above. Groups like Hamas are merely a response to the Israeli occupation while Netanyahu is a byproduct of it. While some Israelis may see Hamas or their actions as an "obstacle to peace," Israel's actions and policies long pre-date Hamas and how Israel is currently responding to Hamas is no different to how Israel has engaged with Palestinian militant groups in the past, regardless of political affiliations or political goals. It is also important to note that Hamas has agreed to the establishment of a state along 1967 borders while Netanyahu aims to prolong the occupation and empower the settler movement (some of whom are part of his coalition government) as much as possible.
6. Israel is not a settler-colonial state.
While it is indisputable that Jews have historical connections to Palestine, that doesn’t automatically make you Indigenous or negate Israeli settler-colonialism. Colonialism in particular describes a relationship of exploitation. There are many cases of this, but we most clearly see this in the West Bank where Israel exploits natural resources on occupied Palestinian territory for its own political and economic gains. In terms of settler-colonialism, it is widely known that Israel expelled hundreds of thousands of Palestinians to make way for Jewish refugees and migrants to the new state of Israel, and is still actively facilitating Jewish migration to Israel today while denying Palestinians their right of return.
7. (X) doesn't help Palestinians.
It is not up to anyone to determine whether certain tactics or strategies are helpful or not. This point only seeks to discredit pro-Palestine organising. Only Palestinians get to decide what is actually helpful for the cause or not.
8. Any sort of Hamas-blaming.
On the surface it may seem like there’s nothing wrong with this, but this point is often harmful and usually lends itself to right-wing talking points because its objective is to deflect blame away from Israel. Certain arguments blaming Hamas also aim to minimise Palestinian suffering perpetuated by Israel. It also paints Israeli violence as retaliatory to Palestinian violence which only obfuscates Israel’s (and by extension, the US’) role in its state military apparatus and the differing power dynamics between Israelis and Palestinians. In other contexts, this point seeks to also legitimise certain opposition, such as the Palestinian Authority. Hamas-blaming also tends to sometimes lead to racist diatribes about Palestinians and their culture.
9. Al-Jazeera is not a credible news source.
Al Jazeera is a news source like any other. It has varying editorial policies and therefore will have equally good reporting on certain issues while having terrible reporting on others. The difference is that Al-Jazeera's news on Palestine is credible because it comes directly from their Palestinian reporters on the ground and first-hand eyewitness accounts. Western news sources are no more or less credible than al-Jazeera. Compare this to CNN, NYT, and any other Western news sources where Palestinian voices are often entirely missing from the narrative.
10. Overemphasis of antisemitism on the left
Antisemitism is a real issue and has the potential to fester in left circles if not directly addressed head on. Combatting antisemitism is extremely important, however, it is not an issue exclusive to the left. There is also a double standard in that no one expects Zionists to call out Islamophobia and anti-Palestinian racism. Certain accusations of "antisemitism" also seek to distract from what's going on in Palestine by making it about Jewish comfort and feelings. Combatting antisemitism, Islamophobia, anti-Arab racism etc is always important as the basis of good politics.
Last but not least, be wary of native collaborators or any sort of normalisers! They are Palestinians or Arabs who try very hard to appeal to Western liberal consensus and can end up perpetuating a lot of harm to the cause and/or other activists. You will know them when you see them.
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caligvlasaqvarivm · 5 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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thydungeongal · 7 months
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D&D as a game has reward structures in place that intrinsically reward being An Adventurer who Puts Themselves in Situations. Situations are where most of the game's most meaningful mechanical interactions (combat, resource management) lie, and it's by engaging with those situations you get Rewards with which you grow stronger and become able to overcome more difficult Situations.
The game is agnostic as to what your character's motivations are. The game doesn't care if you killed four bandits because they had stolen goods you were tasked with recovering or if you killed four bandits because they had kidnapped your loved one (and in the process happened to liberate some stolen goods).
Now, character motivations are not necessarily contrary to a good experience of playing D&D, but ultimately it is up to players to create characters willing to engage with whatever the GM is putting forward. But some players will still be passive and expect to be prodded along. What gives?
I still feel the issue should be addressed outside the game. Why are players not engaged? Do they not actually enjoy the game? What type of gameplay do they actually enjoy and is there maybe a game with actual mechanics for players to engage with that would facilitate that type of gameplay? Do players feel disengaged from the game for some other reason? Actually put a pin on that last one, cause I want to speak from experience:
Anecdotally speaking, the times I have felt the most disengaged from a game have been in games that have felt either too heavily authored or too aimless. In the former type of game the GM has clearly thought of a singular overarching narrative for us to engage with but ultimately the engagement has felt shallow. Like, we're spectators to a plot happening in front of us, simply moving from one plot beat to the next, with some combat and puzzles in between. It has engendered passivity in me because my input hasn't felt necessary. The plot will happen regardless. Yeah, sure, let's go to the place the GM has signposted for us.
This has sometimes been combined with GMs who for some reason don't trust players to engage with the fiction. If every time I enter a room the GM says "And you can go ahead and roll Perception/Investigation" unprompted then I as a player start feeling like the game is on autopilot and my input isn't needed.
The latter has been a case of too much to do: the GM has dangled all these potential plot threads in front of us, but there have been simply too many of them. But also how engaging with any particular plot thread will reflect on the world has also been very opaque. Sure, there was a lot to do, but it felt like I as a player couldn't make meaningful informed decisions about what should be done next. And it led to me disengaging and basically going "okay the rest of you decide what we should do next because I simply can't."
My advice for players: You should always be enthusiastically engaging with what the GM is providing you with. If you're not, why not? Does it feel like you have no actual input or does it feel there is no clear direction? Is there a part of the game you enjoy particularly and maybe you would like the game to be more focused on that. Talk to your GM and the rest of your group.
My advice for GMs: Examine the way you run games. Is your game so heavily authored that your players don't feel they have any agency on what happens and are just left following a breadcrumb trail? Is the game directionless to the point where players don't feel like they can make informed decisions? Are you accidentally teaching players to be passive by having the plot always happen to the players? It might be that your players are simply not engaging because they expect the game to come to them. Talk to them. Find out why they don't feel like engaging with your content.
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genderkoolaid · 2 years
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So I read this interesting post from the MensLib subreddit, about how men's issues are always blamed on men themselves and never on society. The post itself as well as the comments are a very good read in digging in to antimasculism & the ways in which feminism has failed to critically examine men's suffering under the patriarchy. For example (all bolding by me):
Here again, the problems predominantly affecting women are addressed by changing society, while those predominantly affecting men are addressed by changing men (or by telling men to change themselves). The difference is not that one approach is right and the other wrong; they are both 'right' in the sense that they highlight genuine issues, but the approach to men's problems is more superficial. When dealing with men's problems, we focus on the immediate cause, which is usually the men's failure to cope with mental strain ("he should have gone to therapy", "he should have learned to open up more"); in contrast, when dealing with women's problems, we focus on "the cause of the cause", and try to remove the systemic social issues causing the mental strain, rather than telling the victims what they should have done to better cope with it.
