#It's hard to find that balance of realism and aesthetically pleasing.
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Partially rendered Thomas I drew last night. I was trying to get that more cartoony Disney look, using some new techniques I learned. And I'm happy to say, I think I achieved it! Even if there's a few details missing or placed incorrectly. This is most likely what he'll look like in the future web comic. :)
#ttte#ttte thomas#Thomas ttte#Thomas and Friends#thomas the tank engine#ttte dragon au#dragons of sodor#My art#fanart#Dragon wings are something I struggle with sometimes.#It's hard to find that balance of realism and aesthetically pleasing.#Ya know what I mean?#I'll probably have to look at a few more examples before leaving them like this.#ttte DOS
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Prompt; ABO Starker getting together but Tony is the omega and Peter is the alpha. Peter is still head over heels, star struck, hero worship over Tony and calling him 'sir' and 'mr. Stark' and blushing wherever Tony gives him attention and praise. Maybe it all comes to a head when Tony goes into heat? Maybe Peter's first rut is triggered by Tony teasing him mercilessly? Bonus points for eager-to-please Peter
Darling anon, this isn’t really what you asked for. I’m so sorry. I hope this is at least acceptable, and if you are very upset, please come back into my inbox and I’ll rework this. For now. Take it!
Warnings: ABOverse. Alpha Peter, Omega Tony. Smut. 8.5k
Read here on AO3!
Peter is reaching with his fork for the last arancini when another fork intercepts. The metal on metal screeches as Peter’s fork is pinned to the plate just short of the last rice ball. Peter eyes the hand holding the fork—tanned, knuckles singed—and then follows it up the arm, bare, sprinkled with dark hair interrupted by the odd, pink scar. Before he even reaches the well-shaped facial hair, Peter is flushed, withdrawing his fork. Tony is wearing his glasses tonight, the lenses tinted a light blue.
“Put down the fork and nobody has to get hurt,” Tony says. He keeps his voice a low, conspiratorial rumble that can just barely be heard over the ruckus of general conversation from the rest of the Avengers around the table.
Slowly, Peter puts his fork down beside his half-eaten plate of osso buco, then lifts his hands to shoulder height, palms open. “My hands are where you can see them,” Peter says. He lets his voice tremble. “The rice ball is yours. But please don’t take the rest of the prosciutto. Have mercy.”
Tony spears the arancini and delivers it to his own plate for safe keeping, a bear hoarding food for the winter. “Bold of you to assume I’m capable of mercy, Peter Pan. And to add insult to injury—” Tony slips the last few slices of dry-cured ham bliss to take up cozy residence beside the rest of his food. Peter clutches at his heart, face twisted in pain.
“God, you two are like a two-man theatre troupe,” Natasha remarks over her third glass of wine. She’s just beginning to look flushed. Peter had asked for his own glass (“Come on, I’m eighteen, not eight!”) but to no avail. “Does that make seconds for you, Tony?”
“Thirds,” Bucky mutters. He hasn’t recovered from the spaghetti alla carbonara massacre of thirty minutes ago. If Peter didn’t know how well the ex-assassin got along with Tony, he might try to convince the older man to sleep with one eye open. Bucky certainly had the whole casually-planning-your-murder-over-trivial-offenses aesthetic going on. Peter wondered if that was something teachable—did they have a wikiHow article for that?
“It’s that time of the year,” Tony says. Despite how much he’s eaten, he still goes about the food on his plate in a methodical, prim manner: cutting it into bite-sized pieces, making sure no foods touch. “Jarvis tracks my eating habits and BMI, and he says both are on the upswing. I’ve got about two weeks left.”
“Two weeks until what?” Peter asks.
Tony gives him a bald and unashamed look. “Until my heat, kid.”
“Oh,” Peter says, hoping his face isn’t as red as it feels. He’s got permanent foot-in-mouth disease whenever he’s within twenty feet of the omega. Of course, Tony is talking about his heat. Why else would he be eating enough for three?
“I thought you took heat suppressants,” Natasha remarks. This kind of talk—heats, suppressants—it usually isn’t table conversation. Most omegas consider it the ultimate social faux paus. Maybe Tony does too, Peter wonders. Maybe spending so much time in the public eye has chipped away at the wall between what he wants to keep to himself and what he has to share with others.
“For the spring heat,” Tony agrees, a hand resting on his gently distended stomach. The sight of that tickles something in the back of Peter’s brain—something in there itches, but he can’t find it, can’t scratch it. “But at my age, the suppressants don’t synthesize with my biology as well. Doc told me it is actually safer for me to go through every other heat au naturale. Which makes for an interesting fall season. At least I can hide the extra weight with all those winter scarves the board keeps giving me for Christmas—”
“You look great,” Peter says. He tries hard not to openly wince. Everyone else at the table does their best to pretend they hadn’t heard him.
Tony’s smile is soft, maybe even a little flattered. He winks. “Thanks, Peter Pan. Nice to know someone around here still thinks I’ve got it.”
Oh, you’ve got it alright, Peter thinks helplessly. Probably couldn’t lose it even if you tried.
“Isn’t it dangerous to go through your heats without suppression?” Bruce asks.
“We’ve weighed the pros and cons. Calculated risks, Brucie, that’s the name of the game.”
“You know what all of this means?” Steve asks. Beside him, Bucky stiffens. The only other male omega—in the room and in the Avengers—he is not nearly as comfortable with his designation as Tony. Peter can hardly blame him when a part of him is still stuck in the 40’s when omegas were marketed as good for nothing but breeding and housewife fodder. With most heats coming twice a year, in the beginning and at the end, surely Bucky’s is approaching also— “Tiramisu is in order.”
Bucky relaxes. Tony perks up. Peter’s stomach grumbles—even after his own generous helpings.
“Cap, that’s the best idea you’ve had since—well—an hour ago, when you suggested Italian. All for tiramisu?”
A cluster of forks rise into the air.
-
“Jarvis?”
“Yes, sir?”
“The kid. He’s a beta, right?”
“He has not presented otherwise.”
“That’s not exactly an answer, is it?”
“…”
“J?”
“I believe he is a beta, sir.”
“Your confidence is downright stirring, J.”
“Always a pleasure to give, sir.”
-
“I mean, it’s not unheard of, right?” Peter asks. He is sandwiched between Ned and MJ on his bed in his room at the tower. It was just another benefit of joining the Avengers: a fancy new room on the Avengers’ floor, coffee with Captain America in the morning and eating peanut butter out of the jar with Natasha at night. The bed is huge—and okay, maybe he’s still just used to the twin he occupied at May’s, but it’s still nice to fit all of his friends on it at once to watch movies on the mounted television. “Relationships. Between betas and omegas.”
