aztralsea
aztralsea
I'm just a girl from the middle of nowhere
22K posts
Your Heart is a Muscle the Size of Your Fist / Don't you forget me, promise you'll never let go
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aztralsea · 1 hour ago
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aztralsea · 10 hours ago
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“everyoneeee is sick right now” (loud coughing) “i have a cold but i’m still going to class because i can’t miss it” (loud coughing) “5 people were missing in my english class today, isn’t that crazy?” (loud coughing) “can i ask a personal question? why do you wear a mask?”
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aztralsea · 11 hours ago
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"youd do numbers on tumblr" girl i am on tumblr and the numbers? 4
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aztralsea · 11 hours ago
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reblog to give your blorbo a head pat or a gunshot wound to the neck
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aztralsea · 11 hours ago
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aztralsea · 12 hours ago
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Mint Plays Games: Changelings, Trauma & Gaming
Over the course of October and November, I returned to one of my favourite ttrpgs of all time with @thydungeongal and my girlfriend: Changeling the Lost. About once or twice a year, I get the itch to run the 1st edition of this lovely, lore-heavy game, and every year I come away from it thinking about its potential. This is meant to be a quick break-down of my latest Changeling session, as well as a reflection on the parts of Changeling that really touch my heart.
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The Game.
This game happened over three sessions, involving a character creation session, and two sessions of play. We had one character who was a Darkling Gravewright - folks who dealt with the dead in their time in Faerie (and can also see ghosts), and another who was a Fairest Flamesiren, whose entire deal is about burning bright, but also burning out quickly.
I decided to give these girls a murder mystery, with a mortal body found just outside a gate to a Goblin Market, and a missing changeling to track down. We’d talked about themes of grief and addiction prior to my planning stage, so I figured dealing with both a death and a place that offers your wildest dreams (for a price) might be a good place to start.
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I don’t like planning out specific plot beats in my games, so instead I tried designing the Market like an adventure location, with various vendors to tempt the players with their wares, while dotting the landscape with NPCs in various states of distress. I figured the Changelings would pick something that resonated with them, and we could go from there. This process also generated a few different villainous characters who could be responsible for the murder, which I’m glad I did, because as usual, what the players decide to do always falls outside the bounds of what the GM plans for.
The story ended up being about saving a kidnapped changeling from a hungry Fae, and bluffing through a group of Privateers (read: mercenaries) and bringing the victim to safety. However, they didn't escape completely unscathed - coming face to face with a True Fae caused a cascade of terrible memories coming back to visit one of our characters right after she thought she'd made it to safety.
Our session was an introduction to the world and lore of Changeling, and I feel like I did a pretty good job on that front. On the other hand, I felt like it was just the tip of the iceberg when it comes to the things I think Changeling can be about.
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The Potential
When it comes to the World of Darkness in general, I think Changeling: the Lost has a relatively sleek amount of lore regarding the various Courts, Seemings, and faerie characters. Each Changeling’s durance can be typified, but ultimately what they went through can be up to the player who designs them, and the Hedge is limitless in its weird and strange creatures, which gives the GM license to create all kinds of goblins and monsters to fit what they want their game to be about - and the players aren’t really expected to know what’s going on in there anyways. Most Freehold history exists in rumour, because talking too openly about it feels like you’re inviting the Fae to your front doorstep, and in the same way, the true nature of the Fae is left up to rumour and superstition, allowing your group to decide what they really are, or leave their nature forever a mystery.
That being said, the toys that you can play with are still more numerous than anything that you can fit into any one campaign, even if you’re playing that campaign for 4+ years. You can very easily play Changeling as a magical urban fantasy game (and I’ve done this fairly regularly with my group), but C:tL also has a lot of poignant themes that can delve into themes about trauma, addiction, and mental health.
Disclaimer: CtL is not always graceful in the way it represents mental health. There are antagonists presented in the books that come across as “madmen”, some pretty gross Merits you can take that can feel bad to play at most tables, and characters that have lost what makes them human, becoming threats to the players. However, I think that the Clarity system does have some interesting ideas in it that, if treated with care, can still provide some interesting depth to the game.
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Clarity
Clarity is meant to be a measure of how well your character can tell truth from Fiction - a high enough Clarity score, and you can sniff out a Fae even if they’re trying to hide themselves; a low enough Clarity Score, and you have a hard time differentiating colour and smell, and might even start seeing an overlay of your Durance infiltrating your weekly grocery trip.