I think this is a great point, and something we really need to tackle. OP also goes on to talk about self-repression, comparing girls avoiding sexual harassment and boys avoiding bullying:
Boys (and men) are notorious for repressing their emotions. They have a good reason: in boys' peer groups, a failure to control your emotions is almost as shameful as a failure to control your bladder; it is a sign of weakness, and any sign of weakness makes you a target for bullying and ridicule. So boys learn to wear a permanent mask of aloof toughness to avoid inadvertently revealing any sign of weakness or uncontrolled emotion, and many keep this habit into adulthood. It is generally well recognized that suppressing emotions is unhealthy in the long run, but it seems to me that the commonly proposed antidote is misguided: boys (or men) are told to "just open up more and be vulnerable" or to "learn how to cry", as if their reluctance to show emotions were some kind of irrational emotion-phobia, rather than a perfectly reasonable, perhaps even necessary, defense against the ridicule, contempt and loss of respect that society inflicts upon those who can't keep their emotions in check in the proper "manly" way.
It's something we don't really question in mainstream feminism. Women's issues have a societal root, and men's issues are issues that men put on themselves, and therefore men just need to fix it themselves and change.
And while yes, we all have a responsibility to unlearn harmful societal teachings, just saying "men need to fix their shit" doesn't help anyone. I've been annoyed for a while at how people will react to men suffering under the patriarchy with "UGH they need to go to therapy", as if
Needing therapy is a sign of failure or a bad thing, and someone not going to therapy when they need to is them being an asshole on purpose and not potentially a sign of them not feeling safe enough to go to therapy, feeling too ashamed, not having enough money or time, etc.
Individual men getting individual therapy will solve the societal problems of forcing boys and men to repress their emotions and view themselves as only valuable if they can perform manual labor and have a lot of sex with women. It's a problem that is only perpetuated by men themselves and if they just stopped doing that, then the problem would disappear.
No self-respecting feminist would ever react to a woman obviously suffering from the patriarchy with "ugh, she needs to go to therapy and fix herself." Yes, therapy would be helpful most likely, but that's not going to actually fix the underlying cause of her issues. So why do we, as feminists, think that "men just need to fix themselves" is an okay response to societal suffering under the patriarchy?
Who does this help? Who benefits from us ignoring these issues? Why do we assume that men's experiences under the patriarchy are so one-dimensional and that we have no responsibility for unlearning our societal biases around men and masculinity?
Someone in the comments also added this quote from the "perpetually relevant" I Am A Transwoman. I Am In The Closet. I Am Not Coming Out essay by Jen Coates:
Have you noticed, when a product is marketed in an unnecessarily gendered way, that the blame shifts depending on the gender? That a pink pen made “for women” is (and this is, of course, true) the work of idiotic cynical marketing people trying insultingly to pander to what they imagine women want? But when they make yogurt “for men” it is suddenly about how hilarious and fragile masculinity is — how men can’t eat yogurt unless their poor widdle bwains can be sure it doesn’t make them gay? #MasculinitySoFragile is aimed, with smug malice, at men—not marketers.
And then another commenter left this (and referenced bell hooks' work on men!!):
"Do you agree that we tend to approach women's problems as systemic issues, and men's problems as personal issues?" Yes, and there's even a name for this: Hyperagency. Individual men are assumed to be immune to systemic pressures because the people at the top of the hierarchies generating those pressures are also men. "And if you do agree with that, do you think this difference in approach is justified, or do you rather think it is a case of an unfair bias?" It's pretty clearly not rooted in reality. The idea that billions of ordinary men aren't beholden to the social constructs under which they were raised is just plain silly. I'd blame the empathy gap, but honestly I feel like it's more than that. Patriarchy hyper-individualizes every struggle a man faces as a way to shield itself from critique and gaslight ordinary men. The motivations there are readily apparent. However, we see the same blind spot appear even in more academic Feminist spaces (taking for granted that "Feminist" spaces on social media are hardly representative of the cutting edge of Feminist thought). bell hooks once postulated that some Feminist women are deeply afraid of acknowledging how little they understand about men, let alone taking the steps to broach that gap.
Another person explained hyperagency by saying "Every single individual man is a hyper agent who is just expected to bootstrap his way out of the patriarchy through sheer force of will."
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galene-gothic · 8 months
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𝖧𝗈𝗐 𝗍𝗈 𝖻𝖾𝖼𝗈𝗆𝖾 𝗒𝗈𝗎𝗋 𝖻𝖾𝗌𝗍 𝗌𝖾𝗅𝖿?
୧ ‧₊˚ ⋅* ‧₊ I hope this reading found you in good health, every reblog is appreciated and thank you for everything :) ˖♡ ˎˊ˗ ꒰ 🐇 ꒱
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⸼ ۫ ︎︎⊹ ! 🪡︎ Pile 1 ꒱
Let's look at what your best self looks like first, your best self is selectively honest. They don't tell others what they want next. They evaluate themself and are self critical to a certain extent. They are sort of self absorbed. They understand that ignorance is bliss and know how to ignore things or people when need be. They are especially really good at ignoring people that they can't have or people from the past. They are still quite fearless though. They understand that it's better to be attacked than ignored. They meditate often and know how to relax. They need and prioritise peace, and their actions align with that. They never bite more than they can chew, they know how to step away from situations that they cannot handle. They try to stay away from conflict and choose themself first no matter what. They know how to become the bigger person. They take care of themself, self reflect and know how to heal properly. They know how to not make rash decisions. They're wise and detached. They've surrendered, they know that if they cannot control it, there's no use worrying and if they can control it, it's better to do so rather than worry. They've released old beliefs and patterns. They have a faith that things will work out, be it faith in themself, faith in god, faith in life or faith in the universe. They're mindful, intentional and know how to let go. They know how to grow, they're also successful. They believe that the pain of discipline is better than the pain of regret. They're quite passive and know how to let life happen for them, they're still someone who takes necessary action though. So, how do you become them? You need a rest, not gonna lie.
Some of you might be drained out to the point where you cannot focus in school or on work. You need to address your self esteem issues. Supposing, you are really self conscious when it comes to performing, you always feel like your body won't look good if you put too much energy so you end up putting less energy in but when you do so, you feel disappointed at yourself for not doing well. In that case, you should try to improve your dance skills. You're someone who has an understanding that being pretty doesn't do enough for you, it's the same with being rich, and the way you are as a person and the way you present yourself are all very important to you. I think it's important for you to build certain skills to a point where you can be really proud, it'll significantly boost your self esteem which will in turn help you for the better. It requires consistency though, don't be lazy !! You need to release negative thoughts, feelings, habits and patterns. You might have gotten really comfortable with your pain, it's important to heal. Your deepest traumas are either already surfacing/resurfacing or will soon, that's when it'll be the easiest to change. You need to stop stressing like just know that "what happens, happens." You need to face life and have a total break down first. You should withdraw from stuff. You'll go through something very humbling, you'll be left feeling really put down. You'll not even have it in yourself to look strong anymore, you'll be exposing weakness because you'll just not have the strength to conceal it. You'll have to accept defeat first and things will get better soon. You'll have to have a lot of anger, pain, shame, guilt and regrets in order to completely change your life, all the best, it'll probably come in soon.