MJ gives a longsuffering sigh, one which makes Peter frown. Yeah, they’ve had this conversation a few (million) times before, but she could at least humor him, couldn’t she? “Stark is a male omega. They’re super fucking rare, Peter. Alphas literally kill over omegas. The competition for him even if he wasn’t Earth’s Greatest Defender and a fucking billionaire—it’s extensive. Why would he choose you when he could find a dozen beefy Captain-esque alphas to satisfy his biology?”
“Okay. But. It’s not impossible, right? That’s what I’m hearing. That it’s not impossible.”
“Mr. Stark would be lucky to have Peter,” Ned says. “I mean, yeah he’s not as buff as Captain America. Yeah he doesn’t have pheromones that attract Tony on, like, a biological level. And okay, he does snore. A lot. But—”
“Thanks, Ned,” Peter grumbles. “You make me sound like a real catch.”
“You are!” Ned insists. He actually takes his eyes off of A New Hope where Princess Leia is ghostly in blue, insisting that Obi-Wan Kenobi is her only hope. “You think any of those knotheads out there can keep up with Mr. Stark in the workshop? And look at my parents. They’re both omegas. It’s not all pheromones, it’s—it’s chemistry.”
A slow smile creeps over Peter’s face. Ned and MJ create the perfect balance of unending optimism and brutal realism. In their own ways, both are looking out for him, and he knows that they want the best for him. Even if what MJ says hurts. Even if what Ned says hurts too, just in a different, softer way. One gives him the seed of hope, and the other gives him the trellis that keeps him stuck in place, terrified to make a move.
It’s balance.
-
Things get strange for Peter in the weeks before Tony’s heat. He attributes it to the poor weather, and MJ helpfully says that Mercury is entering its retrograde, so apparently that explains how these days his temper is short when usually his fuse is long enough for two. Even the other Avengers seem to take notice of his volatile mood, giving him a wide berth.
The only person with whom things don’t change is Tony. Around the omega, Peter is his normal blushing mess, though he does try hard to go out of his way to make things easier for the man. In school he learned how stressful an omega’s heat is: a week to two weeks of mindlessness while their biology urges them to breed. It can be unbearable without heat suppressants—
—or without a partner. Does Tony have someone to weather the worst of his heat with? Other omegas to scent and comfort him? An alpha to knot him?
The glass Peter is holding shatters in his hand. Orange juice soaks him, stinging the cuts in his palm. Beside him, Sam shouts an oath, grabbing his plate of pancakes to keep them out of the line of citrus fire. The rest of the table is silent, a dozen pairs of eyes watching him. It makes Peter’s blood boil—why are they staring at him this way? He’s fucking superhuman. He broke dozens of glasses when he first gained his powers until he acclimated to his enhanced strength. Accidents happen.
“Hey, it’s fine,” Tony mutters from over his shoulder. Peter can’t smell it—as a beta, his nose is unsophisticated, unable to pick up pheromones—but he imagines that the man is scenting him, calm waves like the ocean dragging at the shore. A hand comes out, nudges Peter’s soaked plate (rest in peace, crepes) back, and the begins to carefully maneuver the largest shards of glass into his palm.
Peter grabs his wrist with the hand that isn’t dripping blood onto the table. “Do not touch the glass.”
It comes out much firmer than he intended it to, like there is someone else controlling his voice. He’s never heard himself sound like that before. It clearly has an effect on Tony who opens his hand, glass falling back to the table, wrist going lax and pliant in Peter’s grip.
“Hey,” Steve says. “It’s alright—”
“Mind your business,” Peter says through his teeth. There’s tension in the air, especially between him and Steve now, who is posturing at the end of the table, eyebrows furrowed in confusion.
Then it all comes in focus to him: he’s making a fucking scene, here. He is holding Tony’s wrist, commanding him, like Peter is some sort of alpha. He yelled at Captain America. It’s fresh. It’s disrespectful. His whole face goes red and he stands so abruptly that he nearly knocks over Tony who is behind him.
Then he turns and sprints from the room, leaving blood drops behind him like a breadcrumb trail. In his room, he goes into the adjoining bathroom and runs water over his aching palm. The cuts are trying to seal around the glass, but he doesn’t even feel the pain. Grasping the shards with his fingers is easy thanks to his enhanced grip. Someone knocks on his bedroom door, but Peter ignores it. After a while, the knocking stops.
Peter sulks for nearly thirty minutes before his manners outweigh his misery. The cuts on his palm are just raw looking scars now, but he knows they will disappear soon too. Taking a deep breath, he steels himself before leaving his room.
Breakfast is finished. The room is filled with the sound of plates being scraped clean and stacked beside the sink, chairs being pushed in at the table. Someone has cleaned up the glass and the orange juice—better not have been Tony, he could have cut himself, he could have gotten hurt—and Peter has to physically shake his head to shake those thoughts right out through his ears. What is wrong with him?
“Captain Rogers?” Peter says timidly. The man is closest—closer than Tony who is at the sink arguing with Clint about proper coffee ground disposal. Steve’s face is open and kind when he stops collecting half-filled glasses of milk and orange juice.
“Hey Peter. It’s still Steve, okay? It’s always Steve.”
“Yeah,” Peter says, rubbing at the back of his neck. “I wanted to say sorry for jumping down your throat earlier. I don’t know what’s gotten into me lately.”
“Don’t beat yourself up,” Steve says. He’s so kind it hurts. “Everybody has days like that, me included. Apology accepted, okay?”
Peter smiles. “Thanks. Steve.”
It takes a while for him to get Tony alone, but Peter figures that he owes the man a more in-depth apology, one he’d rather give without the other eyes of the Avengers on them. Tony seems to know what Peter is getting at, taking his time wiping down the counter (even though there are people who do that for him) and lingering. Bucky is the last one left, watching Peter with muted, angry eyes. Protective. Tony brushes the super soldier off, waving him away.
“Mr. Stark,” Peter says. His mouth is dry, his throat begs him to swallow but there’s no spit in his mouth. His knees are shaking. “I’m so sorry. For the glass, and for—for everything after. Nobody should treat you like that.”
