#I do worldbuilding a lot and then never write stories for most of those
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Shoutout to my siblings for putting up with my neurodivergent ass. Just now I remembered how multiple times I tried to convince them that we should roleplay a complex trading system between towns and/or nations. I wanted no plot, one dimensional characters, and all the focus on trade. It's a miracle they didn't tease me more lol
#why was I so obsessed with playing trade?#i enjoyed creating poltics; religions; histories; and cultures so much more but all of that stuff I prefered to do myself#why was trade the one worldbuilding thing I wanted to share?#anyway I was basically made for worldbuilding I guess#I do worldbuilding a lot and then never write stories for most of those#and then ironically many of my stories I feel lack good worldbuilding#it's like I can't blend the two :(#or maybe it's just that I get Too caught up in worldbuiliding so in order to focus on writing a plot I need to ignore it? idk#anyway my brain has been running in circles all day#i have spent all afternoon and evening sewing and scrapbooking#two hobbies I have never done before today#I also really really want to make a dollhouse by hand which is also something I've never done#why is creativity like this?#idk but I'm having fun :D#sorry I haven't been writing tho#personal
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Hi Pia! What work is you think is your best one? In your opinion, not counting readers response, kudos and so on, which work you are the prouder of?
I don't know, anon!
The works I feel are my best are not actually the works I'm always proudest of. The works I love the most are not actually my best. So here we go:
The work I think I've written that is my best: The Ice Plague (particularly books 2 & 3)
The work I've written that I'm proudest of: The Golden Age that Never Was
The work I've written that I love the most: Falling Falling Stars
It was hard to narrow this down because it's also changed over time and I expect it to change in the future as well. In the past for example, I would have said that Inmates was probably my best work. Or that I was proudest of Stuck on the Puzzle. So I definitely don't think this is static!
#asks and answers#pia on writing#stuck on the puzzle#the golden age that never was#the ice plague#fae tales#that's the thing#feeling that something is your best work#isn't necessarily going to be the work you're proudest of#and it isn't necessarily going to be your favourite (which is also how i interpret 'best')#i really do believe the ice plague is probably the most objectively solid writing i've ever produced#and some of the tightest in terms of balancing such a huge plot with so many ensemble characters#and i frankly think the pacing in particular in book 3 is on point#but i can't be the proudest of it because it hurt so much to write and it failed compared to GT and COFT#so i'm not actually as proud of it#anyway i have a lot of feelings about all of those stories#TGATNW was like the 'oh this is exactly what i wanted to do in this fandom and i think this worldbuilding is solid'#it's a tight work AND represented what i wanted to capture re: jack and pitch#but my heart will always be soft for FFS
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Pacing your Story (Or, How to Avoid the "Suddenly...!")
Arguably *the* most important lesson all writers need to learn, even for those who don’t give a damn about themes and motifs and a moral soap box: How your story is paced, whether it’s a comic book, a children’s chapter book, a doorstopper, a mini series, a movie, or a full-length season of TV (old school style), pacing is everything.
Pacing determines how long the story *feels* regardless of how long it actually is. It can make a 2 hour movie feel like 90 mins or double the time you’re trapped in your seat.
There’s very little I can say about pacing that hasn’t been said before, but I’m here to condense all that’s out there into a less intimidating mouthful to chew.
So: What is pacing?
Pacing is how a story flows, how quickly or slowly the creator moves through and between scenes, how long they spend on setting, narration, conversation, arguments, internal monologues, fight scenes, journey scenes. It’s also how smoothly tone transitions throughout the story. A fantasy adventure jumping around sporadically between meandering boredom, high-octane combat, humor, grief, and romance is exhausting to read, no matter how much effort you put into your characters.
Anyone who says the following is wrong:
Good pacing is always fast/bad pacing is always slow
Pacing means you are 100% consistent throughout the entire story
It doesn’t matter as much so long as you have a compelling story/characters/lore/etc
Now let me explain why in conveniently numbered points:
1. Pacing is not about consistency, it’s about giving the right amount of time to the right pieces of your story
This is not intuitive and it takes a long time to learn. So let’s look at some examples:
Lord of the Rings: The movies trimmed a *lot* from the books that just weren’t adaptable to screen, namely all the tedious details and quite a bit of the worldbuilding that wasn’t critical to the journey of the Fellowship. That said, with some exceptions, the battles are as long as they need to be, along with every monologue, every battle speech. When Helm’s Deep is raging on, we cut away to Merry and Pippin with the Ents to let ourselves breathe, then dive right back in just before it gets boring.
The Hobbit Trilogy: The exact opposite from LotR, stretching one kids book into 3 massive films, stuffing it full of filler, meandering side quests, pointless exposition, drawing out battles and conflicts to silly extremes, then rushing through the actual desolation of Smaug for… some reason.
Die Hard (cause it’s the Holidays y’all!): The actiony-est of action movies with lots of fisticuffs and guns and explosions still leaves time for our hero to breathe, lick his wounds, and build a relationship with the cop on the ground. We constantly cut between the hero and the villains, all sharing the same radio frequency, constantly antsy about what they know and when they’ll find out the rest, and when they’ll discover the hero’s kryptonite.
2. Make every scene you write do at least two things at once
This is also tricky. Making every scene pull double duty should be left to after you’ve written the first draft, otherwise you’ll never write that first draft. Pulling double duty means that if you’re giving exposition, the scene should also reveal something about the character saying it. If you absolutely must write the boring trip from A to B, give some foreshadowing, some thoughtful insight from one of your characters, a little anecdote along the way.
Develop at least two of the following:
The plot
The backstory
The romance/friendships
The lore
The exposition
The setting
The goals of the cast
Doing this extremely well means your readers won’t have any idea you’re doing it until they go back and read it again. If you have two characters sitting and talking exposition at a table, and then those same two characters doing some important task with filler dialogue to break up the narrative… try combining those two scenes and see what happens.
**This is going to be incredibly difficult if you struggle with making your stories longer. I do not. I constantly need to compress my stories. **
3. Not every scene needs to be crucial to the plot, but every scene must say something
I distinguish plot from story like a square vs a rectangle. Plot is just a piece of the tale you want to tell, and some scenes exist just to be funny, or romantic, or mysterious, plot be damned.
What if you’re writing a character study with very little plot? How do you make sure your story isn’t too slow if 60% of the narrative is introspection?
Avoid repeating information the audience already has, unless a reminder is crucial to understanding the scene
This isn’t 1860 anymore. Every detail must serve a purpose. Keep character and setting descriptions down to absolute need-to-know and spread it out like icing on a cake – enough to coat, but not give you a mouthful of whipped sugar and zero cake.
Avoid describing generic daily routines, unless the existence of said routine is out of ordinary for the character, or will be rudely interrupted by chaos. No one cares about them brushing their teeth and doing their hair.
Make sure your characters move, but not too much. E.g. two characters sitting and talking – do humans just stare at each other with their arms lifeless and bodies utterly motionless during conversation? No? Then neither should your characters. Make them gesture, wave, frown, laugh, cross their legs, their arms, shift around to get comfortable, pound the table, roll their eyes, point, shrug, touch their face, their hair, wring their hands, pick at their nails, yawn, stretch, pout, sneer, smirk, click their tongue, clear their throat, sniff/sniffle, tap their fingers/drum, bounce their feet, doodle, fiddle with buttons or jewelry, scratch an itch, touch their weapons/gadgets/phones, check the time, get up and sit back down, move from chair to table top – the list goes on. Bonus points if these are tics that serve to develop your character, like a nervous fiddler, or if one moves a lot and the other doesn’t – what does that say about the both of them? This is where “show don’t tell” really comes into play.
4. Your entire work should not be paced exactly the same
Just like a paragraph should not be filled with sentences of all the same length and syntax. Some beats deserve more or less time than others. Unfortunately, this is unique to every single story and there is no one size fits all.
General guidelines are as follows:
Action scenes should have short paragraphs and lots of movement. Cut all setting details and descriptors, internal monologues, and the like, unless they service the scene.
Journey/travel scenes must pull double or even triple duty. There’s a reason very few movies are marketed as “single take” and those that are don’t waste time on stuff that doesn’t matter. See 1917.
Romantic scenes are entirely up to you. Make it a thousand words, make it ten thousand, but you must advance either the romantic tension, actual movement of the characters, conversation, or intimacy of the relationship.
Don’t let your conversations run wild. If they start to veer off course, stop, boil it down to its essentials, and cut the rest.
When transitioning between slow to faster pacing and back again, it’s also not one size fits all. Maybe it being jarring is the point – it’s as sudden for the characters as it is for the reader. With that said, try to keep the “suddenly”s to a minimum.
5. Pacing and tone go hand in hand
This means that, generally speaking, the tone of your scene changes with the speed of the narrative. As stated above, a jarring tonal shift usually brings with it a jarring pacing shift.
A character might get in a car crash while speeding away from an abusive relationship. A character who thinks they’re safe from a pursuer might be rudely and terrifyingly proven wrong. An exhausting chase might finally relent when sanctuary is found. A quiet dinner might quickly turn romantic with a look, or confession. Someone casually cleaning up might discover evidence of a lie, a theft, an intruder and begin to panic.
--
Whatever the case may be, a narrative that is all action all the time suffers from lack of meaningful character moments. A narrative that meanders through the character drama often forgets there is a plot they’re supposed to be following.
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Monsters Reimagined: Bandits
As a game of heroic fantasy that centers so primarily on combat, D&D is more often than not a game about righteous violence, which is why I spend so much time thinking about the targets of that violence. Every piece of media made by humans is a thing created from conscious or unconscious design, it’s saying something whether or not its creators intended it to do so.
Tolkien made his characters peaceloving and pastoral, and coded his embodiment of evil as powerhungry, warlike, and industrial. When d&d directly cribbed from Tolkien's work it purposely changed those enemies to be primitive tribespeople who were resentful of the riches the “civilized” races possessed. Was this intentional? None can say, but as a text d&d says something decidedly different than Tolkien.
That's why today I want to talk about bandits, the historical concept of being an “outlaw”, and how media uses crime to “un-person” certain classes of people in order to give heroes a target to beat up.
Tldr: despite presenting bandits as a generic threat, most d&d scenarios never go into detail about what causes bandits to exist, merely presuming the existence of outlaws up to no good that the heroes should feel no qualms about slaughtering. If your story is going to stand up to the scrutiny of your players however, you need to be aware of WHY these individuals have been driven to banditry, rather than defaulting to “they broke the law so they deserve what’s coming to them.”
I got to thinking about writing this post when playing a modded version of fallout 4, an npc offhndedly mentioned to me that raiders (the postapoc bandit rebrand) were too lazy to do any farming and it was good that I’d offed them by the dozens so that they wouldn’t make trouble for those that did.
That gave me pause, fallout takes place in an irradiated wasteland where folks struggle to survive but this mod was specifically about rebuilding infrastructure like farms and ensuring people had enough to get by. Lack of resources to go around was a specific justification for why raiders existed in the first place, but as the setting became more arable the mod-author had to create an excuse why the bandit’s didn’t give up their violent ways and start a nice little coop, settling on them being inherently lazy , dumb, and psychopathic.
This is exactly how d&d has historically painted most of its “monstrous humanoid” enemies. Because the game is ostensibly about combat the authors need to give you reasons why a peaceful solution is impossible, why the orcs, goblins, gnolls (and yes, bandits), can’t just integrate with the local town or find a nice stretch of wilderness to build their own settlement on and manage in accordance with their needs. They go so far in this justification that they end up (accidently or not) recreating a lot of IRL arguments for persecution and genocide.
Bandits are interesting because much like cultists, it’s a descriptor that’s used to unperson groups of characters who would traditionally be inside the “not ontologically evil” bubble that’s applied to d&d’s protagonists. Break the law or worship the wrong god says d&d and you’re just as worth killing as the mindless minions of darkness, your only purpose to serve as a target of the protagonist’s righteous violence.
The way we get around this self-justification pitfall and get back to our cool fantasy action game is to relentlessly question authority, not only inside the game but the authors too. We have to interrogate anyone who'd show us evil and direct our outrage a certain way because if we don't we end up with crusades, pogroms, and Qanon.
With that ethical pill out of the way, I thought I’d dive into a listing of different historical groups that we might call “Bandits” at one time or another and what worldbuilding conceits their existence necessitates.
Brigands: By and large the most common sort of “bandit” you’re going to see are former soldiers left over from wars, often with a social gap between them and the people they’re raiding that prevents reintegration ( IE: They’re from a foreign land and can’t speak the local tongue, their side lost and now they’re considered outlaws, they’re mercenaries who have been stiffed on their contract). Justifying why brigands are out brigading is as easy as asking yourself “What were the most recent conflicts in this region and who was fighting them?”. There’s also something to say about how a life of trauma and violence can be hard to leave even after the battle is over, which is why you historically tend to see lots of gangs and paramilitary groups pop up in the wake of conflict.
Raiders: fundamentally the thing that has caused cultures to raid eachother since the dawn of time is sacristy. When the threat of starvation looms it’s far easier to justify potentially throwing your life away if it means securing enough food to last you and those close to you through the next year/season/day. Raider cultures develop in biomes that don’t support steady agriculture, or in times where famine, war, climate change, or disease make the harvests unreliable. They tend to target neighboring cultures that DO have reliable harvests which is why you frequently see raiders emerging from “the barbaric frontier” to raid “civilization” that just so happens to occupy the space of a reliably fertile river valley. When thinking about including raiders in your story, consider what environmental forces have caused this most recent and previous raids, as well as consider how frequent raiding has shaped the targeted society. Frequent attacks by raiders is how we get walled palaces and warrior classes after all, so this shit is important.