⸼ ۫ ︎︎⊹ ! 🪡︎ Pile 2 ꒱
Let's look at what your best self looks like, your best self has unlimited potential and sees it. Your best self has freedom in some sense, be it financial or something else. Your best self is someone who had to let go of who they were in order to become who they're meant to be. Your best self has a carefree attitude. I just heard 'be yourself'. When I say this, some of you might think that you're doing it already but if you think about it properly you'll notice that you tend to either act childlike even though you're very mature, dumb even though you're very smart, don't express your values as articulately as you think about them, etc. Some of you could be really good at written expression of your thoughts, ideas and feelings but when it comes to talking, you're not the best. Your best self is not scared of being unique. Your best self takes risks because they understand that most of the times not taking a risk is the biggest risk. Your best self has a thirst for life and is passionate. You might be really passionate as a person (most of you seem to have that side of you diminished though). Your best self has fun regardless of what others say. One quality that you already have is your ability to analyse yourself, you are not the type to avoid accountability and blaming external factors for every little thing. You have some sort of an inner guidance, your mindset gives you the capacity to be completely alone if necessary. I feel like a deep part of you desires or used to desire solitude, peace and spiritual enlightenment. Most of you have started your spiritual journey already, some of you haven't though. It doesn't have to be something too deep like 'light candles every full moon, meditate every morning, light sage and incenses often' but instead that you feel like everything that happened was for a reason or even if it feels like it wasn't.
You learn and make something out of it, you know how to live life and try to grow as a person, and have faith (be it in the universe or in yourself). You might be quite philosophical too. You have a lot of wisdom, people who are slightly older than you and see you for who you are might say things like "you're so mature for your age". Ofcourse, there are some things that you'll have to get rid of in order to become your best self, I feel like most of you have mostly/only had short term unstable relationship/s which have caused you to have a lot of baggage. You could have poor health (I heard a poor immune system, bad sleep schedule and poor gut health). You might also be financially dependent on someone else or just not be financially stable, it's causing you to not be able to gain certain skills or knowledge, etc. Even if you do not notice it, you have a tendency of getting stuck in your head often. You lack spontaneity and need mental stimulation/challenges/someone who seems to be equally as intelligent as you so you could have been stuck in toxic friendships/relationships with people who think that and act like they know everything. You're a very fair person, so being with people who don't share the same values or reasoning as you will be frustrating, I'd advise you to not interact with such people to the point of forming am emotional attachment. You'll have to find a source of motivation or something that just reignites the passion in you. Stop being lazy, simply just planning isn't going to get you anywhere. You need to find a new purpose basically. Focus on a purpose, money, drive and having fun. It's important to learn how to be true to yourself and not get easily influenced. You should go out and have some fun too. All the best, I'm rooting for you but you need to be rooting for yourself ten times harder.
⸼ ۫ ︎︎⊹ ! 🪡︎ Pile 3 ꒱
Your best self holds pure intentions towards others and has a good nature. Your best self is also very attractive and follows their heart. They're driven and have a great imagination. They romanticise life and are in love with love. They listen to their intuition and take action towards their goals with a hope in their heart. They have a creative hobby that they might have suppressed that they choose to enhance. They're charming and friendly with people. One thing that I'm getting is that they're someone who everyone has a crush on to a certain extent. They receive a lot of jealousy and envy from others. They don't let anger get the best of them. They think calmly and orderly. They accept different beliefs and paths. They could be someone who's tired though, like really tired physically (they could do a lot). They're accepting of other people's differences. They find solutions to issues instead of going around blaming others. They prioritise peace and don't lose sight of the path. You need to face yourself instead of quick fixing issues that lead to long term detriment. If you're having fights, etc. the moment you forgive them (whether it is at their face or by yourself, without letting them know, that's up to you) and resolve conflicts (including your inner conflicts), you'll start developing into your best self. You have convinced yourself that you have certain beliefs that don't align with you and you need to get rid of them. You're not seeing the brighter side of life and that's hindering you from becoming your best self too.
I feel like what's led to this mild-extreme pessimism is your over optimism in the past. A happy and exciting event seems to have turned wrong. It's going to take you a lot of work to become your best self. You'll have to take up a lot of responsibilities and be really loaded with things to do if you want to become your best self. You'll have to be serious about life and will be stressed quite often. I just heard 'too busy to even eat'. There are excessive requirements and conditions for you to become the best version of yourself. You'll have to put yourself through intense pressure. You'll have to take up a lot of responsibilities too though, try to improve your own character alongside working on building something for yourself. It'll be really easy to burn out though because of how much you'll be doing. You need to mean how to not commit easily to others. You need to challenge others instead of just letting them into your life. Your best self follows their heart but is not easy to get. You need to become hard to get and easy to lose. You need to learn how to make quick decisions and take quick actions. It's important for you to be on a dedicated mission to succeed. Discipline yourself and build confidence. Build so much confidence that when someone you love does you wrong, you know that you can just let go, and find better people and treatment. Become self assured. It's important for you to just go for the things that you want. If you try, you'll get there little by little, all the best.
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cerastes · 7 days
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Okay, Hades 2!
Supergiantgames does it again. It’s still Early Access, but it has more polish and content than a lot of fully released games on its price point and higher. Of course, all this content would not matter if it wasn’t good. It’s good. From gameplay to voice acting to sound design to music to graphics and visual elements, Hades 2 is airtight. There’s one exception we’ll discuss, but otherwise, it’s incredibly well crafted.
So far, there’s only one instance in the game I can say needs some important improvements: The second phase of the Tartarus boss, Chronos, who is an end boss. Not in terms of difficulty, mind you, it’s in terms of visual clarity: There’s so many lights and particle effects that making out what’s up can be frustrating, especially when Chronos hits you anywhere from 20~ to 35 damage, or, you know, his 1000 damage practical instakill. The instakill is HEAVILY telegraphed and easy to deal with, almost trivial, but in the concerto of lights and fireworks, it’s possible to miss one or two seconds of Going To The Don’t Die space and getting mulched. That’s not a big problem, it’s just a user experience issue that you just internalize after a few tries and some short term frustration. What IS an issue is Chronos using the Liu Kang flying kick from midst an incomprehensible mishmash of light graphics and taking out 25 HP plus forcing you to reposition in a fight that’s quite lengthy and in a game that’s stingy with its HP.
They don’t need to meddle with his difficulty! They just need to make the second phase easier to parse. It’s a great fight otherwise.
On the Melinoë end of things, some boons and weapons feel like they could use a touch-up: The Torches let you keep shooting while you dodge and move (movement speed reduced), for example, and you NEED to keep shooting to activate Omega Attack which is what actually does damage. But it’s a big commitment because now your defense option is also doubly important as your main movement tool AND your i-frames. This is all really cool! Except the damage does not at all make up for it in a game where the Torches’ linear nature hurt it more than help it, as enemies don’t line up and instead go around each other or otherwise have specialized movement and attack options. The Axe, with its wide sweeps, does pretty much all the Torches want to do, with a lot more damage and less risk. The Aspects of the Torches would try to help: Moros can be nifty, but the ghosts the Moros Torches shoot are physical objects to each other, so they pile up and soon your shots just collide with each other and don’t reach the enemy. It’s a constant tug o’ war with detonating them with Special, which, again, fun, but you have to set up real Hellzone Grenades before they are truly damaging. Basically, a ton of effort for damage I can easily get more safely and easily with other Arms. Which I hope they address, because I like the Torches.