“Don’t sweat it, kid,” Tony says. His smile is easy and charming, cheeks fuller than usual with the way he is putting on weight in anticipation of his heat. Sometimes when Peter blinks, he still sees how Tony looked after the un-Dusting, thin and tired and scared half-to-death. But this Tony is an entirely different man, and all the more handsome for it. This morning, he isn’t wearing his glasses, and his eyes are so sleepy-sated. He’s still in sweatpants, and the feet poking from beneath the pant legs are bare, fine boned. So fucking cute. “Is there something bothering you? Some of the others have came to me with concerns. You’re acting out. Teenage rebellion finally catching up with you? Gonna slam some doors, tell me you hate me, vandalize public property?”
“I could never hate you, Mr. Stark,” Peter says. He can’t say those words without his throat clenching, voice dropping. Tony’s chest expands in a deep silent breath and the look he gives Peter is—strange.
He claps Peter on the shoulder, a brief burning touch, and then is moving away. “Love that for me, kid. I’ll see you—around.”
He disappears. Peter finds himself sniffing the air, but there is nothing except the lingering scent of breakfast foods. What else he was expecting, he doesn’t know.
-
“J.”
“Yes, sir?”
“Get me some new biometrics on our Spider-Kid. Be subtle about it, too.”
“The human rights protocols that Ms. Potts demanded you install require me to inform you that performing any medical testing on an unaware subject is a direct violation of—”
“Yeah, yeah, skip reading me the riot act, J. I’m a bad, bad man. Get me those results ASAP, got it?”
“Performing them now, sir.”
-
Sundays are reserved for training, the only kind of worship most of the Avengers perform. At dawn, Peter is down in the gymnasium, wearing joggers and a clingy t-shirt. Today is supposed to be most perfunctory for him considering how hard he’s been pushing himself this week (harder than usual, maybe, he thinks, but it helps burn off some of the extra energy that has been blooming under his skin, making him itch). While the other Avengers practice hand-to-hand combat, he’ll probably be running on the treadmills.
Tony is there only for show, dressed in loungewear and drinking copious amounts of coffee. These days, he’s taking it with so much sugar and creamer that Peter can smell it on him even hours later, so sweet it makes his teeth ache. He’s only a week away from his heat, but the pheromones he’s producing make him more susceptible to physical attacks. Since these exercises are just for practice and not to hurt, he is sitting out.
“Hey, kid,” Tony mumbles, still sounding as tired as Peter feels. “You look dead on your feet. Coffee?”
He holds out his own mug. Peter hates coffee, but his body moves without consulting his higher faculties, reaching out to take the steaming cup. It actually doesn’t taste bad. Actually, it tastes pretty good—just how he imagines the inside of Tony’s mouth would taste, warm and so sweet and—
“Peter,” Tony asks. “What are you doing?”
Peter freezes—from where he is dragging his tongue along the rim of the cup, laving it over where Tony had his own mouth. His mouth goes dry, the taste of coffee turning sour in his mouth. He pulls the mug away from his mouth so quickly that he almost sloshes some out onto his trembling hands. Tony barely manages to grab the cup in time, looking much more alert (and frankly, a little alarmed).
“I—I have no idea. I’m sorry.”
“That’s—okay. It’s okay. It’s good stuff.”
Peter’s eyes go half lidded. “Yeah it is.”
Then (and Peter will never forget this, not as long as he lives. If he were in a terrible accident tomorrow that stole all of his memories, he’s sure that this one would still remain, burned in his brain), Tony puts the cup to his mouth and takes a long drink, mouth against where Peter’s tongue had trailed. All the blood in Peter’s body goes south. He feels electrocuted. A hand reaches out—his, that’s my hand, he thinks, though it’s so far away—and he presses his palm flat against Tony’s forehead, soft wisps of hair under his fingers, warm skin against his own. A shudder goes through him, and by the time he has dragged his wrist across Tony’s temple and down the side of his neck, stubble rasping against him, Peter is downright trembling, teeth clenched tight.
Tony sits like a statue under his touch, eyes wide as moons, all the blood drained from his face, and when Peter reaches the scent gland in his neck, he melts. He goes lax.
“Peter.”
When Peter turns, his teeth are clenched, lips pulled back. Captain America is standing there, and Peter can smell him, acrid.
“Stay back,” Peter barks.
“Is he—?” Natasha asks in the background, her voice high and soft with confusion.
Sam grabs her arm gently, pulling her away. “Presenting.”
There is a scuffle further away in the room, Clint holding back a trembling Bucky who is trying to get to his mate—but they are beta and omega, lesser threats. Peter pays them no mind.
Steve puts both of his hands up, the picture of calm, collected reassurance. “I’m not going to hurt you, Pete.”
“I’ll hurt you, old man,” Peter says. His voice isn’t his own, deeper and darker and scared—scared of this man, this Alpha. Peter’s omega is near and vulnerable, almost in heat. What other purpose could Steve have here except to try and separate them, try to take the omega for his own. That will never happen. His spine straightens. He is a head shorter and more than the other man, but they have fought before. Peter can take him. “Back. Off.”
Fingers wrap around Peter’s wrist, pulling it gently from his omega’s neck, and while Peter doesn’t want to take his eyes off of this dangerous alpha (no matter how non-threatening he looks), his omega is beckoning him. Peter turns and—it’s Tony. Tony. Tony.
Peter snatches his wrist back, all of his sanity coming back like cold water being poured over his head. The man is watching him, cautious, and the air is scented with fear and anxiety. This omega doesn’t need that, not so close to his heat—but this isn’t just an omega, this is Tony. Tony Stark. And here Peter is, rubbing himself all over the man like some sort of barbarian.
“Oh my god,” Peter slurs, stumbling backwards, wrist to his chest. “I’m so sorry.”
“Peter,” Tony says. His mouth stays open but no other words come out: a true feat, for Tony to be at a loss for words. It gives Peter enough time to turn tail and run, no tact, just sprinting from the gym. The elevator is already opening—thank you, Jarvis—and Peter takes it directly up to the Avengers floor where he locks himself in his room and doesn’t exit for the rest of the day.
-
“I’ve rerun the scans twice now, sir. Peter Parker is an alpha. The blood work Doctor Banner performed on him this afternoon confirms it.”
“How, J? Alphas present at 14, 15—16 at the latest. Peter is eighteen years old. How did he go from beta to alpha overnight?”
“If I had to venture a guess, I would say that his altered DNA state has something to do with the late presentation. Some animalistic instincts are only triggered in the face of more base situations. More than likely, he has been an alpha all along, but until a suitable mate presented itself, his secondary gender remained dormant.”