Slavers: Just like raiding, most cultures have engaged in slavery at one point or another, which is a matter I get into here. While raiders taking captives is not uncommon, actively attacking people for slaves is something that starts occurring once you have a built up slave market, necessitating the existence of at least one or more hierarchical societies that need more disposable workers than then their lower class is capable of providing. The roman legion and its constant campaigns was the apparatus by which the imperium fed its insatiable need for cheap slave labor. Subsistence raiders generally don’t take slaves en masse unless they know somewhere to sell them, because if you’re having trouble feeding your own people you’re not going to capture more ( this is what d&d gets wrong about monstrous humanoids most of the time).
Tax Farmers: special mention to this underused classic, where gangs of toughs would bid to see who could collect money for government officials, and then proceed to ransack the realm looking to squeeze as much money out of the people as possible. This tends to happen in areas where the state apparatus is stretched too thin or is too lighthanded to have established enduring means of funding. Tax farmers are a great one-two punch for campaigns where you want your party to be set up against a corrupt authority: our heroes defeat the marauding bandits and then oh-no, turns out they were not only sanctioned by the government but backed by an influential political figure who you’ve just punched in the coinpurse. If tax farming exists it means the government is strong enough to need a yearly budget but not so established (at least in the local region) that it’s developed a reliably peaceful method of maintaining it.
Robber Baron: Though the term is now synonymous with ruthless industrialists, it originated from the practice of shortmidned petty gentry (barons and knights and counts and the like) going out to extort and even rob THEIR OWN LANDS out of a desire for personal enrichment/boredom. Schemes can range from using their troops to shake down those who pass through their domain to outright murdering their own peasants for sport because you haven’t gotten to fight in a war for a while. Just as any greed or violence minded noble can be a robber baron so it doesn’t take that much of a storytelling leap but I encourage you to channel all your landlord hate into this one.
Rebels: More than just simple outlaws, rebels have a particular cause they’re a part of (just or otherwise) that puts them at odds with the reigning authority. They could violently support a disfavoured political faction, be acting out against a law they think is unjust, or hoping to break away from the authority entirely. Though attacks against those figures of authority are to be expected, it’s all too common for rebels to go onto praying on common folk for the sake of the cause. To make a group of rebels worth having in your campaign pinpoint an issue that two groups of people with their own distinct interests could disagree on, and then ratchet up the tension. Rebels have to be able to beleive in a cause, so they have to have an argument that supports them.
Remnants: Like a hybrid of brigands, rebels, and taxfarmers, Remnants represent a previously legitimate system of authority that has since been replaced but not yet fully disappeared. This can happen either because the local authority has been replaced by something new (feudal nobles left out after a monarchy toppling revolution) or because it has faded entirely ( Colonial forces of an empire left to their own devices after the empire collapses). Remnants often sat at the top of social structures that had endured for generations and so still hold onto the ghost of power ( and the violence it can command) and the traditions that support it. Think about big changes that have happened in your world of late, are the remnants looking to overturn it? Win new privilege for themselves? Go overlooked by their new overlords?
Art
#monsters reimagined#bandits#dnd#dungeons and dragons#d&d#ttprg#pathfinder#heavy topics#monsters reimagined
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So, I fucking loved The Living Force, I found it to be one of the most Jedi-positive books out there, and look I can't guarantee you that you'll feel the same way, this book only gets the Lumi stamp of approval, not the "you'll definitely love this as a fan of the Jedi" stamp of approval, so take that as you will. But this book took such care to give the Jedi Council members different fun personalities, that even when Saesee was a total grump, he was a funny grump and one who clearly dove right into helping people, that even when it was Qui-Gon who issued the challenge, the book showed it as an excuse for the Jedi Council members to take some time off to go do what they were choosing to do, that their good acts were their own, not Qui-Gon's. This book took such care to give moments to the Jedi discussing why they put their efforts where they did and showed that they all loved helping people, none of them felt this was beneath them for a moment, only that they felt they could help more people by doing their regular Council duties most of the time. The discussions they had weren't about castigating themselves, but about discussing where their balance should be, that their work as a Council was always seen as necessary, that they very much did need to look towards the future, but that they as individual Jedi sometimes needed a reason to do something more individual. Because of that good-faith feeling in the narrative, other things also came off really good-naturedly, like Ki-Adi-Mundi often was stilted or just did not understand the point of some of this ridiculousness, but he was never painted as uncaring, but instead very much came off to me like he was on the spectrum and that that was fine, it was part of the feeling of how each of these characters is allowed a different personality and allowed to see duty and the Force and their lives differently, that there was emphasis put on how the Council prized those differences because it helped make them stronger.
And the author clearly had an absolute blast writing Yarael and Even Piell especially, they were hilariously fun and there is SO MUCH FUNNY BANTER, like there's so much friendly teasing between characters, there's so many little moments that show these people care about each other and have fun with each other, that there's no doubt that this Council is full of life and light. I also really enjoyed Mace and Depa's dynamic, that it's clear he cared about her and still worried about her, but he trusted her to take care of herself, that Depa's part of the storyline was a bit more subdued in a lot of ways, but she was thoroughly competent and trusted to understand what she was getting into. Mace does fuss over her a bit in the end, but she's strong enough to stand up for herself and he takes it in stride because she's a Jedi Master now and knows what she's doing, that she's trusted to be right about what's going on and how this should be handled, as well as her deep care for the people she gets involved with around her.
The only real heads up I would give (other than to caution that the opening chapters might make you side-eye a bit, but I ask a little patience with the book) is that it's in a specific worldbuilding genre, that it's not really about the spiritual aspect of the Jedi Order worldbuilding, but instead more about administrative worldbuilding and the action plot. But if you're into that (and I was so into that because I love worldbuilding detail!) and into the Jedi Council being hilarious and getting time to basically take a vacation, then I hope you'll enjoy this book with me, too. I know what the interview from the author said, but honestly I felt none of that with the book, it felt like a story that really understood the increasing complexity of the galaxy around them and that there weren't any easy answers, that the future does matter, even if so too does the present, that what the Council does as a Council is vital to the good work the Jedi Order does, but that this provides them with the breathing space to balance it with their own individual ways of being a Jedi, which is simply giving them some breathing room and letting them flourish on their own!
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Hogwarts??? So you hate trans people then, if your supporting jk
First of all, it's 'you're', not 'your'. If you want to accuse someone of something, then at least do it in a grammatically correct way.
Second, that's a lot of conclusions for no apparent reason.
Third, don't like - don't look, the 'block' button exists for a reason, and I'm not here to provide a comfortable experience for you. You're the one responsible for that part.
With that out of the way, let me rant about how much I fucking despise J.K. Rowling.
Let me get this straight, though, her stance on trans rights is not the first or the main reason for my dislike. In all honesty, I don't have enough care in myself to touch internet drama with a ten foot pole, so all I know about it is that apparently Rowling hates trans people, which, yeah, fuck her.
By the way, what do you even consider 'supporting an author'? Buying their books or merch? Liking their Twitter posts? Defending them on social media? Because I've done literally none of that. I haven't even watched the movies, and I've never read the last book, because at the time it wasn't published (or written yet), and by the time it was, I was already into Eragon series and didn't care about Harry Potter.
Now, to the important part.
I fucking hate J.K. Rowling because of her absolute lack of comprehensive worldbuilding. She sucks at creating a logical system of magic, at her own world's history, economics, and politics. Nothing in her books makes sense.
Why do the wizards need wands? Why do they write with quills on parchment when there's paper and notebooks and goddamn ink pens and color pencils? Why don't they teach math in Hogwarts? Why don't the teachers have, like, some introductory lessons or at least books for muggleborn or muggle-raised students? What the fuck was that 'power of mother's love' bullshit? Where did that story about Peverell Brothers and Death come from, and why didn't anyone think to mention it when Harry first got the Invisibility Cloak? Why in the world is the entrance to the Chamber of Secrets in the girl's bathrooms of all places? Why is there a subject for Ancient Runes but no one fucking uses runes? Why didn't Harry sign up for Muggle Studies, it would have been an easy grade? Why was Hermione the only one to have a time-turner in the whole school, she was fucking thirteen, what was McGonagall thinking? Where are any kind of PE lessons? Why the everloving fuck was Triwizard Tournament held at a school, with teenagers participating? What's more, why couldn't they choose the champions beforehand so the visiting schools didn't have to transport their whole student bodies over for a year? Why were they fighting dragons when it's common knowledge that no sane adult person would dare to do that alone by themselves? What was that arch in the Ministry where Sirius died? What the fuck was even going on for the most part of the series?
None of it makes an ounce of sense. Every fucking event in the books is a product of poor imagination and lack of logic. Rowling is fucking dumb as a brick. I've heard five-year-olds come up with stories that had more reason than the whole Harry Potter series.
Have you seen the 'map of wizarding schools' she came up with? That thing makes me feel the rage of a thousand men. One single school for the whole damn Africa? Bitch, there are over fifty countries there, each with their own language, how do you expect them to communicate? Not to mention India and China having one school for both of them, do you have any idea of the population of both of those countries? That school must be, like, a size of a city, not to mention culture differences and language barriers again.
Also, what was that fucking thing about kids flying on whole ass trees instead of brooms in Koldovstvorets, that one offends me personally. Not to mention the actual name of that school, because it translates to 'magic palace', are you kidding me?
I can keep ranting about this for hours, and never run out, but this is getting rather long, so I'm going to wrap this part up. Just know that the whole of Rowling's worldbuilding is a ton of bullshit that has no right to be as popular as it got.
Yet, I do like the general idea that she had. The magic world that is hidden inside the real one, the whole charms and spells aesthetic, a castle full of secret passages, and all that old classic English vibe to it. It could have been good. It could have been marvelous, if Rowling had, like, a few more braincells. Alas, she didn't, and here we are.
A few years ago, I've found a fic on ao3, 'survival is a talent' by ShanaStoryteller. It's a Series Retold, and it's incomplete. If you haven't read it, I really advise you to, it's perfect in a way the original will never be. Ever since I've read it, I decided that that fic is my canon version of Harry Potter.
On a different note, I think that at this point, HP fandom and J.K. Rowling exist in two different dimensions. That woman had created a world, yes, but it doesn't belong to her anymore, it belongs to everyone who enjoys it. She clearly doesn't, she only enjoys the profit she is making from it.
If you've made it this far through my Harry Potter related rant, thank you, and have a beautiful day <3
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I've often seen people ask you for drawing advice(which yes absolutely!) but what kind of writing advice could you give someone who wants to start? (or just narratives as a whole)
Ok my biggest advice and the thing I always spend most time on when editing is that u should tell the audience way less than you think you should tell them. Provide information sure but don't draw connections and don't hold a reader's hand. Like for example one minute ago I was reading over a paragraph with the final two sentences (paraphrased): "The word 'faery' didn't quite make it out of his mouth [in reference to himself]. He'd never thought of himself in those terms" and my editing comment was to nix that last sentence entirely because it's just saying out loud what the previous sentence is telling us, like holding ur hand and pointing at it saying "hey this is what that last sentence meant btw". it's easy to end up with a lot of that but you need to go back and cut all of those out. think about a reader drawing their own judgements, how much more engaging it is
Other random stuff I've picked up over the years
Kerb your worldbuilders disease ur writing a story not an encyclopaedia
Read your paragraph aloud to identify repetitive or weirdly structured sentences
There should be a clear causal chain running the length of the narrative - x happened because of y, which happened because of z, and so on. No matter how many links in the chain you should know it start to finish
Written media gives you an unlimited time budget, a reader can take as long as they like with it. You don't have to make it quick and snappy. You get to show & explore things that visual media can't, so take advantage of it. Also ditch every piece of writing advice which is like "trim all the fat and also imagine camera angles and scene cuts like it's a movie" because it's not a movie and you aren't constrained into a short runtime.
First draft is rough it's supposed to be rough just write it
It's impossible to write dialogue that nobody would ever say.. easy to scoff and think "nobody talks like this" but they do
I can't in good conscience advise everybody do this but the slush draft (draft 0 as it were) of stbh was narrated entirely in first person by the pov character in each chapter, with the framing device that they were explaining their actions to a judgemental third party. This was just done for fun before any other world building or even plot it was just to get the characters right first & to sort out how they would attempt to justify their actions, when they'd try to make themselves sound better (or worse), and just their voice in general. It ended up being absolutely invaluable
#now the shit i just posted is unedited and bad#the way i type here u would barely know i can string a sentence together
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Counting Cliffhangers: The Heroes Are Not the Underdogs in BNHA's War Arcs
(Being a project to tally up which side, if either, of Team Hero or Team Villain is "on top" at the end of each chapter in the war arcs, in consideration of the impact of the overall totals. This is one of those mega-long list posts; do not click the Expand/Read More unless you're prepared for a lot of reading and/or scrolling.)
One of the things that bothered me throughout both of the war arcs was the persistent sense that, for all that the manga was trying very hard to convince me that the Heroes were up against the wall and really having to give it everything they had, I never really felt that level of danger. Of course, one always expects a degree of that—it’s not as though any sensible reader would really think this manga could end with the Villains winning!—but the problem went beyond that. Expecting that the protagonist will win out in the end is the standard, after all, but good stories still find ways to keep readers engaged and believing in the stakes.
So why didn’t I? I certainly believed in the stakes for the Villains—Twice’s death happens very early in the first war, and it sets the stakes quite clearly! Was it just the difference between my own engagement with the Villains compared to the Heroes? That didn’t seem quite right—even if I cared about one side for more than the other, it shouldn’t have been the case that that affection alone was skewing my suspension of disbelief about the dangers faced by the Heroes. The threat posed to Midnight certainly seemed real enough, as was also the case for the Heroes left trampled in Gigantomachia’s wake, like Gang Orca and Fatgum. As I’ve had to tell the occasional asker here before, just because I don’t particularly care about a character doesn’t mean I become incapable of evaluating their story beats!