Hestia’s boon is a bit underwhelming, but that’s expected from the DoT build, those are always the hardest to balance. Dionysius in Hades 1 was really strong. Hestia here has potential but ultimately falls off hard because no matter how much you build, it always ticks at 40 per second. That’s very low DPS for Boons that otherwise add no Attack%. With Sister Blades, I can rack up 600 Scorch and it’s still better if I grab Aphrodite instead and do that much damage in a few attacks instead.
And you know what you are seeing here in these paragraphs? Very easily tweaked things in a game in Early Access by a developer known to deliver. I am not worried at all. This game kicks ass.
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Hi! Do you have any tips how to not lose interest in a story and be enough interested to start/do write if? Personally I just get hyperfixated on a story idea I have, do the brainstorming, even the planning, sometimes world building and if I get serious I make lists about almost everything but never end up writing even if I have interest still, but at most cases at the point I could start writing I just loose interest and get bored of a story when I'm done figuring out what it'll be about and maybe because I don't really like thinking about the climax or the end of the story...
Hyperfixation on Planning Story, But Can't Write It
I do have some tips on rekindling your interest in your story, which I'll link below, but first I think it's worth addressing the specific issues you mentioned: that you don't like to think about the climax or end of the story.
Have you thought at all about why you feel that way? There are a few potential reasons I can think of:
1 - Your story doesn't have a conflict, so your story doesn't have a natural climax or ending. Stories revolve around conflict, or in other words a problem that needs to be solved. This problem could be in the character's heart and mind (internal conflict), in the character's situation/life/world (external conflict), or you can have both at the same time. Many stories these days have a parallel internal and external conflict. Stories are ultimately about someone (or a bunch of someones) trying to solve a problem. In order to solve that problem, they need to reach a particular goal or accomplish a particular thing. The bulk of the story will be their struggle to reach this goal as they overcome the obstacles along the way. The climax of the story is where they face down the cause of the conflict once and for all, whether that's a villain (like an evil wizard or corrupt corporation) or a force (like illness or a natural disaster) and try to solve the problem once and for all. Everything after that is the aftermath... whether they succeeded or failed, patching up their "wounds" from the "battle" (again, it doesn't have to be actual wounds or an actual battle), and settling into the post-conflict life. That's your ending.
2 - You have a conflict, but haven't figured out how it would be resolved, so the climax and ending are fuzzy. If you have a conflict but aren't sure how it would be resolved, it might help to think of the conflict as a problem that needs to be solved. For example, in The Hunger Games, the conflict was the Hunger Games Event... the problem was that Katniss volunteered to compete which put her life at risk. So the solution to the problem was to survive the event.
3 - You know what the climax and ending are, but you are enjoying the characters and world and don't want the story to end. This is one I think many writers can relate to. It can be really hard to let go of a story when you've enjoyed writing it, have gotten attached to the characters, and feel comfortable/familiar with the world. It can also be a little scary to think about diving into a whole new story. But, we do have to learn to let go of stories when they're finished and let them come to their natural conclusion. You can always go back to the world and characters, even if just for yourself, later on. It wouldn't be weird to write "fan-fiction" of your own story, and many writers turn these kinds of stories into prequels, sequels, companion series, and companion short stories that their readers enjoy, too.
Here are some tips for getting excited about your story again if you just need your motivation rekindled:
Guide: How to Rekindle Your Motivation to Write 5 Reasons You Lost Interest in Your WIP, Plus Fixes! Getting Excited About Your Story Again Getting Unstuck: Motivation Beyond Mood Boards & Playlists Feeling Unmotivated with WIP
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Imagine GER just finding darling and bringging them to Giorno out of nowhere (as a first meeting, Giorno not knowing darling beforehand)
My stand brought in a stranger and I end up obsessed with them?! That’s a wild thought for Giorno honestly.
Also don’t ask me how this devolved into a weird mix of headcanon/scenario either
I’m seeing somehow, some way, GER anticipated Giorno’s potentially developing feelings for you. He’d be so bewildered his own stand brought him a person, it’s so unexpected that the two of you end being confused not quite sure what to do at first. Since Giorno is the head of the mafia now, he has all sort of potential issues that could arise in it, thus leading you into danger.
There’s really no time in being upset at his stand, there really isn’t a point either. The blond decides to profusely apologize firstly, and he’s not quite sure how you got here. He puts on the gentlest smile he can muster deciding to guide you through this confusing situation. Ironically all of this worrying about you, probably leads to an obsession.
He of course has Mista help him through this, and to no surprise his jaw is wide open when Giorno straight tells him his stand brought you there.
You are eventually taken home, with seeing little of the estate Giorno was staying on. He distracts you as much as possible with casual conversation, he even rides home with you, knowing that’s still a compromising position on both his and your end. He’s certain you’ve accepted what happened and will likely keep it to yourself. The blond could likely leave it be, if he drops it now everything would be fine…
He doesn’t end up dropping it however, it starts off slow, with him keeping an eye out for any increase in crime in your area. Small little excuses that Giorno tells himself needs to be addressed. He ends up figuring out where you work, maybe stages a few people around other local businesses. Unbeknownst to you, you were now under the protection of the mafia.
Any criminal issues, or even abusive behavior is abruptly addressed and taken care of, it’s almost frightening how quick it happens. You’re rather unnerved at how some people look the other way when you walk by. Especially those you might have had a hard time with. There’s a few times you feel like you’re followed, but nothing comes of it. But hey that little garden you had bloomed to life so much, it looked like something out of a fantasy.
You had a feeling who was responsible for all of this, aside from the garden. (You had no clue Giorno was behind helping that flourish). What were you supposed to say? You couldn’t exactly call the police? And you knew people would just tell you to keep your head down. Did you do something wrong?
Ah your heart was starting to palpitate from panicking, one of your coworkers asked if you were alright. You tell them you think you need to go lie down, luckily they were understanding and happy to cover the rest of your shift. Leaving you to walk home shortly after lunch, your eyes casted down on the ground.
Nothing would happen…it would be okay. Yeah, just breathe….
Getting home your hands tremble while putting your key into the keyhole. A click and turn later you rushed inside, until you spot something in your kitchen. It wasn’t there this morning, at least not in the state and type of flowers that were there.
A vase that you usually put cut flowers in, which before you were left for work were in a sad, wilting state, and needed to be composted or thrown out, were replaced by a gorgeous bouquet. There was even a butterfly on one of the petals, slowly opening and closing its wings. You couldn’t really keep your eyes off it either…
It was beautiful, but it sent a sense of dread through you rather than comfort they usually would. Who ended up placing those there? They seemed to know what they had been doing with how they were cut.
Poor butterfly, did it accidentally get trapped in here too? You could at least relate to the feeling of being trapped. Free to roam but enclosed in a strange space at the same time? Was that really freedom?
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squeakadeeks · 3 months
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whew! core lineup for Delta is complete, ft Rhea, Rem, Puck, and Raken.