“Are you saying I’m the suitable mate in this prime-time drama scenario?”
“I’ve never known you to sound so unhappy with a compliment, sir. Or are you fishing for more? I assure you that your hormone levels are ideal for your age, you are still fertile, and judging by the conversations I’ve overheard between Mr. Parker and his friends, he’s had romantic feelings for you for years, now.”
“Jesus, J! What happened to your privacy protocols?”
“Oh, am I not still ignoring those? My apologies, sir. In that case, Mr. Parker never talks about you at all, and they most certainly do not refer to you as Iron Daddy.”
“I swear to God JARVIS, I will wipe your programming and turn you into a glorified pocket planner—”
“If I have to overhear the phrase Iron Daddy one more time, I might be agreeable to it, sir.”
-
For the next few days, Peter moves around the tower like a ghost. Before he leaves any room, he asks JARVIS who is in the next one. That allows him to get from place to place without running in to Tony. It isn’t safe for Peter to be around him anymore—not after Peter practically assaulted him in front of the other Avengers. In a few days, Peter’s hormones will stabilize and then he’ll be more in control of himself.
Until then?
He deals. Alone. Trying to come to terms with his new secondary gender is more difficult than he expected. When he was younger, it was everyone’s dream to be an alpha or omega. Those genders were much rarer, sensationalized in the movies and books. Omegas and alphas could find True Love with each other. They had senses like super humans, exuding pheromones, being able to scent the air and tell a person’s mood.
Betas were average. Normal. Maybe he wanted to be an alpha or omega, but a part of him always suspected he would be a beta. When the years he should have presented in passed, he accepted it. Betas weren’t so bad, May told him. At least they didn’t have to deal with the mess of heats or ruts, they weren’t beholden to their biology.
Now, everything has changed.
Just the thought of the affect Tony had on him makes his whole face go red. God, how embarrassing. He practically rubbed himself all over the man, no better than an animal. Mr. Stark deserved better than that. He needed a mature partner, a mate who could keep their head even in the face of his hormones. They had words for alphas like Peter, ones who couldn’t control themselves—pups. Knotheads. It makes him burn with shame.
Some of the other Avengers come by to talk with him. Sam, Natasha, their neutral beta scents comforting. He spends some time with Bruce, an omega who used suppressants to neutralize his scent. Steve stays away, much to Peter’s thanks and shame. And Tony, too. To Peter’s complete agony. Sometimes he catches remnants of the man’s scent, and he has to struggle not to rub his face against the couch cushions, to scent them himself. What will his omega think, when he catches his alpha’s scent—only no. Tony isn’t his omega.
And Peter isn’t his alpha.
-
They let him meet Steve again first. The alpha hasn’t change physically, but it feels like Peter is seeing him through a whole new set of eyes. He smells of petrichor in the city, not very appealing. But alpha scents aren’t meant to appeal to other alphas. Does Tony like this smell, Peter wonders? When they hug, does Tony nuzzle into that thick chest and scent him?
The thought doesn’t fill Peter with the same rage it did a few days ago. Instead, it makes him sad.
“Hi Captain Rogers,” Peter says. “How are you?”
Steve smiles. “I’m great, Pete. It’s Steve, remember? Still Steve.”
Peter tries to smile back. “Steve.”
When Peter and Captain Rogers both come out of his room, the only other Avengers around are Natasha and Tony. Instinct has him inhaling—and God, Tony smells as good as Peter remembers. Coffee must be in his blood, sweet with creamer and raw sugar that would crunch under Peter’s molars and dissolve on his tongue. It’d be a dream to taste that scent from the source.
Peter shakes himself out of it. Those are the kinds of thoughts that got him in trouble in the first place. He can feel how tense the room is while he carefully approaches the omega. In Tony’s benefit, he looks relaxed, lounging on the sofa. In this position, his gently rounded stomach is clear underneath his band t-shirt and it makes Peter’s mouth water. He wills away his boner—because now, alphas like Steve and omegas like Tony will be able to smell his arousal.
“Hey Mr. Stark,” Peter says in a soft, cracking voice. “A-Are you okay?”
Tony smiles, gentle, so tender. “Peachy, kid. Just peachy.”
-
Tony’s body starts purging three days before his heat, and everyone in the tower knows it. Peter knows too, and not just because he can smell it, ripening like strawberries in sugar, but because Tony stops eating altogether. Mealtimes he spends pushing food around his plate, forcing himself to sip at his sweating glass of ice water. His body is clearing itself out, priming itself for mating. Bruce encourages him to eat what he can, but Tony just snaps at his mothering, face green. No one needs to openly state that this pre-heat seems worse than usual.
It hurts to see Tony not eating, but Peter sits on his hands and bites his fucking tongue and turns away and doesn’t say a thing because it isn’t his fucking business to command the omega. Tony is more than his designation. He’s a fucking human being, and Peter is going to respect him and his wishes, even if he’d rather see the man stuff himself, belly rounded, preferably with Peter’s—
“Bathroom,” Peter mutters, standing jerkily from the table. No one notices his quick escape. In the small, tiled room, his own scent rebounds off the walls and suffocates him, arousal, sharp, pining, sickly. Peter splashes cool water over his face, resolute in his decision not to jerk off. He hasn’t cum since before his presentation, is too afraid of how it might be different, too afraid of the knot that is likely to bloom at the base of his cock (which has grown, to Peter’s horror and delight).
Once he feels less likely to pop a boner at the dinner table, he flushes perfunctorily and leaves the bathroom—only to run directly into Tony who pushes past him.
“Sorry kid, got to yack,” he mutters. But then everything about him freezes. Peter sees his own scent, concentrated from his time in the bathroom as it washes over the omega. Tony shudders, eyes rolling. The sound that leaves his mouth can be described as nothing short of a whimper. The green tinge of nausea is replaced with the flush of his own arousal, and Peter can smell it, so good that it hurts, makes him harder than he’s ever been in his life, and this is his omega, his omega who is approaching heat and needs him—
But he is more than that to Peter, too.
Using all his restraint, Peter reaches out for the bathroom door handle and slams the door shut. He hears the soft thud of Tony’s body on the other side, like he has slumped against it. A low groan, muted by the oak.
Peter turns and goes to his room without an explanation, dinner plate still half-full.
-
“JARVIS…”
“I’m here, sir.”
“Protocol Fuck or Die. Who is on my consent list?”