What was the problem, then? Why did the dangers to the Villains seem so desperately real, while the dangers to the Heroes, for the most part, just had me rolling my eyes and waiting for the next asspull that would save them?
I think there are two primary factors. The first and biggest factor is simply baked into the worldbuilding and the decisions made in the writing: the sides are poorly matched. I’m not going to go into all of that here, but as a thought exercise, go through the arcs of the story that contain active conflict and consider which side has the advantage in each of the following categories: individual combatant quality (stuff like raw power, endurance, and training/experience to improve upon their inherent capabilities), equipment quality, information about the opponent, ability to set the terms of engagement, and raw numbers of warm bodies to throw at a fight.
By my measure, much of the early confrontations in BNHA work because these advantages are divided evenly between the Heroes and Villains. Likewise, My Villain Academia is so gripping because the Meta Liberation Army has virtually every advantage over the League, making the League really and truly feel like the underdogs in the fight. Conversely, the Heroes are the ones with virtually every advantage in the war arcs,[1] meaning they cannot convincingly be the underdogs the story so desperately wants us to believe they are.
1: I swear I’m not going to go into all of it, at least not in this post, but to be very brief, I think the only advantages the Villains could even kind of claim during the war arcs are numbers and combatant quality. The numbers advantage is mostly illusory; the PLF are leveled in the cursory mass arrest of the first war and, despite repeated insistence otherwise, the only place where the Villains’ numbers are a true threat in the second war is at the hospital attack, where said numbers consist chiefly of untrained and easily swayed civilians in a battle it’s desperately unclear why the Heroes allowed to take place at all. The quality advantage, meanwhile, is heavily concentrated in only a handful of hard-hitting, A-to-S-rank threats on the Villains’ side, while the Heroes maintain clear quality supremacy in rank-and-file or side character battles.
The other factor, and the one this post concerns, is the structure of the chapters themselves, to wit, the way that they end. In a serialized story being published and read week to week, each installment’s ending is a crucial factor in the story’s overall tone. What happens on the last page is a major factor in the impact each chapter makes, the feeling the reader is left with while they wait for the next part. If the intent, therefore, is for the Heroes to feel threatened, pushed to the very edge of their endurance, then a very basic thing needs to be observed: don’t end every fucking chapter with the Heroes having the fucking advantage.
I’m so serious here, guys. It’s not that the Villains never have the advantage, never get twists or reveals or reinforcements that turn the tide of the battle in their favor. It’s that, by and large, those advantages come in the middle of chapters, while the Heroes’ twists and reveals and reinforcements get the benefit of being at the end of chapters, so the dominant feeling—the side that’s left wildly cheering for their “team” at the end of the week—is usually the Heroes. While it’s possible that the impression left is different when reading the story in volume form,[2] when reading week to week, that imbalance critically damages the story’s ability to portray the desperation and strain of the Heroes’ struggle.
2: Having not read the arcs in this fashion, I couldn't say. Obviously I don't know how a volume-only reader would experience this aspect of the story, but even reading (or rereading) a bunch of chapters all in one go online suffers from some impaired momentum between chapters by having to specifically navigate to the next chapter webpage and wait for it to load rather than just being able to turn pages freely.
That, in any case, was my thesis when I first started this count, listing which side has the upper hand at the end of each chapter of the two war arcs, as well as the total overall. With the second war arc finally having ended, I figured I’d go ahead and post my results.
Hit the jump!
For each arc, I started counting at the chapter where active conflict breaks out, including as a dramatic end cliffhanger. Thus, for the first war, I didn’t start in Chapter 258, where the groups are still gathering, but rather in Chapter 259, when the forward momentum begins and the first Villain (Ujiko) is confronted. Likewise, the second war count begins with Chapter 343, when the armies confront each other. The counts end with the last chapter containing active Hero/Villain conflict rather than narrated montage. Thus, the first war ends in 295, when AFO and the League flee the field, not in 296 with the looming threat of the long-awaited jailbreak. The second war ends with Deku’s weather-clearing fist in 423.
My basic categories are Hero Advantage, Villain Advantage, and Neither. Fake-outs are categorized as they are perceived in the moment of reading them, not as they read in retrospect. Further, I do not categorize based on the overall tenor of the chapter, but only the impact of the final page. This is by nature somewhat subjective, but I’ve done my best to call them as I think they’re meant to be read.
What is the feeling the reader takes with them into the next chapter? Excitement for the heroes? Dismay and fear? A simmering tension? Which side, if either, got the HELL YEAH HELL YEAH fist-pump? If there's a relative clear answer, I'll call it for one side of the other; chapters that end with no particular new reveals, arrivals, power-ups, or other such shifts in the tides with be called as neither.
Finally, for ease of tracking and reading, my tallies and accompanying brief explanations are separated by volume. I'll provide totals for each category at the end of each volume, and full totals, as well as a total count for which category the volumes end in, at the end of the arcs. Final counts and commentary will close the post.
Let's get started.
FIRST WAR ARC
Volume 27: 259: Hero Advantage. Endeavor and company confront (apparently) Ujiko, catching him completely flat-footed.
260: Hero. Mirko crashes into Ujiko’s lab, to his horror, and kills John-chan in doing so.
261: Neither. Mirko and the High Ends square up for their Round 2.
262: Hero. The Villa gets cracked open like an egg, catching its inhabitants entirely off-guard.
263: Hero. If they were on more level footing, I’d call this Neither, but given the positions Hawks and Twice end the chapter in, and the clear difference in emotional preparedness, this one goes to the Heroes.
264: Neither. The Hawks/Twice fight continues inconclusively; Dabi is revealed to be on his way, but has not yet arrived on-scene to affect any changes.
265: Villain. Dabi makes a strong and, for Hawks, unexpected entrance, pinning Hawks beneath his boot.
266: Neither. Twice dies, which is a huge hit to the Villains, but the narrative sympathy is so clearly with Twice and Toga that it’s impossible to describe the chapter as ending on a fist-pumping note for anyone.
267: Hero. Doubly so, as Endeavor and Tokoyami both show up to intervene in fights that were about to go to the villains, but we'll be fair and only count it as one anyway.
Heroes 5 | Villains 1 | Neither 3 | Total 9
Volume 28: 268: Neither. Basement action. The tube gets cracked; Aizawa and Mic are told not to let Shigaraki wake up. Nothing conclusive.
269: Hero Advantage. Literally ends with Ujiko wailing that the Lord of Evil’s dream is over.
270: Villain. It ends with Deku getting a warning about Shigaraki, which makes it a bit borderline, but Shigaraki being awake at all has to count for the Villains.
271: Villain. Gigantomachia stands up.
272: Neither. The kids start rallying against the Decay wave. Deku gets a new move that doesn’t seem like it should have any effect but is played as being effective. Shigaraki’s Decay wave is being monstrously effective, even apocalyptic, but the tone of the last page is ambiguous.
273: Neither. Shigaraki faces off with Endeavor. Both are known factors on this field of battle.
274: Neither. Deku is on the move in hopes of leading Shigaraki to a more deserted area.
275: Hero. Aizawa arrives at the Shigaraki fight, locking down his quirk use.
276: Hero. Deku and Bakugou arrive in time to save Aizawa from what likely would have been the same kind of blow that will later cost him his eye.
Heroes 3 | Villains 2 | Neither 4 | Total 9
Volume 29: 277: Neither. Mount Lady attempts to stop Gigantomachia. Results inconclusive; both known factors.
278: Neither. Leans a bit Hero side because it’s Momo dramatically getting her head on straight, but it’s really just more preparations for a face-off.
279: Hero Advantage. The League is getting swarmed and Mina is on the brink of delivering what’s framed as a knock-out blow to Machia.
280: Neither. Shigaraki laboriously gathers himself, preparing to monologue.
281: Villain. Shigaraki readies a quirk-destroying bullet with Aizawa’s name on it.
282: Villain. Gigantomachia, who is very much not knocked out, looms over an unsuspecting city.
283: Hero. Deku negates the (immediate) danger of Decay by activating Float.
284: Hero. Deku lands a full-power blow on Shigaraki, who’s been largely unable to fend him off in the air.
285: Villain. It pains me to grant this because I knew good and well Bakugou would be completely fine. But he is a major combatant and face for the Hero side and this is clearly intended to look like it will take him out, at least for the fight.
Heroes 3 | Villains 3 | Neither 3 | Total 9
Volume 30: 286: Hero Advantage. The action moves to the vestige realm. Very borderline, but Nana’s words are definitive: “Let us handle this.” The implication is very much that there’s no need to fear because the vestiges have got this.
287: Neither. Chapter ends with Toga reflecting on heroes and the weight they give to the lives of Villains. Could represent a major turning point for Toga, but it’s still soft-pedaled by making that turning point dependent on a Hero’s yet-unspoken words.
288: Neither. Chapter ends mid-dialogue in the Toga/Ochaco fight.
289: Villain. Machia and his passengers arrive.
290: Villain. A little borderline because the actual very last panel is the plane containing Best Jeanist, but the audience doesn’t know that yet, and the bulk of the final page is dedicated the devastation of the Touya Reveal, so I have to give this one to them.
291: Hero. Best Jeanist arrives.
292: Hero. Mirio arrives with his quirk restored.
293: Hero. Machia goes down because the sedative finally kicks in.
294: Villain. Mr. Compress backstory reveal and big escape moment.
295: Neither. The battle ends save for the wrap-up. The villains are neither victorious nor defeated.
Heroes 4 | Villains 3 | Neither 3 | Total 10
FIRST WAR TOTAL: Heroes 15 | Villains 9 | Neither 13 | Total 37 Volume End Advantage Count: Heroes 2 | Villains 1 | Neither 1
SECOND WAR ARC
Volume 35: 343: Hero Advantage. The Heroes counter AFO’s army by “unexpectedly” whipping out their own via Warp Gate.
344: Hero. The Heroes take the offensive and split up the villains’ army.
345: Villain. Toga lassos Deku through a gate, separating him from the field he’s supposed to be on.
346: Villain. The beginning of Fingervetr.
347: Neither. Borderline because it’s a big dramatic page of Toga, but it’s more conversational then confrontational to me, and isn’t revealing anything particularly new.
348: Neither. Deku flees the island, leaving Toga to Ochaco.
349: Neither. Dabi gears up to provide the answers Shouto has specifically asked for.
350: Neither. Dabi’s coming on strong, but Shouto remains undaunted. I’d give it to the Villains if the last page were Dabi liquidating the All Might statue, though.
Heroes 2 | Villains 2 | Neither 4 | Total 8
Volume 36: 351: Hero Advantage. Shouto unleashes Phosphor.
352: Hero. Shouto appears to beat Dabi.
353: Neither. AFO is talking a lot, but not about anything groundbreaking.
354: Neither. AFO and Jirou exchange smacktalk.
355: Hero. Hawks and Jirou combine efforts to break AFO’s mask.
356: Neither. Endeavor has a big moment, but AFO gets his hands up in time to block and is still shown intact at the end of the chapter. Borderline, but I’d say not quite definitive enough to qualify it for the hero side.
357: Villain. AFO regenerates. A little borderline because it actually ends with Deku, and the approach of what I guessed at the time were the American jets, but I think it’s a similar enough scenario as the end of Chapter 270 to call it for the Villains as well.
358: Neither. No impact from the Hero attack leaves it a little unclear how much effect it will have, and a new attack is not a big enough game changer for me to really count it even unproven. It’d be easy to call it for the Heroes, though.
359: Hero. Return of the Big Three.
360: Hero. Bakugou’s in rough shape, but there’s a hint that he’s noticed something important, which could foreshadow a change in the tides of the battle.
361: Hero. Suneater’s Chimera Cannon, which certainly looks incredibly hype and impressive in the moment.
362: Villain. Bakugou’s “death.”
Heroes 6 | Villains 2 | Neither 4 | Total 12
Volume 37: 363: Villain Advantage. AFO finishes regenerating; full face reveal.
364: Hero. The impossibly moronic Edgeshot-as-Bakugou’s-heart business. Not conclusive, but it steals one of the Villains’ victories out from under from them.
365: Villain. A shift in Inner Tenko’s emotional state heralds Shigaraki’s next form.
366: Hero. Deku arrives at the Sky Coffin.
367: Neither. Deku attempts conversation to ask about Shigaraki’s status.
368: Hero. Deku lands a full-power hit on ShigAFO while Yoichi talks to his big brother about letting this being the day that their battle ends.
369: Villain. A scene change to Spinner that’s timed in such a way that it could really only foreshadow Spinner’s victory.
370: Neither. It’s very close to a Hero call, but mostly what Shouji’s doing is shaking off mundane attackers and making a dramatic proclamation. Not quite enough direct impact for an end-of-chapter Hero Advantage.
371: Neither. Even closer than the last one, but neither blow the kids are gearing up for actually connect on-page. I wouldn’t fault anyone who called it for the Heroes, though.
372: Neither. An extremely effective cliffhanger, for once, as Spinner and Mic call out to Kurogiri simultaneously.
373: Villain. Kurogiri gets up, calling himself the protector of Shigaraki Tomura.
374: Villain. Toga deploys Sad Man’s Death Parade; Hawks proves he hasn’t learned jack shit from the last time he faced this question.
Heroes 3 | Villains 5 | Neither 4 | Total 12
Volume 38: 375: Hero Advantage. Toga’s narrative-destined rival manages to follow her off the island and to the Villa ruins. Close to a Neither call.
376: Neither. Setting up a Dabi/Endeavor clash with Endeavor not caught on the back foot.
377: Hero. Return of La Brava.
378: Hero. Return of Lady Nagant.
379: Neither. Sets up a reengaged clash between Shigaraki and Deku.
380: Hero. Arrival of Shiketsu.
381: Hero. Tokoyami lands a blow that AFO is explicitly afraid to get hit with.