Your Changeling moves up in Clarity if they’re able to keep a stable life with elements that help you ground yourself and give you a sense of identity - and mechanically, once you spend Experience points. Your Changeling moves down in Clarity when they suffer “sins” - moments that disrupt that hard-won stability. This sins could be something we’d consider morally fraught, such as stealing, assaulting someone, or murder - but they could also be significant life changes, like losing your job, buying a house, losing a friend or getting married. You also always suffer a Clarity sin when you come in contact with a reminder of your durance - particularly a True Fae.
The higher your Clarity score is, the harder it is to keep yourself there. Smaller and smaller things can trigger a Breaking point, like going a day without human contact, starting a new college course, or using a Faerie token. Furthermore, the lower your Clarity score, the more difficult it is for you to tell truth from fiction - think of the scenes in Mockingjay where Peeta has to ask Katniss “real or not real” and try to trust her answers.
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It doesn’t help that so many pieces of the Changeling experience after getting out of the Hedge seems designed to Fuck You Up - like the doppelgänger that’s been living your life ever since you left, or the fact that mortals can’t seem to notice the ways that Faerie has changed you: you can feel the horns on your head, but all they touch is a well-coiffed hairstyle. In many ways it feels like your whole experience with Faerie is invisible - and you’re fairly certain that even if you told a mortal the truth, they’d never believe you. If they did believe you, they would never treat you the same again.
I like this system because it doesn't really measure how "good" or "bad" your character is - instead it's a representation of how your lived experiences can often trigger symptoms even if others get lucky enough to survive those events with their mental health intact. I'm not a bit fan of derangements - but I think dropping in Clarity is an excellent time to ask characters about pieces of their time in Faerie that haunt them, and perhaps saddle them with Frailties instead - what personal rules do you have to follow in order to navigate the world when you have a hard time telling friend from foe?
Other Themes & Metaphors
The Fae themselves are also exquisite boogeymen, mercurial abusers without the familiar human emotions that we might feel more equipped to understand. They act on their whims and follow their appetites - and while real-life abusers often have very human reasons for being that way, we need not feel such compunctions from the Fae.
We might have to feel some compunctions about their right-hand Loyalists however, changelings who have agreed to work for their Fae Masters in exchange for some semblance of freedom. These are enablers: giving the Fae a step into the mortal realm and throwing mortals and other Lost under the bus, just so the True Fae won't turn their abuses back onto them.
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Much of the ethos of the seasonal courts in the first edition has to do with different strategies for preventing a day where you find yourself back under your abuser’s control. Do you pretend that everything is fine, because they won’t recognize their victims if they’re happy? Make yourself physically stronger so you can tell yourself that you’ll win next time? Amass magic rituals in the hopes that learning just the right order of steps will keep you safe? Or do you make yourself as un-interesting as possible in the hopes that they give up on you for other prey? (Yes, I think the Winter Court could totally be all about grey-rocking).
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On top of that, the Changelings that your characters embody (and interact with) are far from perfect. They have vices, fears and trauma responses that pull and push them into a dance of backstabbing, power-grabbing politics, full of seeking the upper hand and possibly even selling out their fellows in a gambit meant to keep the Fae focused on someone other than them. (A political game or LARP with these themes in mind feels so juicy to me.)
Next is the metaphors of power and/or addiction. The higher your Wyrd is, the more Glamour you can hold, and the more powerful your magic is. At the same time, the more Glamour you can hold, the more you need to hold it: what starts as a fun magical resource can grow into an addiction, if you lean into it hard enough. Sure, your Contracts become easier to activate and you can Incite Bedlam if you get powerful enough, but are you willing to chance withdrawal if you can’t get your daily fix of goblin fruit? How much are you willing to play with human emotions in order to get that sweet sweet taste of anger or grief?
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Then there’s the seeming-specific traumas. Beasts struggle with wondering whether they can be human after giving in to animal instinct; Darklings fell into Faerie because they crossed an invisible or moral line and have had to make morally questionable decisions in order to survive. Elementals are used to being treated as part of the scenery, moulded to fit the whims of their captors; Fairest are constantly pressured to be the prettiest or the best with the threat of terrible terrible things should they fail. Ogres have undergone terrible physical hardships, including physical mistreatment and deprivation, while Wizened have been told time and time again that they are only worth something if they are useful. Stepping out of Faerie doesn’t magically “fix” any of these complexes, and as a result each Seeming has to wrestle with stereotypes even amongst their own: if you need someone murdered, go to a Darkling, If you need something made, go to a Wizened. If you need a hot piece of ass, a Fairest is sure to oblige - right?