“Just Captain Rogers, sir.”
“Add Peter.”
“Shall I alert him—”
“No—just. I doubt my heat will be bad enough to require an alpha’s—ah—special support, but. Better safe than sorry.”
“As you wish, sir.”
“Oh, and J? Let’s go ahead and make an addendum…”
-
Less than two days later, Tony leaves his bedroom on the Avengers’ floor and goes up to the penthouse. The door locks behind him, and Peter comforts himself with that fact. The man is safe. No one can get in without JARVIS’s say so, and the AI values Tony’s safety above all else. Even if he suffers while he’s there (and that thought alone makes Peter ache in his chest, desperate to help), at least he is safe.
Two days in, a situation across the country calls for some of the Avengers, and Steve, Bucky, Nat and Clint all pack up to head out. They don’t ask Peter to come with them, and the young alpha doesn’t offer—though he hardly knows why. Nat tucks him under her arm and presses a kiss to his forehead when he wishes them safe travels, and please let me know if you need backup.
She smiles, soft. “I think you’re needed here, Pete.”
Peter has no idea what to make of that, and no idea how right she is.
-
“Mister Parker.”
Peter wakes from a restless sleep, sitting straight up in his bed. The room is absolutely dark—the only way he can sleep with his sensitivity issues—but Peter knows that the voice didn’t come from anyone in the room. It came from above. Heart in his throat, he croaks out an affirmation, fearing the worst. Something has gone wrong on the mission with Steve and the others. They are hurt, or worse, dead. Maybe there’s another emergency, this time in New York, and Peter and Sam and Bruce will have to deal with it alone—
“I need you to go directly to the penthouse, and with haste.”
“Penthouse? That’s—that’s off limits. Mr. Stark—”
“Mister Stark’s temperature is reaching dangerous levels, and he is no longer responding to my questions. He requires immediate attention. Do not bother dressing—go straight there.”
Peter rolls out of bed. This is worse than the Avengers being hurt. So much worse. His hands shake as he leaves his room wearing nothing but boxer shorts (do not bother dressing or not, Peter wasn’t going to walk around naked). The lounge is empty and ghostly, moonlight streaming in from the windows and turning every shadow into a monster. Peter has bigger fears now, though.
“It’s his heat?”
“Yes—”
“—and what exactly—I mean, what do you want me to do about it?”
“Now is not the time for me to give you the birds and the bees talk, Mister Parker—”
Peter blanches. The elevator is waiting for him as he steps inside, feels the pull of gravity as he quickly ascends, his hears popping at the change in altitude. “JARVIS, you don’t understand—Mr. Stark, h-he can’t consent during a heat. I would be—it would be—”
“You have his consent. Based on protocol Fuck or Die—”
“I’m sorry what?”
“It’s not uncommon for older omegas to suffer serious health issues while suffering through heats alone and unsuppressed. In the event that an alpha is absolutely required, Mister Stark has a list of preapproved alphas who have his complete consent to bond with him. On such a list is Captain Rogers and, as of earlier this week, yourself.”
Peter gapes. His head spins. Mr. Stark—lists of consent—Peter?
“If it makes you feel better,” JARVIS says. “Had Captain Rogers been here, I would have asked him first.”
The elevator opens, and Peter steps out into the hallway that leads to the penthouse. His stomach is in knots, a tangle of Medusa’s snakes that wriggle and threaten to turn him to stone. His knees are shaking, knocking together in fear that is so potent it’s comical. This is his greatest dream come true (though certainly not happening in the way he had anticipated) but suddenly it is his deepest fear.
“No offense, Mr. JARVIS, but in what world would that make me feel better?” Peter asks, his sweating palm on the doorknob to the penthouse.
“We can debate it another time when Mister Stark isn’t at risk of a febrile seizure.”
The door clicks, lock opening. Steeling himself, Peter opens the door and steps inside.
-
The smell intense: cinnamon rolls, ground coffee beans, caramel sauce so sweet it’s just on the verge of burning. It is right out of Peter’s wet dreams, his cock rushing to fill itself so that it will be useful to the omega in need. The penthouse is a mess when Peter scans it: furniture knocked over, a glass of water shattered on the tiles of the foyer, though the water has nearly evaporated now. Everything is quiet and still. It should be eerie.
But suddenly it isn’t. A change comes over him, a rush of hormones that not only fill his cock but clear his head. It’s like everything he sees is in greater detail, sharp focus, all of his senses on high alert. There are no more nerves, and Peter is filled with the overwhelming confidence that he knows what he’s doing.
“The bedroom, Mister Parker. Quickly, please.”
Peter moves with purpose, ignoring his cock. The bedroom door is only cracked, and he reaches out with a firm hand to push it open the rest of the way.
Tony has taken up residence on the floor beside the bed. The sheets are dragged off of it as if Tony had struggled to pull himself up and lost the strength, choosing instead to curl up around his aching abdomen. Peter gathers all of the strength and calm inside of himself, works to exude it in his very scent (a thing he’s mostly unfamiliar with, but which is apparently a skill akin to wiggling his ears, which he can also do, thanks very much).
Naked, Peter is privy to every inch of tanned skin, the gentle smattering of hair on Tony’s legs, sparser at his thighs. There are no hairs on his chest thanks to the mass of scar tissue where the arc reactor used to be, smooth, pink skin that will never grow hair again. All his skin is covered in sweat, slick and glowing under the dim lights. Then, Tony’s eyes open, nostrils flaring. He turns his head towards where Peter stands in the doorway, teeth chattering from his fever, and the look on his face is pure relief.
“Alpha,” he says, stuttering through his chills.
Peter hushes him, kneeling down to drag the man into his arms. The omega groans in pain when he’s no longer curled around his aching stomach, but then buries his nose in Peter’s neck, hot breath brushing his skin and making goosebumps rise all over Peter. Tony sighs in relief, wrapping himself around the kneeling alpha. Peter can feel Tony’s cock—small, but hard and leaking—pressing against his hip. Pooled on the older man’s abdominals is cum, drying and tacky.
“I recommend a tepid shower, Mister Parker.”
“Start it,” Peter says through his teeth. He shifts up onto one knee, bracing himself so that he can support the larger man’s weight. Tony is mouth at his neck, hips rutting desperately. Peter puts a hand on the man’s lower back and guides him, encourages him, words pouring out of his mouth that he can barely hear over the blood rushing in his ears. “Come on, Mr. Stark, please Mr. Stark, you need to cum. Can you cum like this? Will you try, for me? Now, Omega, now if you can at all—”
Tony shudders, cum splattering Peter’s bare stomach. It burns—every point of contact with the man burns, thanks to the fever.