382: Hero. Shinsou and Kirishima arrive with a brainwashed Gigantomachia.
383: Neither. Reiterates that AFO is in trouble, but it’s not new information, and the choppers coming in at the very end are an unpredictable element.
384: Hero. The choppers are full of Hero-supporting journalists here to tell the world how incredibly hard-working and earnest and admirable Heroes are. Gag.
385: Neither. AFO’s belated but impressive show of force gets dampened somewhat by the Heroes refusing to give in, and even getting one of their number back. It’s back and forth, but Stain really tips it for good over to a neutral chapter ending. While he’s obviously not aligned with the Villains, he’s far too murderous to chalk him up as a Hero yet, either, especially on-scene watching two kids he tried to kill last time he saw them.
386: Hero. All Might gets a cool robot suit and the last-page chapter title drop references his iconic catchphrase.
Heroes 8 | Villains 0 | Neither 4 | Total 12
Volume 39: 387: Hero Advantage. Rei is, of course, a civilian, not a hero, but she’s clearly aligned on the Team Good Guy, so I have to give it to them. It’s not a hill I’d die on, however, particularly with the very last panel being the flashback to Touya emphasizing Rei’s culpability.
388: Neither. What a nice vision of hell as everyone burns to death, including Dabi. If I gave it to anyone, I’d lean Villain, because it’s certainly more in line with what Dabi wants—what he’s always wanted. But in terms of impact on the reader, it certainly isn’t going to get anyone whooping and cheering for the Villains.
389: Neither. It’s a good last few pages of Shouto and Iida, but the reader already knows they’re on their way, so it’s not a pleasant surprise to see them enroute. The fact that they are still enroute rather than dramatically arriving to save the day keeps this from being a full Hero moment ending.
390: Neither. Teasing more of the fight between Toga and Uraraka, but no sudden turns, new elements, or grand statements on either side.
391: Neither. Ongoing fight; while Ochaco gets the stirring line, the actual last page is Toga lashing out.
392: Villain. While I’m loathe to give it to them on the basis of an injury I was not for one second actually worried about, the chapter does end with Toga putting a knife into Uraraka’s gut and a flashback to Twice asking Toga about a Villain name. A clear Villain-upper-hand ending.
393: Hero. Ochaco comes through with flying colors, getting a quirk awakening and making Toga an offer she’s dreamed of her whole life.
394: BOTH. For literally the first time in this whole count, I can’t count this against either side. If pressed, I’d call it a Hero win, but it’s a win because it validates both sides.
395: Neither. Sorry, gang. I’m utterly incapable of calling this one in an unbiased way. It’s an all-too-real death scare for Toga and, regardless of how happy she is in the moment, I can’t call her potential death a victory. But since Ochaco obviously feels the same, it’s not a Hero win, either.
396: Hero. And get ready, ‘cause there're about to be a whole lot of them. Good god, but I hate this All Mech sequence.
397: Neither. Ongoing battle, no major tides turning in the final page.
398: Neither. As above.
Heroes 3 | Villains 1 | Neither 7 | Both 1 | Total 12
Volume 40: 399: Hero Advantage. The big turn-around with Aoyama, with All Might dropping the Aoyama-themed laser of AFO.
400: Hero. Stain’s return. Stain’s a Villain himself, but far too aligned with Hero orthodoxy for me to count him returning to help All Might as anything but a Hero-side victory.
401: Neither. All Might’s still kicking, AFO is within range of Shigaraki, but nothing decisive deployed on the final page.
402: Neither. To all appearances, All Might continues to shovel more battle damage onto AFO. There’s a death threat in the explosion, one I don’t think I took very seriously at the time, though plenty of others did. Left to my own devices, I’d call it for Team Hero, but I’ll err on the side of restraint and call it a hero equivalent of Toga’s death threat.
403: Hero. Unequivocal Hero victory—Bakugou’s back up.
404: Hero. Saving All Might with the literal power of prayer.
405: Hero. If I wanted to be snide, I’d point out that Final Boss is definitionally a Villain role, so Bakugou enthusiastically claiming it for himself implicates Heroes as having been the Villains all along, while the Villains are the clear heroic underdogs struggling against a corrupt, violent system. But that’s just my bitterness making me perverse; this is a clear Hero victory.
406: Neither. Exchanging of smack talk, Bakugou gets a good but not definitive hit in.
407: Neither. AFO’s flashback ends with one of the most crushing emotional defeats of his life, but you can hardly call AFO slice-and-dicing Yoichi a Hero win, either.
408: Neither. AFO’s going all-out, but Bakugou remains undaunted.
409: Hero. AFO’s effective defeat at Bakugou’s hands. Yoichi’s regretful glance is not enough to shift the needle.
410: Villain. Shigaraki does what the narrative has long been warning that he can and steals a portion of One For All, grabbing Danger Sense for himself and stealing Shinomori from the OFA collective.
Heroes 6 | Villains 1 | Neither 5 | Total 12
Volume 41: 411: Neither. Deku’s readying an offensive that gives Shigaraki lots of Danger Sense tinglies, but nothing definitive.
412: Neither. The temptation is strong to call this for the Hero side, as it’s the moment Kudou formulates the plan that will soon be leading to Shigaraki’s ultimate defeat, but the caveat that the plan requires losing One For All kiboshes that feeling very triumphant.
413: Hero. There’s some nominal sadness for Deku gearing up to lose OFA, but the tone here is much more about how great and awesome Deku is for being willing to do it, on top of how incredibly fucking rad the art plainly wants us to think that he looks.
414: Hero. I’d normally call it Neither for lacking new elements or definitive actions, but I have to acknowledge the sheer disparity between, on the one hand, the vestiges telling Deku that it’s working and to keep going as Deku gears up to unleash another punch while, on the other hand, all Shigaraki can manage is huddling in on himself and choking out a few pained grunts.
415: Neither. Borderline in that Eri is a clear Hero-side ally with an absolutely game-changing power, but the truth is that she’s at U.A. with no immediately clear way to make it to the battle even if anyone were to let her go, so it’s not too different from any other chapter that ended with a major player en route but not yet arriving.
416: Hero. Deku finally breaks into Shigaraki’s inner mind, over Shigaraki’s protestations.
417: Neither. Deku and Nana make a major breakthrough, but Shigaraki’s backstory yet has terrible bombs to drop. I can’t call it a Villain advantage, though, because it’s still stuff Shigaraki very much does not want Deku meddling with.
418: Villain. AFO returns yet again, spoiling Deku’s hard-won moment of equilibrium and understanding with Shigaraki.
419: Hero. We can’t even get a week to savor/freak out over Deku losing his arms because the actual last beat of the chapter is Aizawa bringing in a pair of classmates via Kurogiri’s warp gate, suggesting (albeit inaccurately) that Kurogiri has settled as a Hero ally.
420: Hero. More of the above and Deku gets his arms back after a world-shakingly relevant and momentous chapter and a half.
421: Hero. All around Hero support, now including from civilians too.
422: Hero. More of the above and now Deku’s punching Shigaraki at the end of it under a chapter title of Midoriya Izuku Rising.
423: Hero. Deku’s triumphantly raised fist clears storm clouds, changes the weather, and kills the man he was trying to save. This is framed as a victory anyway.
Heroes 8 | Villains 1 | Neither 4 | Total 13
SECOND WAR TOTAL: Heroes 36 | Villains 12 | Neither 32 | BOTH 1 | Total 81 Volume Count Total: Heroes 2 | Villains 3 | Neither 2
TOTAL CHAPTER COUNT FOR BOTH WAR ARCS: 118 CHAPTERS Final Page Hero Advantage: 51 Final Page Villain Advantage: 21 Final Page Neither: 45 Final Page Both: 1
Total Volume Count: 11 Volumes Last Page Hero Advantage: 4 Last Page Villain Advantage: 4 Last Page Neither: 3
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Now, you could (and I might) write a whole different post about the unbalanced strategic advantages that I discussed at the beginning of the post, but I think this breakdown also serves to illustrate the scope of the problem with raw numbers (percentages rounded off a bit such that they total to neat 100s).
In the first war, 40.5% of the chapters end with the Heroes on the upswing, 35% have no clear advantage, and only 24.5% end with the Villains waxing triumphant. Despite Hawks reflecting at the end of My Villain Academia about how the Paranormal Liberation Front was a power on par with, or possibly even greater than, that of Hero Society, the numbers don't really back that up. Instead, Heroes have the advantage over half again as often as Villains do, and even the uncertain chapters are still more numerous.
The second war is worse—much worse. Hero Advantage chapters account for nearly half of the arc at 44.5%, while chapters where Neither side clears account for the bulk of the remaining chapters at 39.5%. Only 15% of the chapters, well under a quarter, are Villain Advantage. For an endgame that wants to be about "saving Villains," only one single chapter (1%) ends with something you could credibly call both sides winning.
Now, of course, the second war is the climax of the whole series, so of you might say that of course the Heroes are going to ultimately do better. They have to win in the end, after all, so of course the arc will eventually feature mostly Hero victories.
I would counter that, while that is true, the story repeatedly tries to convince us that the Heroes are really struggling, that they've lost so many people, that they're at this huge disadvantage that neccessitates the extreme measures they use. And the numbers simply don't back that up, even less than they did in the first war!
If you look at the totals for each volume, Heroes have a wild advantage in two of the first four volumes (the arc is seven volumes in total), numbers the Villains never come close to meeting. There's one volume (the third, Volume 37) where they have the majority of the chapter-ending advantages, and even there, it's a narrow margin. Volume 38 is then a blow-out with not a single Villain Advantage chapter cliffhanger in the whole book, and in the final three volumes of the arc, the Villains get exactly one Advantage chapter per volume.
Not very convincing numbers, if the aim is to convince the reader of how much Plus Extra effort the Heroes are going to have to exert, if you ask me!
Between them, Hero Advantage and Neither chapters make up a shocking 81% of the two war arcs, with merely 18%, less than fifth, of the chapters ending on Villain Advantage beats that could serve to freshly drum up, "Our heroes are really in trouble now!" anxiety.
Looking back to what I said about the Heroes having the bulk of the strategic advantages for both arcs, that surely can't be all that surprising. You can't expect a set-up that slanted to leave much room at all for Villains to get time to shine; they simply don't have the room in the story for that when, for everything they try, the Heroes already have some countermeasure.
As a final comparison, remember I praised MVA back at the start for being gripping in large part because the "Heroes" of that arc, the League of Villains, were at such a disadvantage?
I briefly ran the numbers there, and I'd say, of nineteen chapters that contain active confrontation of some sort between the League and an antagonistic force (Gigantomachia, Ujiko, and the MLA), the League have the chapter-ending advantage beat in four of those chapters: Toga's victory in 226, Twice overcoming his mental block and starting to replicate himself in 229, and the two chapters covering Shigaraki's ultimate victory over Re-Destro, 238 and 239. That's a grand total of 20% "Hero" Advantage chapters for them, and half of those are the arc climax chapters.
The "Villains" for the arc likewise have the ending advantage in 20% of the arc, four chapters: Machia having comprehensively whipped the League at the end of 419, RD making the League an offer they can't refuse in 223, Skeptic pushing all of Twice's buttons in 228, and RD plucking off Shigaraki's fingers in 233.
The remaining eleven chapters—60%—go to the Neither category. Compare that back to the percentages for the war arcs, and you can see that, while the Villain Advantage percentage is similar (~5% higher in the first war and likewise lower in the second), the Hero Advantage is twice the percentage (40+%) in both arcs, while the Neither chapters are accordingly lower (the war arcs are 35% and ~40% Neither respectively).
In other words, the Heroes in the war arcs just straight-up have more chapter-ending awesome moments and reveals, and spend less time facing chapter-ending uncertainty, compared to not just the Villains they're fighting in those arcs, but also compared to what those same Villains got when they were being Heroes for an arc.
And to think, Horikoshi wants me to think his Heroes are being challenged. Pull the other one, Sensei; it's got bells on.
(I welcome anyone else to run similar numbers with e.g. the trainng camp attack or the Hassaikai base raid. For myself, I'm too sleepy to figure out a better ending for this post, so I'm just turning out the lights and hitting the sack. Sorry if there's any formatting wigginess or the closing analysis is lacking; I will clean it up later if need be.)
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Pitchposting: Generation Ship
(Pitchposting is a way of giving away ideas that threaten to grow in my mind until they become draft documents. They are free to a good home, though there's no guarantee that I won't try to write them at some point.)
Alright, hear me out: it's a generation ship, one expected to reach its destination with an entirely new generation of people who never knew the homeland, except instead of being a scifi concept, we're doing it as mundane as possible.
I think this is one of those ideas that only appeals to me because I immediately start thinking about the logistics of it all, and there's something in the mundane, gritty realism that really appeals to me. Mostly I'm worldbuilding and problem solving, trying to get at what it would actually be like for people to have been at sea their entire lives, to have a ship that either needs to endure the waves or be rebuilt as it goes.
I was going to say that this needs to be fantasy, but I guess technically it can be an Alderson Disk or something. An Alderson Disk has a habitable circumference of approximately a billion kilometers, a sailing ship can go maybe eighty miles a day, that's a ballpark of 12.5 million days to circumnavigate the disk, which is 34,000 years. That's a hell of a lot of generations, twice as long as we've had agriculture. (But you could also just have it be a fantasy world that's larger than our own, with a generation ship that was only trying to flee to greener pastures that are a hundred years away.)
The purest version of this story is a world that's just water, to match the void of space. The ship sails, repairs are made from flotsam and jetsam and driftwood from unspecified places, rainwater is caught and put into barrels, pitch is used for patching, fish and kelp are hauled up from the ocean, birds are captured from the sky, and the ship must necessarily endure storms and swells.