Delta has an overall dream theme, the main conflict revolving around the Dream Queen trying to put people to sleep forever by giving them perfect, ideal dreams (well intentioned but obviously an issue haha)
Raken, as the nightmare lord, is working to counteract her and maintain balance with the help of his three henchmen, Rhea, Rem and Puck.
in terms of design themes, Rhea is dreams, Rem is nightmares, and Puck is daydreams 🫣
close-ups and more character details below
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Rhea was a woman in her mid-20’s living a monotonous life when some point due to her excessive sleeping and lucid dreaming exploration, she falls out of her dream into the dreaming kingdoms. She is first found by Rem, who mistakes her for someone who fell victim to the dream queen, and takes her to Raken to attempt waking her up. Raken tells her about how she fell out of her dream, and that she will not be able to wake back up until she can find her original dream current, which is being occluded by the dream kingdom’s tampering and muddying of the dreaming sea.
Motivated and interested in the dreaming world, she wants to tag along and help Raken both for the feeling of doing the right thing, and to potentially help herself wake up. Although she has somewhat superficial reasons, “this is cool!” “I want to learn cool dream magic too!”, She really genuinely wants to do good and be good, and does want to stop the well intentioned dream queen. But as such struggles with the moral greyness of intentionally giving people nightmares in Raken’s plan. She works very hard to find a “perfect” resolution that convinces the dream queen to stop, addresses the harshness of the waking world, and doesn't involve giving people a worse alternative in the form of horrific nightmares every night. 
Rhea is insanely silvertounged and very good at talking herself out of situations and convincing people to think something/do something. Rhea wants very badly to make everyone happy and have people like her, sometimes to a fault. Rem is her best friend and she is very close to Puck and Raken personally as well outside of being Coworkers™️. Shes optimistic and has an intense, perfectionistic ambitious drive. She doesnt just want to solve the problem, she wants it done as perfectly as possible. Rhea is very skilled with dreaming magic largely from natural talent and unusual creative angles to problems. 
Rem is the next core character. Where Rhea is a well beloved extroverted friend, Rem is the cool, calm, charismatic, competent leader. Raken is by far the closest to Rem of the three, viewing him as a son-like mentee. He’s wicked smart and extremely competent and experienced with dreaming magic due to his diligence and hard work. Rem is the sort of head hech between the three henchmen. At first hes this bombastic, upbeat leader trying to preserve their morale during their fundamentally morally complex and messy task of giving people nightmares to wake them up. He’s someone Rhea and Puck turn to for advice, and he always is the one calling the shots outside of Raken.  He’s also very close with Rhea, being her best friend and working hard to find a way to let her wake up/giving her reasons to wake up again. He’s got a weird, codependent thing going on with Puck that even when everyone was on good terms probably wasnt helping the cause, but at least their respective messiness was contained to each other.
Despite being naturally analytical and intelligent, he is incredibly prone to bad, emotional, impulse decisions, and often jumps to conclusions. He really loves the people close to him but is convinced they dislike him or need more from him constantly which makes things Complicated.
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If Rhea has natural talent and charisma, and Rem is diligent and intelligent, Puck is…just sort of there. He’s not especially talented in any one category, nor is he immediately deft from a social perspective. Puck is sort of a loser ngl, hes nowhere nears as talented, skilled, smart, or capable as the others, he just wants his life to be easier but hes constantly stuck in situations that are over his head and he perpetually has to struggle and feel objectively inferior. He really puts the hench in henchmen, he is very infrequently given the opportunity to contribute to plans, hes often just the one that has to carry them out. He was genuinely uncomfortable with the dream queen's plans when employed by the kingdom. He was previously employed as an entertainment clown in the kingdom that no one took seriously which is part of how he was able to overhear the plan, which caused him to leave and join Raken. He has a good heart and strong moral compass and is actually able to see problems far more clearly than Rhea, who gets tunnel vision around perfectionism, and Rem, who gets swayed by his emotions very easily. He is actually very good at getting people to trust and open up to him, and likes making people happy too, just isnt as skilled in it as Rhea. He often gets ignored or taken for granted which he leans into. Sort of a “good things happen to good people, so if bad things happen to me i deserve it” energy.
Raken is the struggling single father trying to wrangle all his henchmen. He is not a bad guy at all, he understands the role he has to play in the dreaming world and takes his responsibility seriously. He loves history and tradition, and values his mantle but does bemoan the inherent suffering he brings. he tries his best to do his job as carefully and conscientiously as possible. He views himself as a mentor figure for his henchmen and tries very hard to help them, but theyre A Lot and he can only do so much. in particular when Rem goes fully off his rocker all he could really do is be like "are you winnin' son"
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picturejasper20 · 20 days
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So, i made a recent post about some issues i have with Mabel Pines' character writing in the main Gravity Falls series like how her characters flaws don't get addressed properly and they can be potrayed as something acceptable.
A mutual of mine, @amazingrich101 , told me to check out the graphic novel Gravity Falls Lost Legends since one of the stories (Don't dimension it) acts as a follow up for the Weirdmageddon and it starts Mabel as main character.
And I'm very surprised i haven't seen more people bringing up this story when it comes to Mabel's character because it addresses quite a lot of things the main series brushed off about her character and problems people have with her characterization. Because of this, i would like to do a semi-analysis about this story myself and talk about the things that explores about Mabel's character and the development she gets.
So ¨Don't Dimension It¨ starts with a semi recap of what happened post Weirdmageddon: There are dimension-rifts as consequence of Bill taking over Gravity Falls, the protagonists are going around trying to fix these rifts. In a moment Mabel pulls up Waddles from her bag, partially ignoring how Stanford said these rifts are dangerous and Dipper tells this to Mabel:
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Dipper saying this of all other characters is important, since Mabel has the habit of taking advantage of Dipper quite a lot in the series and he more often than not finds himself in situations he has to go with Mabel wants to do regardless of how he feels about it.
So we have the story bringing up from near the start that Mabel can be very self-centered in occasions and ignore the potential danger in serious situations, like Dipper points out. That's a good start.
Mabel accidentally falls into one of these dimensions rifts and ends ups in a dimension that is full of different versions of Mabels that got lost and ended up in that place. One of the Mabels tells protagonist Mabel that Brain Mabel has been trying to build a spaceship to escape but she got bored and got herself distracted with stickers.
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Prot Mabel tries asking for help but the rest of the Mabels don't take the situation seriously, ignore her or do their own thing, not caring about taking priority in escaping.
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I think these are more extreme versions of prot Mabel but one thing that prot Mabel realizes is how irritating it is to be ignored by well... versions of herself. She wants to espace this dimension, the issue is that other Mabels are too ¨busy¨ doing their own thing that they don't care about helping.
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Mabel eventually finds one Mabel that actually is helpful, lets call her ¨Mabel 2¨ for the moment. Mabel tells Mabel 2 how irritating the rest of the Mabels are and the two work together to send a signal for Stanford and Stan to pick them up from the dimension.
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When the ship shows up to pick them up, Mabel 2 betrays Mabel and traps her inside a bathroom. She reveals herself to be ¨Anti-Mabel¨, the most evil Mabel in the multiverse.