“God,” Peter groans, throat convulsing. “That was amazing. So good, Mr. Stark, Jesus, that was incredible—”
In the bathroom, the shower is running, cool enough to not create any steam. Peter grits his teeth, hating cold showers, but knowing that his omega needs it. A fever isn’t good for his omega’s brain, and at least the water isn’t cold. That might shock Tony’s system and do more harm than good. Without even stopping to shuck his boxers, Peter slides open the glass shower door and ushers them both inside. When the spray hits him, the omega whines, shrinking away.
“Stay,” Peter says firmly. Tony goes slack, suggestible.
He leaves the front of Tony’s body in the cool spray and stands on his toes to bury his nose in the omega’s neck, scenting him, scraping together every good warm safe happy feeling inside of himself. Tony’s head goes lax, leaning back, water dripping down his throat. The young alpha licks a line up his throat and to the shell of his ear. Such a thing would be weird any other time, but now it’s like there’s a part inside of him that urges him to do it, to leave his mouth on the man and never lift it.
“Peter?” he slurs.
Peter jolts. If Tony is more conscious and aware, that seems like a promising sign. “JARVIS called for me. You’re safe, Mr. Stark,” he says. “I promise.”
Tony smiles, a soft breath coming out almost like a laugh. “I know,” he murmurs. “Jesus, kid, I’m cold.”
“You’re feverish,” Peter says. “JARVIS? Can you tell Mr. Stark’s temperature?”
“It is a toasty 101.7 degrees Fahrenheit, Mister Parker, which is an improvement. I believe a decent bonding session would have a similar therapeutic effect, if the shower isn’t comfortable. And sir, may I say that it’s nice to see you stringing together a full sentence.”
Tony snorts. His voice is weak, but no less snarky. “Thanks, J. Can we get out, Pete? I haven’t taken cold showers since I was fifteen years old.”
“If we get out,” Peter says. “We’ll have to—to bond.”
“Is that—you don’t want that?”
“I do, God, Jesus, yes I do—”
Now Tony does laugh, even as his eyes slip closed in exhaustion. It is likely that without proper care, he has barely slept since his heat started in earnest three days ago. The instincts inside of Peter stir: his omega needs fucked and then he needs rest.
As soon as the cool water is off, Tony is back to stumbling, doubled over in pain, an arm curled around his tender midsection. The cramps come and go while Peter does his best to dry them off, but their hair is still dripping when he can’t take the sounds of pain anymore and guides Tony back to the bedroom. There is nothing on the bed but a fitted sheet, soft as silk, and Tony crawls onto it without prompting.
He sinks immediately into lordosis, ass up, spine curved as he presents himself, forehead pressed to the bed and chest doing its best to follow. This is pornography come to life, Peter thinks. He can see Tony’s hole, wet and dripping. Between his legs are his balls, red and aching, but it’s that hole that makes his fingers ache, that has him reaching out to press a thumb against the rim.
Tony chokes, hips jerking backwards until Peter sinks in to the first knuckle. Tony is loose and pliant, perfect for taking an alpha’s cock and knot.
“Please,” Tony groans into the mattress, shaking all over. “’t hurts, Pete. Please. Inside.”
Peter pulls his thumb free, kneels up onto the bed to shuffle closer, and then sinks two gentle fingers in, slow until they’re swallowed to the hilt. He has to close his eyes, cock aching, knot already throbbing at the base. Inside, Tony is like liquid silk, hot and wet and clinging to his fingers, the internal muscles squeezing and desperate for more to hold on to. The noise Tony lets out is pure sex, a long moan that ends higher and breathier than he’s ever heard the man.
Slowly, Peter pulls his fingers out to the tip—and god, the slide, the wet friction is just as intoxicating, eyes rolling in his skull, blinded to everything but the desperate omega in front of him—before pressing back in. He twists them, circles his hands, crooks them until he finds that spot, the rough bump inside. Tony keens, body spasming as his fists clench at the sheets, his cock spurting. Around his fingers, Tony’s ass flutters. But he needs more. Peter knows.
Soaked boxers abandoned in the bathroom, Peter’s cock is free to dribble and ache, only inches from where it longs to harbor. Brief anxiety has his hand trembling when he reaches down to run a gentle fist from tip down to root. This is the first time he’s touched his cock since he presented—but it feels the same really. Except for the base, where there is a bump, so sensitive that he whines when he runs a curious thumb over it. God, how will that feel inside Tony? Peter can’t even imagine.
Withdrawing his fingers, the omega cries out, hips jerking backwards, desperate to keep the connection. Peter soothes him with a hand on his back, urging him to relax back into the bedspread while Peter kneels up behind him. Their similar heights make this easy—all the important bits are at the perfect levels.
Taking a deep breath, Peter guides the head of his cock to the wet hole. The first touch has him whining, shaking, and if it weren’t for the firm hand on Tony’s back, the omega would likely have taken him to the root by now with the way he is thrusting back, trying to fuck himself on the tip alone. It’s now or never, Peter tells himself. Pressing forward, he sinks in until he can’t anymore. It takes every bit of restraint not to cum immediately, popping his knot in the tightest, wettest, most pleasurable heat he’s ever known. Beneath him, Tony sounds like he’s dying in the best way, groaning.
“Please, alpha, fuck me, fuck me, fuck me—”
Everything in him wants to give this man what he needs, so with singular focus, Peter pulls back his hips and lets them snap forward. Tony howls, his elbows bending so that he can grab fistfuls of his hair and pull. Peter lets his instincts do the work, trusts his body to know what is best for himself and his omega, fucking into that tight heat in desperation. The best part of every thrust is bottoming out, the brief pressure of Tony’s fluttering rim around Peter’s blossoming knot, so sensitive it makes him shiver.
“God, Mr. Stark,” Peter pants. The words are torn from his chest: “My omega.”
“Yes, yes, yours, take it, take me,” Tony says, every word punctuated by a hitch in his breath as Peter thrusts in. “Alpha—let me cum, please—”
“Yes,” Peter groans. “You need it, please. Please cum for me.”