I've always felt there was something compelling about constrained living situations, places where everyone knows everyone and you have to make it work because there's absolutely no way out — where you're on a knife's edge because there's only so much preparation you can do. A generation ship needs to think about absolutely all of its needs and how it will deal with the deterioration of all things over time, along with problems that might only crop up once every hundred years, or problems that won't become apparent until long after the ship has left the dock.
Let's say you have a sailing ship the size of one of the largest sailing vessels of the 19th century, a thousand people all told. The families are carefully braided to prevent accidental incest, everyone has their position in life, every master has at least one apprentice but probably more so gout or cancer don't eliminate the last person who knew how to make more pitch.
This is clearly an Idea story, one that starts with a ridiculous premise and then explores it, but one of my favorite things about idea stories is finding the characters and the conflicts within them. For a generation ship, the biggest, most obvious conflict is the conflict between generations: the old people who once knew dry land, the middle generation who will likely die before the destination is reached, and the children who will be the beneficiaries of all this travel.
We have a woman who was born to the sea, who loves the sea, who loves the travel and takes great joy in knowing that she's probably not going to see the end of it until she's ancient. We have the grizzled sailor who's nearly risen to the rank of captain and sees the whole mission as utter foolishness. A boy of thirteen who is obsessed with writing stories about the land they've set off toward and keeps his telescope on the horizon, hoping that the predictions were off, that they're somehow two decades early. A girl of sixteen who doesn't feel suited to the marriage that's planned for her, who is secretly in love with her best friend. A scientist who has been quietly advancing the state of knowledge with every new fish brought up from the deeps.
And then there's the plot, which there are so, so many options for. I would start the novel with simple sailing, a few chapters of the daily routine, the personalities, their petty fights with each other, and the stress of being in the middle of unfathomably deep waters whose depths are only glimpsed when the nets bring up something new. Then ... an island, another ship, sea creatures that have a glimmer of intelligence, a storm that makes the ship limp, spoilage that threatens starvation unless drastic action is taken, a political squabble that might bring all the plans crashing down.
Maybe it's a book about being trapped by the past, or about hanging on by what feels like a delicate thread, or about how systems are fragile and careful thinking and brave leadership are the only things that will get us through.
Mostly I think I want to be a geek about a ship that needs to survive in the ocean for a hundred years, and I do not have the time to write this novel, not when there are so many other novels to write.
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this is a question that is not meant to come off as judgemental, and if it does i apologise and you don’t have to answer
for you, or anyone out there in the world if they see this,
What is the appeal of (the?) Omegaverse?
Ive never quite gotten it? And it might be the big bold orange, blue and white letters spelling out aroace, or being european, younger than most people who are knowledgeable about that particular genre of content (still 18+) and while I did get on the internet at 11, I didn’t start reading fanfic until 14-15
this is a long and rambly ask so I just want to clarify, this is a genuine question I would like an answer to, no matter how short and sweet, or long and convoluted it may be
It's all good, I don't mind getting questions! And, like, I've written a LOT of omegaverse, so it's a thoroughly relevant question to this blog, haha.
. . . and this definitely wound up long and convoluted. So like, yeah, we are SO gonna need a read-more here, friend. 😅
Obviously everyone's gonna have their own reasons for liking the genre, but as another (much older, I'm assuming) aroace, for me the appeal is the opportunity to use the tag "Fantasy Gender Roles". Like, there's other stuff there, def, but "Fantasy Gender Roles" is my favorite part. Omegaverse is a game where the rules are made-up and the points don't matter, and you can interpret and re-interpret the involved sexes and genders however the heck you wanna, and in fact are ENCOURAGED to. I also really like certain tropes that are common to the genre, like pack dynamics and breeding kink and having babies and feral behavior and courting/courting rituals, I just really enjoy playing with and reading about all of those.
Also, the worldbuilding. I get to do ✨GENDER-BASED WORLDBUILDING✨.
And obvi, like, some people are just into omegaverse for the kink/porn factor, which is totally fair, but personally I am here for ✨GENDER-BASED WORLDBUILDING✨. And then also the kink/porn. Generally speaking a recurring comment I've gotten from a lot of readers is "I literally hate omegaverse but I love yours", so a lot of my stuff is allegedly a decent jumping-on point for the genre if you're looking for that. Like, I'm not the only person who writes omegaverse the way I do, obviously, just I'm a pretty accessible one who's written a LOT of it.
( and in the event you DO want any jumping-on omegaverse recs from my stuff, I'mma just pop a few of them from various fandoms here. no DC-related ones 'cuz I don't have any of those currently on AO3, only scattered in my WIP tags, but hopefully something helpful will be in here. )
original fic
to the victor go the spoils - human omega OMC/dragon [ GENDER NOT FOUND ] OMC; 16.7k; explicit Fantasy AU. This one includes porn but honestly the heart of it is just one of those fairy tales where the protagonist is somehow both incredibly genre-savvy in their story and yet still a total fucking idiot about other people's feelings, and especially considering it's original fic, it is honestly one of the most popular things I've ever posted, hah.
The dragon arrived early in the morning, and by noon the entire village was in a panic in the town hall. No one in the village knew anything about dragons, aside from what they’d heard in fairy tales and stories, and the plans for dealing with it were about that level of sophisticated.
“We’re not sacrificing a virgin to the dragon,” Viktor said in exasperation.
“Well what would YOU do?!” the mayor demanded.
“I’m going to go talk to it,” Viktor said reasonably, and got up from his seat and went to do just that.
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Avatar: The Last Airbender
does the pain feel better when I'm around? - beta!Sokka/omega!Zuko, beta!Sokka/beta!Suki, past alpha!Mai/omega!Zuko, polyamory; 3k; teen Societal dynamics-focused fic. Zuko goes into heat at the Western Air Temple immediately after the Boiling Rock happens and goes off to den down alone and stay out of everyone's way without realizing that the local betas are gonna lose their ever-lovin' MINDS about that.
“Cool,” he says. “You realize we’ve been looking for you for, like, two HOURS, right?”
“Why?” Zuko asks, sounding confused, which is kind of sad.
“Because the world is full of people who wanna kill you and you didn’t bother telling anyone where you were going?” Sokka says. “Obviously?”
“Oh.” Zuko falls silent. Sokka glances moonwards in supplication. Yue save him from dumb, dumb firebenders.
every act of communication is a miracle of translation - alpha!Mai/omega!Zuko; 5.7k; teen Post-series fic where Mai and Zuko are about to spend their first cycle together and they're both really awkward about working out how it should go. Not actually a sequel to "does the pain feel better when I'm around?", but you could definitely draw a relationship between 'em.
They leave the office, Mai pretending that all her senses aren’t full of Zuko’s warm, spicy scent, and he keeps looking worried. She wonders if it’s THIS he’s worried about, now that she’s thinking about it. They agreed they’d share their next cycles together, but again, they haven’t really talked about it.
They can talk about it now, Mai thinks.
Unfortunately, that means now they actually have to talk about it.
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Overwatch
even if I do I don't, even if I could I won't - omega!Genji/beta!the-character-who-was-at-the-time-I-wrote-this-fic-known-as-McCree; 5.1k; explicit Blackwatch-era fic where Genji did not fill out his heat partner designation forms and "Fuck or Suffer Unspecified Health Consequences" is gonna make that a problem. Worldbuilding, assisted negotiation, a touch of workplace-influenced pack dynamics, and porn.
“Yeah, you’re hilarious, kid,” Gabe says. “Get back to work. And Shimada, call your heat partner and we’ll see you next week.”
Shimada’s shoulders tense. Gabe . . . pauses.
“Shimada,” he says slowly. “PLEASE tell me you have a heat partner on base.”
“I have a heat partner on base,” Shimada lies. Gabe and Jesse both stare at him, then Gabe calls up his file, takes one look at it, and starts cursing.
don't, don't, don't let's start (I've got a weak heart) - alpha!Genji/omega!the-character-who-was-at-the-time-I-wrote-this-fic-known-as-McCree; 17.3k; explicit Blackwatch-era fic about Genji and the character formerly known as McCree dealing with their complicated feelings about each other and also the cybernetics and trauma and physical disabilities that are fucking up their sex life, including ED.
“You busy?” he asks. Genji stares at him in bemusement, which is fair. Genji’s only ever busy when they’re on a mission or he’s in the middle of an upgrade. “Dumb question. My heat’s coming on, wanna do me a favor?”
“What favor?” Genji asks, still looking mystified. Jesse tries not to laugh at him.
“The obvious one,” he says meaningfully, tipping his hat back and raising his eyebrows at him. Genji looks no less mystified for a moment, then startles. “THERE we go."
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Marvel Cinematic Universe
come hang (let's go out with a bang) - omega!Darcy Lewis/omega!Johnny Storm; 5k; teen Darcy almost dies again, tries to figure out which omega buys the courting gifts in an omega/omega relationship, and has her first date with a super-hot superhero.
“Was there traffic?” Jane asks.
“I have a date with Johnny Storm,” Darcy says.
“What?” Jane says.
“Oh, and I almost died again,” Darcy says, pulling out Jane’s papers for her. “But that’s kind of secondary.”
“WHAT?!”
pack up, don't stray (oh say say say) - alpha!Natasha + polyamory; 3.4k; teen Natasha collects a harem pack and Captain America is fucking difficult about it.
Natasha is an alpha on a mission, and that mission is simple and clear.
I said you're holding back, she said shut up and dance with me - alpha!Peggy/omega!Steve/omega!Bucky; 10.3k; mature Alternate timeline where Steve and Bucky don't "die" and they all run away from the States to get married and start a family. Illegal adoption and biokids and lowkey pack dynamics involving figuring out how to fold pups into their lives, oh my!! And also, they all get to dance.
“One alpha mating two omegas? Really, Steve?” Peggy asks, mouth quirking wryly. “What WOULD the newsreels say?”
“We’ll go to France,” Steve says. “No one will care in France.”
“I do love France,” she muses.
oh don't you dare hold back, just keep your eyes on me - alpha!Darcy/omega!Bucky, polyamory; 187.4k; explicit MY MAGNUM OPUS, MY WHITE WHALE, THE LITERAL REASON OMEGAVERSE TOOK OVER HALF MY BLOG FOR HALF MY STINT IN MCU FANDOM. I wanted a goddamn female alpha and I wanted that female alpha to be Darcy Lewis, and Bucky was my fave blorbo at the time so the inevitable happened. The inevitable happened for three and a half years and 187,430 words, to be more precise.
Darcy is thirty feet out of Stark-cum-Avengers Tower when she starts craving cinnamon rolls--the sticky-sweet iced-up old-fashioned kind, yummy and messy and dripping gooshy icing all over your mouth and hands and down your yuuuup, yup, that is a super, super fertile omega that she is smelling, holy SHIT is it ever.
“Jesus Christ,” she groans in frustration, then follows her alpha instincts (and, more easily and importantly, her NOSE) to go track them down. They’re in the middle of New York City; middle of the day or not, not checking on somebody who smells like THAT is, like, the ultimate dick move.
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OKAY SELF THAT'S ENOUGH LINKS, WE MOVE ON NOW, haha.
I will also say, if you're interested in, like, gender-exploratory AU concepts, apiary genders might be more your thing and more easily accessible for you? It's a MUCH newer thing than omegaverse and really only has a few fics around, some of which are linked in the "inspired by" of that AO3 primer linked above, but the concept is a bit more strongly "hive"-based than a lot of omegaverse is "pack"-based, and also there's no physical differences from baseline. I've got a WIP or two going about apiary myself, actually, but I haven't gotten too far into them yet, alas. The only one I've posted anything from is this one Superbat one.
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Been scouring your blog to see if you have a specific take and i only managed to find the post where you said you are more for people coming up with their own meaning for Tolkiens work. anyhow, after reading you boromir post on how hope is his poison I am super curious as to what meaning you personally ascribe to it all. A lot of scholars will tout hope over despair as the ultimate meaning here (and the ultimate meaning of real life...ugh) and considering your very gut wrenching but meaningful takes on boromir i was just curious. Your thought process is fascinating from a scholarly viewpoint (which is not my strong suit) but also an artistic, emotional, philosophical, and human viewpoint. Whew sorry this ask is so long and disorganized! Have i mentioned I am not a scholar? :D
First off I love this ask it made me so happy to read I had to do so like five times before I felt qualified to answer it and then I spent like months writing this response which is over 4000 words now if you want to know. And, on that note, dw about scholarliness or whatever this ask has more desire to engage with lotr in nuanced ways than most tolkien scholars achie- (gets hit by a piano) anyway~!
It's also just extremely flattering that you're curious of my personal opinion at all so thank you so very much!
(this is the post anon is talking about for context)
As with all things, my answer has many layers. At the most basic and applicable level, and when taking only my Gondorian/Stewardship investment into account, I am engaging with the story for personal catharsis.
The fact that Gondor felt hopeless, that the enemy was merciless and invincible, that even those figures who were supposed to help had only judgement and platitudes to offer until it personally benefitted them, that Boromir and Denethor were isolated and generally condemned and that many only showed them pity after their deaths, feels extremely cathartically familiar to me and my story with chronic illness. I've spoken about this before here and there, but that is the kind of simplistic, energy giving, 'he's me fr fr' comparison that brings me uncomplicated comfort and inspiration.
But that is definitely not 'what lord of the rings is about' not even just to me, it's not even just what BOROMIR is about to me, it is an element of the story and worldbuilding that I have isolated and consumed but that still exists within a far larger whole. And that whole is also fascinating and compelling but in a far more esoteric and harder to define way.
BUT before we get into it, I do also feel the need to explain the limitations I percieve within the 'lotr is about hope over despair' narrative since you've brought it up but neither your ask nor the post you mentioned properly explains it and it'll enhance my point later. SO.