....I think this writing choice for to have just ¨Mabel but bad¨ without further exploration is pretty shallow but, meh, i want to focus on Mabel's character, not the antagonist.
So prot Mabel manages to escape from the bathroom she was trapped in while Anti-Mabel takes her place in the ship. Mabel asks for help to the other Mabels again, only to be ignored... and that makes her reach her own limit.
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She finds herself repeating almost the same things that Dipper told her at the start of the story and she finally realizes how self-centered she can be to others and not see when something is a bigger priority. She tells to herself that ¨i need to work on myself¨, meaning she admits she has some growing to do as person.
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She tries asking for help again, which leads her to admit how she messed up by being selfish in ¨Dipper and Mabel vs The Future¨. She talks about how she negleted those around her for being so absorbed in what she wanted to do that she didn't pay enough attention how this could bother people around her. She promises that she is going to try to be a better person from now on and work on to be more caring of other people.
This is very crucial for Mabel's development because, while she learned that changing is part of growing up in Weirdmageddon, her habit of making things about herself, coming off as too self-absorbed and making people do the things she wants without considering much what others want wasn't properly addressed. And this can become a toxic trait of hers, like ignoring things that are a bigger priority and taking advantage of her friends and family.
Mabel isn't a demon because she can be very selfish at times, she is a just 13 year old teenager. However, it still an important lesson she needs to learn to mature as a person over time. This is why in this story having her confronting these problems that she has was good for her character to have.
She manages to escape along with the rest of the Mabels helping her, they stop anti-Mabel and defeat her. Mabel goes back to Gravity Falls with Stanford and Stan while the rest of the Mabels use the ship to find their way back their own homes.
When Dipper asks to Mabel how was her trip in the multiverse, she has this to say.
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She apologizes to Dipper for being selfish during this summer and that must have been a lot for Dipper to deal with. Dipper makes a joke about it, implying that he accepts Mabel's apology and forgives her for her behaviour.
It isn't super big but is still really good having Mabel apologize to Dipper for how she would treat him in certain episodes. I have talked about how their dynamic could come off as toxic in certain occasions because Dipper had to do what Mabel wanted and his feelings weren't always taking into consideration. So Mabel apologizing feels proper for the situation.
I have some issues with this story (Anti-Mabel just... being a not interesting antagonist, for some reason having a meta commentary about how Stanford and Stan aren't the best caretakers which is fine but i don't think it suits Gravity Falls imo). However i do appreciate the development that Mabel gets in it, bringing up her character flaws and her realizing that she messed up in some ways, telling to herself that she needs to work on that.
It definitely leaves Mabel in a way better place than the main series did, by her recognizing she has to change her selfish tendencies and acknowledging her mistakes, a lot healthier than just waiting for others to comform to do what she always wants. Her relationship with Dipper is a better place too, apologizing for the way she would sometimes treat him during the summer. It doesn't fix *every* problem with Mabel's character writing in the series but does solve some main issues and it does leave a better conclusion to Mabel's character arc overall.
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What do you think about Percy and Nico or Pernico?
(Please no hate, I know people have a lot of opinions and this is simply mine based on my interpretation of the characters and not meant as an attack on anyone)
Hi 👋
I really like pernico, at least in some of the fanfics I’ve seen but I prefer it when they’re older and come back together. I really think the Percy and Nico friendship gets overlooked quite a bit, personally because I think a lot of people see Nico as a kid, and in comparison don’t see Percy like that.
I mean that more so when it comes to Bianca. I’ve seen different takes that it was Percy’s fault, that Percy purposely hurt Nico, that Percy doesn’t deserve to mourn Bianca.
1. I think Pernico no matter when it’s set, needs to address Bianca in some capacity, because it is such an integral part of their arc. I think for Percy there is always a guilt that he’ll have, survivor guilt or otherwise about what happened to Bianca and that should be acknowledged. It is also the first death that happens so directly in front of Percy, and his reaction shows that in comparison to later deaths in botl and tlo. Percy was used as a scapegoat in this situation for Nico’s anger at Bianca’s untimely death (and her somewhat abandonment of him but that’s a whole other thing). I think this is why I like older pernico so much, because often times they’ve dealt with or are dealing with this to some extent and I don’t see how the ship would work without first dealing with this.
2. I think the ship only works once Nico is passed the hero worship and later hatred of Percy. I think Nico has a lot of issues he needs to deal with and that he’d have to be doing that first before pernico could work. Tho I do love doomed relationship fics. I think they’d both have to reevaluate how they view one another for it to work (ie. Percy was a child put in an impossible situation, Nico was the same, the blame game was played, Nico is not one extreme or the other). Moral of the point, they need to sort their individual shit out first, and their issues between each other before a relationship could work, but I really think it would and really love the idea of them being together.
3. In some aspects I think Pernico, after going through points 1 and 2, is healthier than what I know of Solangelo or Percabeth in canon. Now this isn’t bashing but I do think both Solangelo and Percabeth are toxic in ways that aren’t as wildly addressed both in canon and fanon. The stuff with Nico’s powers always bothered me. He’s extremely powerful, and i think he kinda ends up nerfed in later books and things like Will banning him from shadow travelling for his health. One point is I think a child of Hades knows more about shadow travel and it’s affects than a child of Apollo, doctor or not. I also think that Nico had a tendency to overextend his powers in canon, which it’s shown when Percy does the same thing he’s heavily drained, nearly passes out ect. I think Percy would be able to help Nico in exercising his powers, as I think that’s the big issue really. I also think Nico as a character would be very tied to the Greek world and live more in that world than the mortal world, which despite canon I think would suit Percy. I think the whole New Rome College thing is odd, and he’s clearly going for Annabeth. Percy hated school, and I think it’s much more likely he went on to train halfbloods or worked in legion in New Rome than going to university.
(This is so much longer than I intended, sorry)
Overall, I think Percy and Nico (both in a relationship and as friends) have a lot of potential that wasn’t lived up to. There are definitely ways it could be toxic, but not more than any other ship has the potential to be if broken down (Percabeth, Piper and Jason and the fact he had no memory, Solangelo, the weirdness that is Leo and Calypso). Ultimately I think Pernico can prove to be a stronger ship than a lot of others too, because they’ve seen each other at their worst, they’ve seen each other stripped back and raw and grieving and they have seen each other in ways nobody else has. Percy knew Nico before he lost Bianca, he knew that side of Nico. Nico saw Percy through the war, through everything during the last Olympian. He saw him command the river Styx and wasn’t scared (which begs the comparison of Percabeth in Tartarus and Annabeth making Percy feel so bad about a particular power that he wouldn’t use it even when it meant he would die and ultimately had to be saved by a third party). They’ve seen each other grow and change, and that in turn changes people. I truly think once you get past the trauma that taints all their interactions, once they address and move past it, they are much better than many other ships. They seen the worst, and I think with that they’d find it much easier to be vulnerable with one another and show parts of themselves that they don’t show anyone else. I definitely like Pernico far better than Percabeth.
I honestly didn’t mean to write an entire essay on Pernico and my opinions but here we are. If you’ve read this far I hope I answered your question.