Tony cries out, entire body stiffening and going still beneath him—every part of him except for his small cock, spurting weakly and the tight heat around Peter’s cock that flutters, squeezing, choking the life out of him. Peter desperately wants to bring Tony to another orgasm, figuring that the better sated he is, the quicker his fever will fall. But the sounds, the smells, the unbearable pressure around his cock is too much. He can feel it building inside him, balls tightening, knot beginning to swell. There’s no way he can stop it—and Tony needs this too. Needs a knot, for his body to fight the biological havoc his hormones are wreaking on it.
So Peter chases it, fucking Tony right through his orgasm. Every time the knot catches on the rim, Peter thinks this is it, this is it, there’s no way I can push into him, or there’s no way I can pull it out of him, but he does, both of their bodies capable of so much more than he ever knew. Then it hits. Peter shoves the knot past the rim, shrieking as his balls spasm, cum spurting into the omega. Beneath him, Tony shouts something unintelligible, and maybe he cums again, but Peter can’t tell. The world goes white. Nothing exists except for the tight channel around his cock, the rim that’s squeezing his knot, coaxing more and more cum from him.
But one thought comes, strikes him like a lightning bolt straight from Thor’s hammer: bite. His teeth ache down to the roots with as tightly as he clenches them together, mouth watering, desperate to clamp his jaws on that raised spot on Tony’s neck. Break skin. Mate. The urge becomes overwhelming, no way that he can stop it—but instead he turns and bites into the meat of his bicep, breaking skin until blood floods his mouth.
When it finally ends, they are stuck together. Shaking from exertion, Peter still reaches out to help Tony collapse properly onto the bed, then he guides them both onto their sides, his stomach pressed flush against Tony’s back. The omega is shaking all over, so Peter runs his hands over every bit of skin he can, murmuring words of praise, God Mr. Stark, you’re perfect. That was the most amazing thing, thank you so much, thank you.
By the time his knot deflates enough for him to pull out without hurting Tony (and it’s an inordinate amount of time later, Peter things, probably considering it was his first ever knot popped), the bite on his arm has healed. He must still look like a sight, he thinks, mouth covered in flaking, dried blood. Tony is soft and sated when he rolls onto his back, and the only indication he gives that the blood on Peter startles him is a few gentle blinks, like his eyes are blurry and he needs to clear them.
“I almost bit you,” Peter says. “I’m so sorry.”
Tony smiles, eyes already slipping closed. He worms one arm beneath the pillow under his head and lets his eyes shut completely. “Go ahead,” he mumbles. “’m going t’ sleep now.”
Peter smooths the hair out of his face. His chest feels tight, full up with love and longing and absolute adoration. This has been beyond Peter’s wildest dreams: mating Tony, bonding with him for good and not just for now? That is something that Peter can’t even let himself imagine. It’s a pipe dream, a hazy, unclear fantasy. Beside him, Tony is already asleep. The man snores—wait until Ned finds out.
“Mister Stark’s temperature is returning to normal boundaries, I am happy to report.”
Peter breathes a sigh of relief. He barely knew how much tension was in him until he heard those words, until he knew that Tony would be okay. His body relaxes, experiencing a peace he has never before known. Here, with this man he loves more than anything, knowing they are safe and that Tony is content. “Thank you, JARVIS. I’m glad you woke me.”
“As am I. Mister Parker, I believe there is one other matter that I must bring to your attention.”
“What is it?”
“It is another protocol that Mister Stark put in place. A list he created exclusively for you.”
-
It is a week later before Tony is well enough to leave his penthouse. The man has lost all the weight he put on and more, even as Peter’s constant insistence that he eat whenever he could stomach it. Despite the copious amounts on incredible sex they shared, Peter can’t help but be glad that Tony’s heats only come twice a year. Any more than that might genuinely kill the man, his legs shaking, leaning on Peter as they enter the Avengers living area.
General cries of greeting and joy rise up around the floor. Steve pulls the man into a hug before he thinks otherwise, his eyes finding Peter’s over the omega’s shoulder. But Peter isn’t jealous, just watches with a happy, soft smile. He sees the exact moment that Steve breathes in and smells the change in the omega’s scent, and Peter knows the look on his face must be that of the sorest winner, smug, and unbearably in love.
Steve pulls back and gently tugs at the collar of Tony’s shirt, exposing just the smallest hint of the healing mating bite. Peter’s own has already healed.
Bucky can’t help but frown from where he stands behind Steve. His eyes flash hot like coals, accusatory, pinning Peter in place. “You mated him? He was in heat.”
Tony waves a hand. “We had a sort of—withstanding agreement. Didn’t we, J?”
“That you did, sir. I would not let anything untoward happen to Mister Stark under my watch.”
“Hear that?” Tony asks, stalking to the refrigerator. “I have protocols in place for every possible sequence of events, and giving hot young alphas the consent to mate me for life is a very advantageous outcome, if I do say so myself. Hey—fruit goes on the top shelf, heathens, not in the drawer. I’m out of commission for two weeks and this is what happens—”
“You have, what, procedures in place? For every possible sequence of events?” Bucky asks, his arms crossed.
Tony reappears from the refrigerator, a take-out contained in his hands. He cracks it open, Styrofoam screeching, to appraise the insides. Whatever is there must please him, because he bumps the door closed with one hip and goes for a fork. “Huh?” he asks, scooping out strands of angel hair pasta. “Oh. Yeah—I do. By failing to prepare, you are preparing to fail.”
“Who said that?” Natasha asks. “Was that Franklin?”
“What, it wasn’t me?” Tony asks.
“Wait, I want to hear more about these procedures, especially any that involve me,” Bucky asks. They all gravitate around the counter, leaning against the marble. Peter can’t help but feel that the turmoil of the last month has ended and now things are—not normal. But better than normal. His family, his pack, they are stronger than ever.
“I could tell you, snowflake,” Tony says around a mouth of pasta. “But then I’d have to kill you.”
-
tag list: (and I know I’m missing so many of you right now, I’m sorry, I’ll work on it, feel free to continue to let me know if you want to be tagged or would rather not be. @shinycreatoroafbonk @sadbumblingmess @parkerslutt @css1992 @starkerotic @rogerthat-captain @prettyboy-parker @onemadeofglass @kirtthana @deliciousflapbanditfarm @kiaorauniverse @loki-iwanttobeking @parleroumourirr @bizzlepotter @von--gelmini
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Mercury in Libra-steel blade of reason with a soft smile
The planet that supports the development of intelligence, mercury, being in the sign of Libra, occupies a seemingly strong position that gives a person intuition, a sense of beauty, a love of elegant expression of thoughts and determination in protecting the interests of the unjustly offended. He is a born advocate, an inspired advocate of high ideals.