As far as my experience has lead me to believe, when people say 'lotr is about hope triumphing over despair' they mean it in a moralising fable kind of way. This is definitely the narrative the films latched onto, like a leech. Good characters have hope, lose it only to reclaim it again, teach others to have hope etc, and that is good of them. Bad characters are despairing and therefore have no hope, and they do evil deeds because of the despair and lack of hope. The Aragorn vs Denethor film paradigm.
But nothing within the books is anywhere near as cut and dry. As I said in the linked post, Boromir gains hope after having none (the hope that he can save Gondor by using the ring) and that is bad, it is something he has to 'pay for' according to the narrative. Meanwhile charmed and blessed Faramir admits that he never had any hope quite a few times, yet he is not punished for it. Theoden also has no hope and is explicitely going to war to die, but his death is not considered evil or selfish by the majority. Saruman is very hopeful, he's hopeful that Sauron can be reasoned with, that if they work together they can make a better world, but he suffers 100 indignities and then is killed by a cannibal! And most of all, Frodo also rarely (if ever) shows any signs of hope, he merely doggedly marches on regardless and in the end even takes the power of the ring for himself, essentially the ultimate evil act of desperation, but that saves the world!
For the record the idea that LotR is a fable-narrative of any kind seems exceedingly erroneous to me, like the idea that we are supposed to glean any universal Good Moral from the tale due to Tolkien's 'emminent wisdom' feels bizarre in and of itself. But at the very least this aspect is more complex, I think we can all agree.
But even more than that (and this is more perspective than narrative analysis I suppose but I think it bears saying), ‘despair is evil’ is a kind of horrible thing to teach! If the villainisation of people driven to desperate actions or anhedonia because of the deep despair they are suffering is what LotR is about then that’s.. awful! That sounds like a bad book and I don't think I'd want to read it. But lets put a pin in the concept of condemning people for despair for now, look out for the pin cus it’ll be coming back later.
FOR NOW lets get back on topic, if I don't think LotR is 'about' hope triumphing over despair, what do I think it's about?
Well. I know what I'm about to do appears highly out of character for me so please remain calm and gird yourself before I say this but; Let us start with hearing what Tolkien had to say on the subject.
I do not think that even Power or Domination is the real centre of my story. It provides the theme of a War, about something dark and threatening enough to seem at that time of supreme importance, but that is mainly 'a setting' for characters to show themselves. The real theme for me is about something much more permanent and difficult: Death and Immortality: the mystery of the love of the world in the hearts of a race 'doomed' to leave and seemingly lose it; the anguish in the hearts of a race 'doomed' not to leave it, until its whole evil-aroused story is complete.
(this quote is actually from a letter to a fan who suggested lotr was an allegory for atomic power and he was pretty mean and dismissive about it in reply, it's kind of funny)
Now I've been a bit glib about this in the past, along the lines of 'tolkien's own opinion on what his book was about changed for every year of his life and by the time all his friends started dying around him it became about death, what a surprise' mainly because, again, we've had enough people caring about Tolkien's opinions to do us for the rest of civilisation. But I've always known this glib comment to be pretty baseless and unconsidered, since death was a major aspect of his life from his earliest childhood and it makes sense for that to have been a large part of his work. And since I am being sincere I will, just this once, take Tolkien's hand instead of ignoring him.
For him, the theme of his book was not power or domination (or the evils of war or hope over despair), it was about death. It was about people trying to deal with the realities of death existing for them, not existing for others, and what love (loving the world) meant in that context.
On it's surface I find this quote kind of clinical in it's first impression. There's a prescriptiveness to it that does not inspire me, which isn't surprising since this came from a letter full of veiled snootiness on his part.
But mostly, as a concept.. it seems pretty distant from what actually happens in the story itself, right? What aspect of death and immortality was the fellowship embodying? Boromir certainly died, but he was not looking for immortality and his death is far more concerned with guilt than the fact that he is dying. Theodred is dead already, but not even his father appears all that bothered about it and it's quickly set aside to focus more on the war. Denethor kills himself but his and Gandalf's last interaction says far more about despair and faith than death.
And then no other main character 'dies' at all, unless you count Gandalf. And the only main immortal character we have (other than Gandalf) is Legolas whom, whilst he does have quotes associated with his immortality, is far more invested in his and Gimli's relationship than anything else. It's no wonder people choose 'war is hell' or 'hope over despair' narratives over 'death' as the main theme for lotr from their perspective.
It also does not satisfyingly link to one of the most compelling aspects of the books as a whole; that of how they are presented. The thread connecting death and immortality to writing a story that is from in-universe historical accounts, editted and compiled by many subsequent in-universe hands, is there but hazy. The intense catholic-ness of the story is also intuitably related to death and immortality, but not explicitly.
In essence, death does not feel like the main theme of the books when you are reading them, at least I don't think most experience them that way.
However, in spite of all that, Tolkien's opinion on what his books are 'about' is still the closest I have seen anyone come to my own. Which I assume is hard enough for you all to hear, but imagine how I feel 😩
To me, LotR is most themactically consistent when viewed through the lense of Frodo and Gandalf's ever misquoted early interaction;
"Behind that there was something else at work, beyond any design of the Ring-maker. I can put it no plainer than by saying that Bilbo was meant to find the Ring, and not by its maker. In which case you also were meant to have it. And that may be an encouraging thought.’ ‘It is not,’ said Frodo. (emphasis mine)
It is not comforting to know that the suffering in front of you was always meant to happen, no matter how comforting the idea of a divine plan might be to some. And that is what Gandalf is offering Frodo in this moment, the relief of a divine plan and its ‘high beauty for ever beyond [the Shadow’s] reach’. But this is never comforting to Frodo in the books, the comfort he finds on his martyr's journey is in Sam. Indeed, it is actually Sam who finds comfort in 'the high beauty', this reminder that beyond all his own suffering there is an imperishable and eternal light that can never be dimmed.
But not Frodo, how can he? His eventual fate is to grasp the power of a weapon so unholy it sickens his soul, to do that which he has been told is irreversible and unforgivable, so that he can never be at ease or even survive in the lands he has loved ever again. The 'High Beauty' is what is doing this to him, what made the rules, what meant for this to happen, what he is doing this in service of. And Gandalf, whose soul will be present to see the very end of this tale, cannot possibly understand what it is for your whole life to be encapsulated by just your own small painful part of what Gandalf would propose was a beautiful and universal tapestry.
And lack of agency against the divine plan is precisely the narrative thread that ties every character together. To some it is a comfort, Aragorn and Gandalf and Sam are all gladdened and encouraged by the knowledge that there is some higher power ordering their lives, some greater beauty they are all a part of beyond any earthly pain or suffering. They are not in control and to remember this is a relief. It inspires them to better fulfill their ordained duties and drive themselves through terrible trials.
To others it is no comfort at all, Boromir and Frodo have no faith in the prospect that the divine plan will include success or happy lives for them at the end of their tasks. But it is a hopelessness and uncertainly that they both accept. They simply believe their duties must be attempted anyway, hopeless or not, even if it makes no difference to the outcome in the end. Lack of control is just a reality they live with.
And to some it is a horror. Denethor and Eowyn want to fulfill their duties, but these duties are torture. They demand loved ones die, they demand relentless fear and sacrifice, they demand ceaseless and hopeless toil. And in the end both of them are given rebellious breaks from these duties by the narrative, ones that are horrifying in and of themselves (and portrayed as wrong to one degree or another) but that are still extremely cathartically presented as attempts to reclaim control of their lives away from a callous divine. Even if, ultimately, this also was out of their control.
Merry, Pippin, Legolas and Gimli appear to have never quite had to confront the realities of their powerlessness before. But through the story they become intimately aware of it in ways that force them to make choices they are not ready to make. For Merry and Pippin, this leads them to ultimately empathise with Eowyn and Denethor’s positions, wracked with guilt and equally horrified, attempting to find agency in death where (it appears) none can be found. For Legolas and Gimli, they confront the spectors of lack of agency/death for the first time in the narrative (sea-longing and the Paths of the Dead) and are irrevocably changed by them, eventually leading them both to attempt to circumvent their fates by illegally sailing to the uttermost west. Obviously fandom likes to believe they made it and live happily, but narratively it is also suggested that they died at sea in the attempt.
Now, at the risk of indulging in my ever-derided biographical criticism, I do think that all of these characterful arcs are represented in Tolkien’s own life. I feel comfortable saying that Tolkien was not a happy man by default. He was wracked with guilt from a very young age (wow a catholic with guilt, groundbreaking) but that guilt followed him and found new reasons to manifest until the very end of his life. And a lot of this guilt had to do with death, his father's death, his mother's death, his friend's deaths. And a lot of it had to do with fear of leaving unfinished or poorly finished business behind him at the time of his own death: guilt about how he had taught his students, about his scholarly work, his parenting skills, his so-oft-mentioned faith.
And being a man of faith, he would have experienced all these things as a part of the divine plan, even as they were also his guilt to bear. So, clearly, Tolkien's experience encompassed all of these characters, right? The despair and the torment and combined love-of and frustration-with the divine. The failure. He knew them all. And within all of them, as well as within the narrative and world itself, there is a wrestling, there is an ever-shifting complexity and multitude of different opinions to how one experiences a life that hurts in a beautiful world that you love but that you eventually must leave, with the sensation that you have no control over any of it.
However, a complication to any declaration of ‘what LotR is about’ is that it is a self-admittedly unreliable narrative. If you cannot necessarily believe everything the narrative is telling you, then suddenly additional layers of complexity come into play in determining the meaning within an already complex text. In LotR you can actually track which characters are recounting which parts of the story to Frodo or Sam at the time of writing. But it is also just obscured enough to make it ambiguous and to enforce the idea that this is a version of this original story edited and compiled for many generations after it's writing.
So not only are these characters and events transient, uncertain and being (sometimes bluntly) misrepresented by the narrators, YOU are now complicit in that. You are yet another interpreter to alter this narrative through your perspective, just as all works and all lives are interpreted by those who view them, with no way to control that judgment. You are also a character now, making it even more difficult to make definitive judgments about a question like 'what LotR is about'.
The clearest example of how this narrative unreliability and reader interpretation comes into play within the text itself is when Frodo describes the fellowship's entrance into Lothlorien to Faramir. He is being blindfolded in order to be lead to Henneth Annun, and he recounts;
‘As you will,’ said Frodo. ‘Even the Elves do likewise at need, and blindfolded we crossed the borders of fair Lothlorien. Gimli the dwarf took it ill, but the hobbits endured it.’
But we, as readers of the previous book, know this is a gross mischaracterisation of Gimli. He did not take issue with being blindfolded, he took issue with being singled out as the only member of the fellowship who needed to be blindfolded.
‘As was agreed, I shall here blindfold the eyes of Gimli the Dwarf. The others may walk free for a while, until we come nearer to our dwellings, down in Egladil, in the Angle between the waters.’ This was not at all to the liking of Gimli. ‘The agreement was made without my consent,’ he said. ‘I will not walk blindfold, like a beggar or a prisoner. And I am no spy. My folk have never had dealings with any of the servants of the Enemy. Neither have we done harm to the Elves. I am no more likely to betray you than Legolas, or any other of my companions.’
In this one moment Frodo has taken what was a reaction of justified indignation against racial prejudice, and made it sound like a minor tantrum over a shared burden. He has also used it to further aggrandise his own people in Faramir's eyes. And it is up to YOU to notice this, to review it in your mind, to choose what it leads you to believe about all characters involved. The narrative certainly never helps you, or addresses it ever again. You have to wrestle with what it means in your mind.
I believe this is the reason I have observed that every person who reads LotR and loves it and keeps rereading it feels like they are excavating something. There is a narrative under the narrative for every new pair of eyes on the tale. And that narrative is you, it's who your experiences and sympathies lead you to listen too harder, it's the story of the experiences you understand. And in that excavation, you are also reclaiming a moment of control for yourself in conversation with the story and whatever you have chosen to excavate. One might say these are all aspects of every story, but LotR is unique in its investment and immersion into the concept.
Because, to me, when Tolkien says his story is about 'death and immortality', what I read is that it's about the ultimate lack of control we have (death) and trying to empathise and accept the unfairness of what will become our inherently false legacies (immortality). And then just the vast spectrum of experiences and emotions those things conjure. It's not just about those things, it is an attempted soothing of those fears and struggles, it is an offer of comfort or catharsis or applicability. It is also an acknowledgement of the love that drives you and that you will eventually grieve.
Frodo leaves the shire to save it because he loves it, but he knows the entire time he will never be able to fully return. He is frustrated, it hurts, but a piece of the Shire in Sam comes with him and whilst it cannot save him, Frodo is still comforted.
Sam leaves the Shire because he loves Frodo, and he loves the high beauty as embodied by elves and magic and history. He also knows implicitly that this is a task he cannot refuse, but these things comfort him. He is glad to be guided and strengthened to even greater feats the more he trusts in a higher power, but he has a life and a family in the end. And if that is what the Higher Beauty decrees for him, where it has doomed Frodo to incurable soulful wounds, are we surprised at either of their choices? Can we blame anyone for their hope OR despair in the face of powerlessness? Oh! Look at that! It’s that pin I mentioned quite literally last century ago. TOLD you it’d be back.
And that brings us back to the question, what do I think LotR is about.
We are all powerless in the face of death and in writing a book about death Tolkien’s work has an inherent universal applicability in this regard. Tolkien asks an unconscious question within lotr, how should we cope with being creatures that love the world but that are doomed to die and leave it? And then he leaves that question entirely unanswered. This is what sets lotr apart and truly creates a story in which people can read narratives therein that appear entirely separate from death or any other recognisable theme others might see, without losing the sense of universal appeal. He offers multiple perspectives, including that of the dominant religion’s prescriptive decrees of right and wrong, but there is no solution brought forth in the story that saves anyone from grief or death or regret in the end. Not even Aragorn or Arwen, who are in essence the most holy and faithful characters barring Gandalf within the story, end without heartbreak and despair!