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sysboxes · 5 months
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It's possible for alters to have their own mental health!!! Alters can have personality disorders that other alters don't have, I think what you're talking about is autism, ADHD and other disorders similar! (As those affect the brain and therefore affect the whole system, but personality disorders are a different sort of thing, so one alter can have a PD and the others might not!) We can provide links if you'd like ^^ /nm /info
Hey there Anon! Thank you for the offer. We also received the following anon from (probably) another user, which I'd like to address here as well:
Alters can have personality disorders: (link) “✘ MYTH: ALTERS CAN’T HAVE THEIR OWN MENTAL HEALTH ISSUES IF THE MAIN SURVIVOR DOESN’T HAVE THEM. They actually can, and many do. It’s extremely common for individual alters to battle depression, anxiety, OCD, bipolar, eating disorders, self harm, etc., while other members of the system experience no such thing. Some extremely differentiated systems may even need that system member to come forward and take medications that the rest of the system does not need and will not get. ..and their brain’s neurology responds accordingly. But, make no mistake, most expressions of mental illness amongst alters are incredibly real and valid and should be treated as such.” (cut up a little, the source is above, we're pretty sure the source is reliable, it seems so. We've also had other systems say this too, and to us that's how it works, as only one of us as far as we know are affected by NPD)
Firstly, I feel the paragraph that was cut out of the Beauty After Bruises section is very important for further context and explanation. It's quoted here below:
One note about some disorders, however. Non-verbal, poor eye contact, savant-like, or sensory-processing-disorder alters can be extremely common traits in DID systems. However, it’s important not to just jump to calling these parts “autistic” if the system as a whole is not autistic. It’s possible for alters to behave in ways that mimic their understanding of SYMPTOMS in other disorders they know about, while not actually possessing the neurology for them. This is a complicated subject we could try to elaborate more on at some point, but it’s just an encouragement to pause and not automatically label some parts as having certain conditions just because they show a few traits of them. It can cause a great deal of conflation and misrepresentation of those illnesses. It may also be purely based on discriminatory or uneducated stereotypes of those conditions that were adopted into a young child’s mind. So, it’s just helpful to check for that possibility first!
As Beauty After Bruises is saying here, neurology takes a place in this discussion. It seems as if this resource is mostly stating that alters can all struggle with mental illness, and can appear to struggle singularly with those illnesses symptoms -- in which case, the "This alter is a symptom holder" is exactly the language we feel comfortable with. Until we are able to research more, we're wary about spreading potential misinformation about how brains work.
As mods, we absolutely want to do our best to avoid spreading misinformation. From our understandings, NPD and similar personality disorders are caused by a structural shift in the brain -- something physical and concrete. Here's some of our resources we found on NPD.
Source 1: “They analyzed a total of 34 test subjects, of which 17 suffered from a narcissistic personality disorder… Using magnetic resonance imaging (MRI) methods, the scientists measured the thickness of the patients' cerebral cortex… The findings revealed that those subjects suffering from narcissistic personality disorder exhibited structural abnormalities in precisely that region of the brain, which is involved in the processing and generation of compassion.”
Source 2: “The decreased brain white matter microstructures among three clusters were found in the association, projection/thalamic and connection pathways of white matter in young adult males with NPD. The abnormal white matter brain regions may be one of the neuropathological basis of the pathogenesis of young males with NPD, and it may be related to white matter development in early adulthood."
Based on these sources, the moderators are most comfortable using the language of alters being symptom holders. Both sources indicate that NPD affects the structural nature of the brain, which would impact all of the members of the system. However, like Beauty After Bruises was suggesting, that doesn't mean that various alters don't reflect those symptoms in different ways. It's absolutely possible for alters to struggle more or less with disorders, or even seemingly not at all.
I hope this clarifies our perspectives. Thank you!
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khaire-traveler · 3 months
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Avoiding Trauma Reenactment in Pagan & Polytheist Communities
***Mentions of emotional abuse***
Something I've noticed is that there's a lot of trauma within the pagan and polytheist communities. Many trauma survivors - religious or otherwise - seem to come to these religions, maybe seeking comfort or maybe not.
Unfortunately, when there is a lot of trauma within a community, there tend to be cycles of it as well. People traumatize other people because, to put it simply, hurt people hurt people. I've experienced this first-hand and done it, obviously unintentionally, myself. So here's my advice on how to avoid traumatizing the shit out of one another.
Go to therapy or counseling if you're able. If you're not able, I suggest at least looking up ways to cope with trauma (CPTSD or PTSD may be specifically helpful for some people) and identifying your personal triggers. For example, some people might be triggered by not getting an immediate response to their messages, especially if emotionally charged, and may react based on the burst of emotion that triggered trauma can cause.
Recognize whether or not you're reenacting your own trauma in unrelated situations. This happens A LOT with abuse survivors specifically. There is a tendency to reenact one's traumatic experiences which can even come in assuming the worst of a situation or staying around people who remind you of (or treat you like) past abusers. Do you find yourself reenacting past trauma with others? Do you find yourself engaging with self-fulfilling prophecies?
When you feel yourself reacting with extreme emotion to a situation, try to pause yourself for a moment and ask yourself why you're feeling such a strong reaction. This is a skill that's easier said than done, and it takes some practice, but overtime, it becomes easier and easier. I've found it to be very helpful in identifying when my trauma is causing me to react a certain way to something vs. my genuine reaction.
Remind yourself that constructive criticism is not a personal attack on you. It's healthy to receive constructive criticism from others, especially friends who may be addressing issues within your friendships. Remember that when you receive criticism, it doesn't automatically mean that someone is trying to tear you down.
You are not responsible for how others react to you. This is a very helpful reminder for survivors of emotional abuse especially, since there's a tendency to self-blame. This is a reminder that takes a lot of practice, but when someone sends you cruel and hateful words, remember that 1. you don't have to listen to them, and 2. you are not responsible for the way someone else feels about or reacts to you. Simply put, we cannot control the emotions of others, as scary as that can be, and it's best to keep reminding that to ourselves.
If someone makes you uncomfortable, you are allowed to block them. You don't need permission from anyone to block this person. It's best to keep away from people who remind you of past abusers specifically to avoid potential reenactment.
Try to assume the best of people. Most people are not out to get you; most people are trying to passively enjoy internet time just the same as you. Of course, this doesn't mean harmful and hateful people don't exist, but it's best to not make yourself riddled with anxiety over that potentiality.
Practice healthy conflict resolution skills. This is something I recommend doing with a therapist or only after extensive research. The best type of conflict resolution, in my experience, is relating your emotions calmly and maturely. Try not to go flying off the handle or reacting with repeated apologies. Take a moment to ground yourself before addressing the conflict because even though it feels extremely pressing and urgent, it can likely wait for you to ground yourself first.
Don't go looking for a fight. Don't start arguments where it's not necessary, and don't go after people's personal character just to prove your point. These situations can end horribly for all parties involved. Should go without saying, but this includes not harassing people for their "wrong" opinions. It's an opinion, not a fact; please ground yourself if it truly upsets you that much.