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Lastly, there's the Fetch: a copy of yourself that was made to replace you when the Fae took you away. This other-you is often so much better or so much worse than the person they used to be - they can act as a foil to your character, haunting you or making your life difficult, reminding you of who you used to be, or never letting others forget how badly you may have screwed up. In Changeling society, killing your Fetch is at the very least a regrettably convenient way of tying up loose ends, and at the most, a rite of passage. But it's also a surefire way to risk losing Clarity. Kind of a catch-22 situation, isn't it?
My Experience So Far
Past Changeling sessions I’ve run have included NPCs getting kidnapped by misguided friends, stumbling across characters who were at an all-time Clarity low, trying to save other Changelings from their Faerie kidnappers, cannibals, Fetches, and antagonists who are set out to betray one or more factions of the Freehold that is supposed to protect them. It’s always bits and pieces of what feels like a bigger picture.
On the one hand, I think that's to be expected. There's so much in this game, and I doubt that any campaign can really dig in to all of its systems and complexities. On the other hand, I’m not sure if I’ve been able to really dig into the themes of Changeling: the Lost in the way that I’d really love to be able to do.
The subject matter can be so close to real struggles, that I’m nervous about making those struggles too bare-faced at my local table. Gas-lighting, torture, hallucinations, drug abuse and cannibalism are so very easy to drop into a Changeling game, but are also so very easy to hit uncomfortable moments for someone who's unprepared.
At the same time, I think that playing a game like Changeling with a high-trust table that uses robust safety features has so many interesting stories that can give power to players, even if the setting is technically a horror one. I’ve been having conversations with @psychhound about a lot of the themes that folks try to explore in ttrpgs, especially in response to this post he commented on back in April. To summarize that conversation: TTRPGs are a great way for folks to tackle personal struggles and traumas from a safe place, in ways that can give them a cathartic experience or that can give them a fresh sense of identity. Changeling has been a significant part of those discussions.
I came to Changeling: the Lost as a fairly new GM the first time I picked it up, and the more I learn about Safety Tools and a culture of care, the closer I feel to getting to that game that lives in my head that lured me into TTRPGS in the first place. Every time I come back to It, I think I'm closer to pulling together a Changeling game that sinks its teeth into the themes I’m interested in and hit some of the grime beneath all that glitter. So every time I come back to it, I’m going to create funky little goblins and design weird Fae bars and take the characters’ memories and ask them why they hurt - figuring out how I can twist the knife just enough to peel back the glamour, without opening any wounds that we’re trying to keep closed.
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aztralsea · 12 hours ago
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imagine if the oceans were replaced by forests and if you went into the forest the trees would get taller the deeper you went and there’d be thousands of undiscovered species and you could effectively walk across the ocean but the deeper you went, the darker it would be and the animals would get progressively scarier and more dangerous and instead of whales there’d be giant deer and just wow
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aztralsea · 20 hours ago
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Reblog daily for health and prosperity
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aztralsea · 21 hours ago
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my symptoms are coming back on meds and i can’t see my psychiatrist for 6 more weeks. any suggestions for how to cope? i used to like my hallucinations but now they’re starting to scare me even though they’re super mild
My way of dealing with hallucinations is ignore, distract, relax.
Ignore: try your hardest not to dwell on the hallucinations, try not to think about it beyond just observing it. You can notice it and acknowledge that it is a hallucination, then try to ignore it. Look the other way, purposely focus on anything but the hallucinations. Try to think about other things around you that are not the hallucinations.
Distract: do something that will occupy your mind so that you don't keep thinking of the hallucinations. Read something, watch something you've never watched before, do a craft, talk to someone, etc. Just anything that will take your attention away from the hallucinations.
Relax: focus on treating your emotional reaction to the hallucinations. If it was scary, do things you know that will comfort you. If it makes you sad, turn to the things that cheer you up. If it's overwhelming, vent to someone if you can, or create art to get your emotions out. You are still a person experiencing something unpleasant, and you deserve to treat yourself or reach out to people to help you feel better after.
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aztralsea · 21 hours ago
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spin this wheel of hobbies
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aztralsea · 21 hours ago
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@n1ghtly-t3rr0r
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aztralsea · 21 hours ago
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aztralsea · 21 hours ago
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I finally made the meme I've had in my head for over a year
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aztralsea · 21 hours ago
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🏳️‍⚧️ Miku loves you 🩵🩷🤍🩷🩵
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aztralsea · 21 hours ago
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I love my blorbo so much I need him covered in blood and beaten within an inch of his life
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aztralsea · 21 hours ago
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Hey don't cry, brobecks okay?
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aztralsea · 1 day ago
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sorry for being such a freak to you since the moment we met . i just like you a lot
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