‘‘I speak no comfort to you, for there is no comfort for such pain within the circles of the world. The uttermost choice is before you: to repent and go to the Havens and bear away into the West the memory of our days together that shall there be evergreen but never more than memory; or else to abide the Doom of Men.’’ ‘‘Nay, dear lord,’’ she said, ‘‘that choice is long over. There is now no ship that would bear me hence, and I must indeed abide the Doom of Men, whether I will or I nill: the loss and the silence. But I say to you, King of the Numenoreans, not till now have I understood the tale of your people and their fall. As wicked fools I scorned them, but I pity them at last. For if this is indeed, as the Eldar say, the gift of the One to Men, it is bitter to receive.’’ ‘‘So it seems,’’ he said.
There is no such comfort!! … Or is there?
To me, the appeal of Boromir is in the solution he offers; the comfort is in the wrestling!
Aragorn and Arwen did absolutely everything they were supposed to do, unquestioningly, to the point that Aragorn goes to the Silent Street and just lies down to die because it’s ‘the right time’ and he mustn’t become ‘unmanned and witless’. And then he dies and he makes a beautiful holy corpse that cannot comfort Arwen or his children or his people for even a moment.
But Boromir dies with a smile. Aragorn promises that Minas Tirith will not fall, and that does comfort him, because that was the wrestling he chose, the love he decided to hold, the meaning he decided to find and fight for beyond all his powerlessness to protect it. So that’s the answer I find and it might be different from yours, but it’s in LotR to be read because the story is about the wrestling as much as (if not more than) it is about the end. The road DOES go ever on and on, after all!
So ye das wat lotr was about I fink thanks 4 askin 👍I REALLY hope it makes sense. I also really hope Anon manages to see it after it took so goddamn long to respond 😂
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Ok lemme talk about this season of Arcane, the ending, and most importantly, Sevika. If you don't want spoilers, back away now but I'm leaving this open because people have a tendency to not open or read my posts with read more cuts after them 🙃
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First off, I will say that I like Arcane a lot. Like a LOT. I've watched the first season 4 times (rarely do I watch anything more than once) and I think it's a masterclass in adult animation. Fortiche really put everything into this series.
That being said...
While I did like season 2, I don't think it was enough. Animation wise it was phenomenal, writing wise...I think it could have been better. As I've learned through doing research for my Sevika fics, the League of Legends universe, lore, and worldbuilding is fucking MASSIVE and even if I don't give two shits about that community or game, I have to give it props in that department because they really put a ton of work into it to make it feel alive. Maps? Short stories? Timelines? Race and culture? Apex could never...
That ofc is why it's hard for me to say that the writing is amazing. We had far too many characters to keep track of in season 2 with far too many plot threads to finish in two seasons. I think ideally, this series should have been 3 seasons instead of 2. Acts 1 and 2 could have been its own season, and Act 3 could have been its own season. If not that, then at least one more episode per act would have helped a lot. Things just progressed and wrapped up far too quickly for my liking.
Also not a huge fan of how quickly video game related media tends to dip into the whole timeline and multidimensional business. It def works well for some games but here? Idk I guess it was bound to happen given some League character's abilities, but the stakes just elevated far too quickly for me. Not a fan of Viktor becoming one of the main antagonists at all, and DEFINITELY not a fan of the conflict between Piltover and Zaun being sidelined for an "enemy of my enemy is my friend" thing with the war against the Noxians. It makes sense, I just wish "war with the Noxians" came at a later date so we could focus on the twin cities.
And speaking of the generational conflict between Piltover and Zaun, let's talk about Sevika.
As I said before, Sevika is the most qualified person to become the leader of Zaun and I stand by that even after the ending. But first....what about her found family? Isha sacrificed herself and Sevika gets no on-screen reaction? The last two episodes just progressed SOOOO FAST that we and some of the characters didn't even have time to breathe. Did Sevika even get time to mourn for Isha? What about Jinx, who is now gone? Sevika barely even encountered Vander! I would have loved to see some of the aftermath there because I think season 1 did a better job of allowing characters time to process their emotions and grief, even if the pacing was still kinda fast. It was acceptable!
I am sad af she didn't get more lines, but remember, Sevika has always been a side character in this series. An important side character but a side character no less. The promo shot of her now feels like...what was the point? (more on that in a sec) but considering how many characters and plot points and plot threads they had to account for, I am not surprised she didn't get more screen time. Hell, Vi and Caitlyn didn't even get a chance to have a full conversation on eveything that happened and Caitlyn didn't even apologize on screen. The fuck bro.
Now about Sevika's ending....I am very happy she isn't dead. Like dawg, you have no fucking idea how happy I am about it. SHE FUCKING LIVED. But....
I am seeing some people saying they're not happy or they're confused or that her ending doesn't make sense. And I just disagree with those points. Let me explain why.
I posted something earlier today about it, but again, as people don't open my read mores, I'll repost it here:
We absolutely do not know how much time passed between the war and the final few shots of the season. So Sevika joins the council. I DO NOT THINK she would do this unless there's a good reason for it, and that's why I'm guessing she will be Zaun's ambassador on the council. That war probably significantly changed the relationship between Piltover and Zaun and while old wounds will take more than a fucking war to heal, her being on the council now means she directly has a say in Zaun's future. Remember, the council was literally about to hand Zaun their independence before Jinx blew it up, and Mel was in support of it. As I said before, Sevika is respected down there at a bare minimum with all the factions. She would know better than anyone how to lead Zaun at this point. So yeah I get the hesitation, but it makes sense in my eyes. And it makes it likely that Sevika could show up again in a future League animation, if not become a whole champion.
I like her ending. I am sorry but it just makes fucking sense. Sevika is extremely loyal to her home and her people of Zaun. We've seen that time and time again. She was willing to go to war and die for those people not just against Piltover but also the Noxians, so why on fucking earth would anyone believe she's making a bad choice here?
She is now in the best possible position anyone in Zaun could be to advocate for their independence and support their growth. She knows the chem barons and brought them to peace, she gained the respect of the Firelights with Scar leading them in Ekko's absence, and she even got the Jinxers together with them before the Noxian attack on Zaun. Sevika has experience, she has the ear of the people, she knows what it's like down there, she is made to lead and help advocate for them!!!!
Believe me I get that whole "changing things from the inside" angle doesn't work more often than not, but this doesn't feel like "changing from the inside," it feels like "let me advocate for my people's actual independence so we have a starting point to become self sufficient." Again, Piltover was literally about to let Zaun gain their independence, and while none of the previous council members that agreed to it are there, Mel is/was. Who's to say she didn't help negotiate for Sevika to sit on the council and start (or complete!) the Zaun independence process before she left for Noxus? I can't imagine Sevika would just show up to the table and sit there if she didn't have a damn good reason. Like come on now. This woman has seen first-hand what Piltover is capable of and does not like them nor looks like she wants to be there. But she's seen what Piltover has done to her people first-hand, and after learning from both Vander and Silco, this is how she feels she can best protect her people.
She IS the new leader of Zaun and their ambassador at the council.
And lastly, we've been told that some characters will be returning in future League animations. Mel seems like an absolute given, but what about Sevika? Zaun's story is only just beginning, and yeah they said they'd like to branch out to other regions, that doesn't mean a cameo or maybe another medium can't be used to continue that story (a book, perhaps??).
Anyway yeah those are my thoughts...
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I'm interested in reading a nonfiction book specifically on the disabling nature of pregnancy, childbirth, and childcare, and how this intersects with traditional gender roles and legal + financial oppression within many societies, but I'm also interested in reading about the intersection of feminism and disability more generally. (Preferably something that is not bioessentialist or transphobic nonsense.) Does anyone have any recommendations?
Let me ramble beneath a cut here on the area of interest I mean here. I promise I mean none of this in a weird bioessentialist or transphobic way, I've just been thinking a lot about how the physical realities (limitations, dangers) of reproduction affect our social structures, both in an activism way and also a fantasy worldbuilding way. I think "Dungeon Meshi" set off my thoughts on these things when it delved more seriously into the pain of long fantasy lifespans and the unavoidable violence of the food chain.
More generally (not talking about "Dungeon Meshi" any longer), I've taken note of fantasy and science fiction worlds which incorporate technological advancements for the author's convenience, allowing characters to act more freely and sidestep more realistic consequences of their actions, without apparently considering what these advancements mean for the shape of a society. These advancements include: effective birth control, effective protection against sexually transmitted health issues, relatively safe childbirth, relatively safe abortion, and substitute breast milk for infants. (And often menstruation is never mentioned.)
In most of these generic fantasy worlds I've encountered, the way that magic (or sufficiently advanced technology) shapes society is not the point of the story.
(Side note: I'm going to talk a lot about fantasy worldbuilding here, but I want to make it clear that I recognize this is a very serious topic and real people all over the world suffer from a lack of care regarding these issues. When I suggest that I find exploring these issues in fiction "interesting" or "fascinating", it's stemming partly from frustration in seeing these real and concerning issues represented so rarely in exploratory fiction meant to give voices to our nonfictional concerns, not that I find people's pain entertaining.)
A magic tea that keeps a character from getting pregnant exists as a device so that the reader can enjoy those sexy scenes without having to worry about birth control. An author might make a magical people "immune" to infections for similar reasons; now the audience can enjoy the "thrill" of unprotected sex with an incubus (impregnation kink) without having to think about the ick of getting syphilis. Magical healing exists to get our favorite character safely through childbirth, not because the author is interested in exploring what this might do to a world's birth rates. Magical infant formula exists so that our characters can look after an abandoned newborn, instead of dealing with the historic tragedy of infant mortality rates. And so on.
Many stories have alternate focuses besides this kind of technological + social worldbuilding for a variety of reasons! They just want to write sexy scenes or intricate political plots or sweeping adventures! That's fine! Sometimes, I also do not want to fucking think about the violent and deadly history of human reproduction.
And many OTHER stories DO deal with these things! I have read fantasy stories that say, "Hey, if magical healing is a thing, especially a thing that works as well or even better than our modern medicine, people would definitely try to control access to magic for power. And the religions of this world probably have lots of opinions on it. And it would generally effect the culture of this world on a foundational level, huh?" For some stories, this kind of worldbuilding is their whole thing. I have read some fantasy stories that do at least somewhat take into account what magical birth control and potentially reproductive autonomy might mean for the people there, though I might personally think that this kind of freely available technology would revolutionize society to a far greater degree than those fantasy worlds often depict.
See, I don't believe in gender or sex binaries, people are a lot more complicated than that, biology is a lot more complicated than that, and restricting legal rights and medical care and social roles based on either of those things is ridiculous. But I don't think it's unreasonable to point out that there are significant biological differences between groups of humans. (With blurry lines to these groups! Intersexuality is very much a thing!) Reproduction is necessary for the continuation of our communities, and in our reproduction, the pregnant parent bears a far greater physical burden and risk than the non-pregnant parent, which is really fucking unfair to everyone, but it's just the way that nature has it set up and we have to live with that process at the moment.
(Side note: no one should have to be pregnant or give birth if they don't want to. I also believe that, ideally, no one should have to care for a child if they don't want a child. This rambling may accidentally sound like "women are DESIGNED to have and care for children" nonsense, but 1) no human being or anything alive on this planet was "designed" for anything, that's horseshit thinking that's incredible harmful to people who physically cannot have children or are choosing not to have children so as to not pass on genetic issues, and 2) childfree people can do whatever they want forever. I may interchangeably use "pregnant people" and "women" because I'm switching off talking about physical reproduction and historical/modern oppression.)
(Also, yes, polyamory is a thing in relationships, and also people won't always live in partnership with the other bio parent of their children for whatever reason, but just go with me here for now.)
Historically, pregnancy and childbirth is a burden than has been borne by women. Currently, around the world, this is still a burden borne largely by women. And I've been wondering a lot about how much the oppression of women in our societies intersects with the oppression of the disabled. Even in ideal pregnancy and childbirth and childcare, without medical issues, it is a process that is at the very least temporarily disabling.
Some rare individuals can basically do hard labor throughout their pregnancy, up until the day they give birth, and then they're basically miraculously ready to run a marathon afterwards. Sure, whatever.
Most people do not have this experience with their pregnancy! Even if they do not experience more serious medical issues (which are a very real risk), a pregnant person is likely to at least get tired more easily and require more rest, to experience nausea and have specific dietary and nutritional requirements, to have achy feet and an aching back and other achy body parts, to have their mobility restricted by their belly and by looking after their belly. And so on! This is just scratching the surface!
By the end of their pregnancies, many people are unable to work. Many people are forced to work through draining pregnancies anyway, to get the supplies or money to survive, and suffer a variety of health issues later down the line. This inability to work leaves a significant group of people (the people who are producing the next generations within a community!) reliant on the compassion of their partners, families, or larger communities.
What if a society does not have a structure in place for those who cannot work? And who have no one to look after them? What if a person's partner or family or community is abusive? A physical and financial power imbalance is created by the unavoidably disabling nature of pregnancy.
And then there's childbirth, which comes with a very real risk of death or permanent health issues, to those with the best of modern healthcare and without. I don't feel like I need to get into this one too much.
But even if childbirth goes well, even if both parent and child are perfectly healthy afterwards, childcare itself restricts the formerly pregnant parent's ability to do things. Even waving aside the recovery period after childbirth, in a situation without infant formula or pumping + refrigeration, the breastfeeding parent is going to be stuck feeding the child multiple times every day and must stay close to them. In most situations, it makes sense that the breastfeeding parent is going to take on a lot of the childcare, and breastfeeding may go on for several years.