Try not to say things with the intention of hurting someone. This is unwise for several reasons. It can lead to long-term regret later on, you can end up traumatizing someone with your words, and you may find that you were projecting your own feelings onto someone else. All sorts of consequences can come from this, so I encourage you to think before you speak. If you're extremely upset, wait to respond, and take time to cool off first.
This is all the advice I can think of off the top of my head. I hope it helps someone! Take care, everyone. 🧡
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essektheylyss · 7 months
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I feel a bit uneasy because I feel like maybe the Hells were affirming Ashton’s self-flagellation. Like they get to be hurt and angry but sometimes it felt kinda like maybe it’s gonna make the self hatred worse in the long run.
But I can’t tell if that’s justified or my own projections.
It's certainly possible that it did affirm that, and I definitely agree that as a whole they weren't fighting it by any means, but FCG said it best: the Hells are messed up. They've left a lot of shit unaddressed beneath the surface in favor of smoothing over their interpersonal interactions, and most of them are really not in a state to be giving advice or considering how they're actually enabling each other. That seems like it may be changing now though, and I think FCG in particular did start to push back against this in some ways, but even he was understandably hurt by Ashton.
I wouldn't say I'm concerned about it though because I think this as a concept is actually... fairly baked into this genre and format. Every PC is the main character of their own story, and main characters, especially in this kind of world, tend to have plenty of damage to work through, which can clash in many ways. Obviously any story can explore how people who care about you can still be bad for you, but D&D especially ends up in that realm because of this.
At the same time though, this kind of issue doesn't necessarily need to be something that's addressed in conversation—the Nein didn't have to stage an intervention for Yasha after she let herself get beaten in the underground fight club for her to deal with the underlying issues herself.
And even when it doesn't involve just PCs this can come through; see Caleb's concerns about Essek, and their mutual potential for enabling each other's worst tendencies in terms of both self-interest and self-deprecation to the point of harm—and often both at the same time, if you look at the argument about Trent in Aeor. That was a situation where they did actually work through that somewhat directly, but even then it wasn't an explicit aspect of the conversation.
In general, the game itself tends to focus on themes of power and agency as a whole, which I think really lends itself to this kind of thing. It's very "with great power comes great responsibility," but that tends to also end up at the issue of like... not everyone handles power or responsibility well. So when you've got a bunch of chucklefucks in the same ten foot diameter hut or whatever, who are all wrestling with having both power and responsibility for the first time on top of a lot of other damage, they're probably gonna fuck it up before they can do better and those fuck ups are going to reverberate through the group. Which is honestly one of the things that makes it interesting!
That being said, this fallout has been a long time coming, and I think because of the Hells' unique levels of avoidance it's picking up a lot later than it did in previous campaigns which means the stakes are higher for figuring it out, but I'm really stoked to see where it goes, especially since Ashton at the very least has decided they can stick around for the time being.
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akriticsongs · 1 month
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I do not care what anyone says, End of Evangelion is a love letter to Asuka.
It ended with a positive message: that life goes on if you choose to live it, and proved that she could find strength within herself to resist the temptations of human instrumentality, return to the real world and face her issues head-on, despite every horrible thing that happened to her. She survived and will still continue to live. That’s what makes her such a great human character.
Despite the overall positive message of the original ending, what it lacked was a proper resolution to Asuka’s character. And while yes, she received special attention, many aspects of her arc were not directly addressed. EoE rectified this.
Her pride took a massive beating in the last episodes of NGE. She ended up all alone, decaying in that accursed bathtub. She was hospitalized in a coma, all alone, was betrayed by the last person she could call a friend, and who considered himself a friend asking for her help.
And yet, when called into action, she rose up to the challenge again. Perhaps it was her greatest performance. She was defeated, yes. Some could say she was humiliated, yes. No matter. It was never about that. It was never about Asuka finding her sense of self again through success in piloting the Eva.
Inside instrumentality, she got to have a much-needed confrontation with Shinji, which was a long time coming for the entire series — something that the first ending did not address to its full potential. She even laid out her resentments and her feelings for him. Just because it wasn’t wholesome, or because neither of them were necessarily right or wrong in their stances, that doesn’t make any of it less valid or true.
In the end, she not only survived, but rejected the illusion to embrace her humanity and crawl back to life again. She chose to return to the world that had only brought her pain. While still showing compassion to the person who hurt her.
She isn’t perfect by any means and we cannot say her arc is truly finished: she still has to learn to love herself, accept herself and others, and face the pains of the world. That’s the whole point. It’s not over for her.
The mecha fights that she lost were the least important part. In the end, she won a much bigger battle.
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ilikepjo24 · 1 year
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Okay, this take isn't going to be very Katara friendly. It's not hate but more like criticism towards the show and Katara as a fighter. If anyone doesn't appreciate negative criticism towards Katara (specifically during the last agni Kai) pls don't read this and if you do, pls DON'T start an argument with me about it. I'm willing to accept different opinions but I'm not down for an argument. That being said, let's get started:
Katara had extreme plot armor during The Last Agni Kai.
The first thing people think about when they hear this sentence is Zuko taking the lightning hit for her. This is a major plot armor point because she can't redirect lighting but Zuko can and so he happens to be able to catch it and redirect it at the last second and none of them dies.
Sure, the Avatar Studios managed to hide how this was plot armor by calling it part of Zuko's growth. Which is why this is not going to be the moment I'll address in this post. I'll be talking about a much less memorable moment that most of you would have forgotten due to the adrenaline of the whole fight bc even if a lot of people don't remember it, it's probably the greatest plot armor Katara even had in the show.
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In this post I'll be addressing the panel you see in the picture. After Zuko was down, Azula started attacking Katara, the only enemy left. She did her little spiny thingy and created lightning that she directed at Katara and Katara blocked the attack with water. Which makes absolutely no sence.
A similar thing happened in the crystal catacombs and there was nothing wrong with that moment. Wanna know why? Cause it was with water and fire. Not lightning.
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Katara send a huge wave at Azula and Azula hit back with fire. The outcome of that moment was for the fire to be put out and the water to be evaporated. Which makes sense because that's what happens with fire and water, they are opposite forces that destroy each other.
But the same thing couldn't have happened with lighting. After the Agni Kai when Katara and Azula fought and lightning and water met each other some of the water evaporated , the rest of it fell to the ground and the lighting just... Disappeared!
Realistically, the lightning should have traveled through the remaining water, find its way back to Katara and electrocute her. Lightning doesn't simply disappear, it's energy it can only change form, not disappeared. And it also travels through water without having any issues. Which is why this move wasn't very wise in Katara's part. And yet she's alive and unscratched.
The Avatar Studios literally defied physics to keep Katara from being electrocuted to death in order to protect both her and Zuko, who needed her healing abilities asap. If it weren't for plot armor, Katara would be dead. And I don't mean a series of events that could potentially lead to death later on, I mean actual, immediate, inevitable, potentially painful death. And she escaped that because the creators of the show fond physics insignificant. Now, that's plot armor.
I told you this wasn't gonna be hate. It's barely even Katara critical. It's mostly Avatar Studios critical. Also, while writing this I started getting insecure and now I think I might have talked about this before so if I have, pls excuse me being an idiot, I don't have good memory
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