And though many people have done many impressive things with a child strapped to their back, an infant is both helpless and fragile. Toddlers are still fragile and still incapable of doing many things for themselves. Any human being, whether or not they were the pregnant parent, suddenly becomes limited in what they can do just by holding a baby. Caring for any human being, including the injured and sick and elderly, can be an exhausting situation and most carers are going to need help. Caretaking is work that will put limits on your ability to do other forms of work to survive.
And non-pregnant parents also deserve societal support! Especially if they have lost their partner for some reason or another and are now the sole caregiver for a child.
Thinking about all of this has underlined to me again just how much disability activism does for all "other" forms of activism. No one is better positioned to see how our societies fail to help and to care than those who need help and care to survive. What if a person cannot safely work? What if the work they can do is not enough to care for themselves and their dependents? What if a person cannot rely on the "compassion" of their local community? What would society look like if it was legally structured to provide unconditional support?
Reproductive rights and bodily autonomy seems to often become a high point of control. I'm not criticizing fantasy stories where magical birth control is readily available and it's just not an issue! It's nice to imagine that! But I do think it's worth thinking about how things like effective birth control and safe abortion potentially completely changes the way a society operates, giving people new control over their own bodies and futures. It's worth asking what power structures keep women (and other marginalized people) oppressed within a society when technology / medicine exists that could let them live freely. Is it a class issue? A religious issue? Can women legally tell men to fuck off or are they basically property in this setting?
(I think a lot about that one anecdote someone told about how their grandparents couldn't share a bedroom at one point, because though the couple loved each other very much and wanted to have sex, they just couldn't risk pregnancy again after all of the children they'd had and they had no effective birth control.)
(I also think a lot about the woman who tweeted about how birth control was good not just for "family planning" but because she wanted to have sex and didn't want children. She's the one who created / popularized the iconic phrase "die mad about it", I think. Amazing work.)
(I also think about how long it took for "marital rape" to be recognized as an issue and I want to fucking scream. It's STILL an issue in many places / situations.)
A society that does not freely provide medical care and childcare can never truly have "equality between sexes". Looking around at countries which complain about "declining" birth rates ("women choosing not to have children!!!") while also making it hellish (medically dangerous + a huge financial burden) to be pregnant or give birth or have children... I think I see part of their problem. Historically and into the modern day, pregnancy requires making yourself horribly vulnerable to your partner / family / community, and given the choice, even if they may want to be parents, a lot of people simply cannot afford the risk and burden of giving a child a good life. Pregnancy and childcare are often disabling and a lot of countries around the world treat disabled people terribly.
So, I'm interested in reading more about disability and feminism, as well as disability and children's rights, and disability and a lot of things, honestly. Or maybe something that just talks about childcare and pregnancy across a variety of societies around the world? Everything to do with "women are inherent this and men are inherently that" is bullshit, but there is an unavoidable power imbalance in reproduction (pregnant partner versus non-pregnant partner, which has historically been women versus men) which looks like it may have influenced traditional gender roles somewhat within some societies.
So, I'm looking for book recommendations.
#worldbuilding#tossawary reading#long post#I think that I'm going to turn reblogs off on this one from the get go because this is not my usual fare#reblogs off
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I'd looove to hear a little about your worldbuilding process if you don't mind sharing. How do you go about it? I know you have shared in a few posts already but just wanna know moree. Also where did it all begin? What inspired you? (eating it all uppp!!!)
hi!! I know I wrote a big long thing like last year or the year before about the process to making a setting but I cannot be arsed to find it rn so here's some disconnected thoughts
Overall I don't really make Headworlds or Worldbuilding Projects the way a lot of people do (which is why u keep hearing me say 'setting' over and over) because mainly what I make are stories in the order of characters -> plot -> world. those three things have to serve one another in that order of importance, so the world itself bends to serve the narrative. for example, ultimately idgaf where the holy beasts' skeletons come from, that is not important because the beasts are basically just a big plot device to serve the story. i can make some post-hoc justifications for their existence (and i did) but at the end of the day it will not and does not matter how they work or where they come from. the world is full of mysteries that will never be solved because the characters are not in a position to solve them. aside from a single border conflict, the world outside the mezian empire is nebulous and unimportant.
I don't enjoy working in a world -> narrative order because what I want to produce isn't just a series of info posts or artpieces about a setting, but a closed and self-contained story which is the justification for the entire world's existence. Headworlds that are all world and no character don't interest me.
So basically in the process of worldbuilding, I have to serve the story. A while back I made a post about continental history around Inver, all these wars and occupations and schisms and so on. All of those exist solely to provide a particular political climate, justification for Aquitan's theocratic structure, and the spread of the southern church north into Inver. I already had the idea of this church, that it would be integral to the country as a main political faction, so now I have to figure out how it got there and the political ramifications of that. It's all worldbuilding for sure, but it's a support structure underneath the story about how that church eventually changes world history, because i wanted to write a story about a church lol.
I guess if I wanted to explain The Process for a world -> characters setting i'd just be giving you How To Write A Story 101 lol. But basically: I think of a concept which interests me (big mechs yay). Then I think of a conflict that might arise (where does the fuel come from? who controls that supply? what might that do to the concentration of power in this area?). Then I put a character in what I consider to be the most interesting position to observe the effects of this conflict (a knight, an enginesmith, an exile), and honestly the main plot generally writes itself after that. I extrapolate the hook from that.
In terms of characters, I try to avoid calling them 'ocs' because in my mind 'oc' tends to be a very static stand-alone thing. Like I couldn't make a useful ref sheet of my characters because they are all changed by the story. I couldn't say 'he has a carefree personality' because in a few chapters no he fucking won't. in the same way i struggle a LOT to talk about my Siren setting which as close to a specbio 'headworld' as i'm ever gonna get, because I am worldbuilding in vastly different time periods at once in a world which is always changing, i can't make a post about for example a map of Siren because that's just a map from one era, I'd need to make a dozen maps to show how things change, how time affects it all, etc.
Because nothing is ever static and everything is in flux, pretty much the only way I can handle a setting like this is, again, just to focus on a few small stories centered around a cast of characters separated by time (i have... 4 distinct stories in Siren. maybe more). this is actually a frustrating barrier to me sharing any information at all about this place lol i'm the struggler
Where did it all begin? When I was 11 I used to write stories in my copybooks in class. There has never been a time where I was not making stories and where my stories were not the only important thing at all to me, superseding literally everything else. I learned how to draw digitally in 2011 because I wanted to draw my characters.
What inspires me? Everything lol. I actually don't have time to Consume Media much, I struggle watching movies or tv and I mostly hate video games because I would much rather be productive and sitting and watching a screen feels like a waste of my time. but I like reading books because I can take them with me on my phone. I get ideas from all sources but mostly non-media sources, like obviously mythology but also my history with the church and my scientific education. Usually nonfictional sources interest me the most (i was going to write a whole story that was a post-apocalyptic plague plot based on canine transmissible venereal cancer haha and even to this day that's where "the Immortal Hound" title comes from, little easter egg in inver)
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hi! I wanted to ask questions about how you proceed to write:
Do you have a general idea with plot twits and such figured out? like general guidelines and then go crazy and write these amazing fics or you just go with the flow?
How do you establish world building? Like, all the fics I've read from you (which are more than great) got lots of info in the world building though strangely enough (in a good way) I wasn't lost on it? Like Cyanide Narwhal has crazy lore to it with lots of characters and stuff going on but as you read you get what happens even though hundreds of stuff happen at once. HOW DO YOU DO IT :0
How do you write so smooth also? Like going from one scene to another makes total sense without there being a cut? (idk if i make any sense sorry ^^').
Finally, how do you explain feelings so well? Well not explaining directly but making us FEEL *looking at cyanide narwhal and i think you're so good (and i'm nothing like you)*. I think that the description of them interacting helps w it (like the way Zhongli looks at Ajax (i am melting please thats so cute-) but even the interaction between Ajax and the kids (big brother behavior)
oh god
i do always have a general idea on how the story is going to go, like what plotbeats i want to hit and what i want to happen. but since it's not a good idea to marry to one path, the details for how things happen or how we get from point a to point b specifically i usually come up with on-the-go, and i do leave room for modifications. like i have a million fic ideas and scenes i want to write but i never actually write any if i cannot picture two things: 1, what the point of it is (the main climax, the main mystery, etc), and 2, how it ends. (the reason why most wips don't make it past a couple chapters is bc i struggle to picture the ending accurately, or how to get there)
i genuinely have no idea how to explain the world building, i'm sorry lmao. if i really had to think about it, no joke, i think i'd say this was stardew valley's fault. yes you read that correctly. more specifically, the earmuffs item. now- it might not be evident as it is rn w the way i write, since it's been a while since i've started doing my worldbuilding like this and obviously it's evolved and gotten more complex w time, but- for those unaware, stardew isn't a game you play for the worldbuilding per se. for the deep world lore. especially pre-ginger island update (1.6?). but there IS worldbuilding, it's just you don't really see it, it's not the point of the game. you're there to grow crops tend to animals suffer in the mines and get a partner. that's it. but you know there's more outside the town and the valley. you know the biggest city nearby is called zuzu, you know what the sea is called, you know there is a war going on in the background, you know there is an empire involved, you know lewis might be the mayor of the town but he's still under the governor of the region. you know there's witches and spirits and elemental beings and aliens n shit. the fucking earmuffs were sort of like my epiphany years back bc their description says they're lined w artisanal velvet from castle village. what the fuck is castle village?? were you ever going to tell me about it outside of those fucking earmuffs? does it even matter? no. it doesn't matter. but just because it doesn't matter doesn't mean the earmuffs stop being an artisanal item from castle village. just because it doesn't matter what the sea is called doesn't stop it from being the gem sea specifically. the fact that you only care, gameplay-wise, about your farm and pelican town- it doesn't stop your country from being at war, from being called the ferngill republic. the world of the game exists outside of what matters to you for the plot. and so even if you're never going to find out some of these things if you don't look, they're going to be there anyway.
i don't know if that makes any sense. it probably doesn't LMAO a probably better way to explain it is like- write stuff the same way you hear our own world being talked about irl. does it matter for the 'plot' of your day if your mother says she's going to one specific supermarket? no. does she still call it by name? most likely. that's just how it works. you know it exists because this is the world you live in, regardless as to how much it matters to the actual 'plot'. it's not there exclusively to serve the purpose of aiding the plot, but because it's a part of your world and therefore must be connected to the world beyond you. the world will only read like it's lived in if the characters speak about it like they actually live in it.
i'm not actually sure that answers the question now that i think about it. it's just- i trully don't know how to answer it. i don't know what i'm doing that makes it interesting and not a complete mess to read even if it IS a complete mess. the only explanation i can think of is that: that i write the characters interacting with their world as though they actually live there. the plot is just something that happens to an already existing, already established world.
also i think you might be merging lore and worldbuilding with plot. yes, the worldbuilding and lore in my fics are absurd, but that alone i don't think would be hard to keep up with. it's the plot also being absurd what makes it seem like there's a lot going on at once (there is, just- in two different fronts). like there's not a million things happening at once in the worldbuilding - there's a million things happening at once in the plot. you're finding out a lot of stuff about the world at the same time, is the thing. anyway,
scene transition without the cuts being smooth i also am not sure how to explain. that's probably on me for not following scene structures properly tbh. so uh- no clue here chief, i'm sorry. i don't even have a guess as with the worldbuilding.
with the writing feelings i do have somewhat of a guess- it genuinely might be some undiagnosed brain fuckery i have. kinda like how the inside joke of asexuals being shockingly good at writing sex scenes goes. if you have a different-than-intended perspective on the stuff, it would probably lead to a different approach to writing it. but other than that i also am not sure
i think the main takeaway is i don't know shit LMAOOOOO
#anyway uhhh#i hope that was an interesting read even if i know i only answered like. one question properly#my bad#ily <3
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i think pacing is THE literary tool that most directly proves that you write good when you've been writting a lot. pacing is a feel, you can and def should read stuff about pacing, but you simply can't develop the muscles for it without hitting the gym.
so uhh, when did you start feeling good about how you've handled pacing in previous works and current one? was there a moment? i feel stuck, and discipline tells me to keep on trucking but its demotivating. sorry for long question aaa
Conveniently it was during the process of making the comic, because I absolutely did not have it down before I started. I had a moment of clarity sometime around chapter 3 that all my artistic practice for the comic had done nothing to prepare me for the invisible substrate of visual storytelling: pacing. Splash panels and big dramatic establishing shots are much more common in those early chapters because I hadn't processed how to fully utilize the space on the page. I had to do some backend reworking of the general timeline as I realized that any amount of narrative backtracking would grind the story to a halt AND take me way too much time to make. I realized I had a lot of unconnected filler in my initial plan that kind of just kicked the plot into little zero-consequence cul-de-sacs that didn't move anything forward, so I began to prioritize story beats that advanced at least one of either the plot or a character arc - I didn't want to fall into the trap of making absolutely everything tie into one singular grand evil plan or not have any room for broader worldbuilding, so I allowed for some outside-context antagonists and threats as long as they let me reveal new things about the main characters. It gave me a feel for what constituted forward motion or broad expansion of the story.
Somewhere along the way - I think maybe around chapter 9? - I gave myself a rule of thumb that every page needed at least one new thing on it. That "thing" could be a piece of new information, a turn of events in the story, a reveal of something previously unseen, a character making a decision - it's not a hard definition by any means, but it helped me stay on track. It also helped balance the two completely disparate pacings I need to account for, namely how the story is paced when you read the archive through vs how the story is paced when you read it as it updates three times a week. "One thing per page" means the people reading it as it updates always get something new to chew on.
When I bit the bullet and started this story, I was as prepared as I could've been for someone who'd never made a longform comic before, but that meant I was completely lacking in experience with the unique and invisible elements of comic storytelling, of which pacing is the most foundational. It's ok if you don't think you're good at it yet; it's impossible to get good at it before you begin. Starting the story is the hardest part.
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