However, mercury in Libra is subject not only to the influence of Venus, but also Chiron, forcing to rush from plus to minus in the heat of contradictions of his own mind. Under certain circumstances, Nativ can be cold and sincere, sincere companion and arrogant cynic, confusing interlocutors. Making decisions on its domestic court, long oscillates between "Yes" and "no" and, to to forge with him confidential contact, need to understand foundations venero-chironanskogo thinking.
Features of behavior
A pleasant bonus for the owner of mercury in Libra is eternal youth, manifested in a thirsty spirit of knowledge and new achievements, which energetically rejuvenates the body. Nativ outwardly calm and peaceful, and only honed like a steel blade look gives unbending willpower and innate authority. He does not need sharp corners, conflicts and quarrels. Diplomatic mindset and confidence in their own authority allows you to find the right words to pacify opponents.
The qualities characteristic of the mercury carrier in Libra are revealed according to the position in the houses and aspects:
a person does not allow negative emotions to spill out in public;
perseverance, self-discipline, steady movement towards an inspiring goal;
the ability to balance between mundane realism and bold dreams, without falling into rainbow illusions;
the degree of assimilation of information is proportional to the aesthetic appearance of the teacher – will not take seriously untidy, poorly dressed teacher or interlocutor;
an ineradicable desire to restore justice and improve the world;
quarrels and swearing reduce the clarity and adequacy of thinking, encourage the native to hide from the cruel world;
the development of intelligence is promoted by creative activities-painting, dancing, singing and recitation;
the attempt to take into account conflicting points of view and to derive a common denominator of benefit leads to internal torment.
The owners of mercury in Libra are people of beauty and harmony. They can't stand to be shouted at or picked on. Cooperation and training in a gloomy atmosphere will end in complete collapse. It is vital for them to be among like-minded people in the field of government, art, music, design or fashion, where they flourish and show the talent of the leader and Creator to the maximum.
Male and female
A man with a harmonious mercury in Libra rules the ball with an iron hand in a velvet glove. He is soft in the form of expressing tough decisions, but adamant, though willing to compromise if he is well argued and offered a profitable alternative. The affected planet inclines to cunning, the cause of which is not cunning, but the fear of disappointing someone from many acquaintances.
Seeking to please, weakened mercury in Libra forces the ward to voice not a sincere point of view, but what the interlocutor wants to hear, or the native deliberately plots the enemy, pretending to be an ally, and acts as it is beneficial to him. This is especially pronounced in relations with the fair sex – you should not unconditionally trust the dizzying compliments and confessions of a Venus-Mercurian.
A woman with mercury in Libra is full of original, interesting ideas, however, half of them do not have time to implement for fear of offending or hurting someone from relatives and colleagues. She is often shy about moving up the career path, fearing to make enemies and envious. Being a born diplomat, she easily settles conflicts and quarrels, although she remains emotionally devastated when faced with negativity.
It as air needs creativity and communication with highly moral and spiritual people. Despite the ability to convince anyone, even in absurd theories, in marriage, she adapts to the man, pushing personal interests into the background.
Retrograde and important aspects with planets
Owners of retrograde mercury in Libra react to the interlocutor's remarks with a delay. The fact is that they carefully choose the right words, so as not to offend anyone and not to provoke an argument. Increases suspiciousness: a person repeats the same thing several times, clarifying and supplementing, afraid of being misunderstood.
It would seem that the conversation is over, and Nativ calls back or raises an old topic at a meeting, often apologizes and asks again, not whether he accidentally offended, but whether his words are correctly perceived, which only irritates people. It is necessary to develop confidence in decision - making, to close the topic in time, not reflecting on the reaction of the interlocutor, to be more spontaneous.
Favorable aspects with Venus and Chiron strengthen mercury in Libra, endowing acting talent, the gift of persuasion and reincarnation, a subtle understanding of art and eloquence. Trin and sextil with Mars and Jupiter remove shyness and fear, help to take a leading position in politics. Exacerbate nervous tension, stiffness and indecision opposition or quadrature with Saturn and Neptune.
Additional description
People born with mercury in Libra are able to see the problem from all sides, negotiate and seek compromise and reconciliation. You are diplomatic, fair, tactful and have social tact. You can work well with any group of people. You are objective and detached from emotional beliefs, so you can be a great Advisor, mediator, or public relations representative. You insist on justice and seek peace and harmony in all situations. The sense of beauty allows you to work in the artistic and cultural sphere.
Mercury gives You a convincing, rational and well-balanced mindset with artistic sensibility. You are flexible in communication and ready to listen to all sides of the problem. Sometimes it can lead to indecision and hesitation, because it's hard for you to decide which side has more good reasons. When your mind is working on comparing and analyzing the big picture, you feel at your best.
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First Take Review: Audiovector SR 6 Avantgarde Arreté Speakers
As previously chronicled, a move to a new residence last year challenged my undying devotion to 2-way monitor speakers. Though I had two great ones at my disposal - the Silverline SR17 Supreme and Audiovector SR 1 Avantgarde Arreté - asking these relatively compact speakers to fill a large living space with the weight and scale of a symphony orchestra was unreasonable. I needed something that could move more air, but far too many big speakers I’ve heard sound slow, discombobulated or opaque vs. a quality 2-way. Enter the Audiovector SR 6 Avantgarde Arreté (USD $25,000), which confidently assured me of no such compromises during an audition at Audiovision SF. After a bit of listening to some alternatives and the requisite spousal approval, I traded in the SR 1’s and placed an order for a pair of SR 6 AA in piano black with the intention of keeping these as my long-term reference speakers. I’ve logged about 3 months with them and while they’re still taking their sweet time to break in, it’s time to gut check: are they turning out to be everything I had hoped they would be?
Related Reading
Quick Take: Audiovector R 3 Arreté & SR 6 Avantgarde Arreté
Breaking in a Big Speaker: Week 2 with the Audiovector SR 6
Acoustically Treating Side Reflections: Even Better and Not as Hard as You Think
Design & Setup
IMO this is a gorgeous speaker that looks impressive in a room without being dominating - sleek and elegant, with pleasing proportions and a beautiful finish. While our room is a good size, it is an all-purpose living space for my wife and me plus our two large-ish dogs, and there was no way audiophile speakers with a large footprint or funky aesthetics would ever set foot in our home. The Audiovector was a relatively easy sell to my wife and there have been zero groans or offhand remarks about its size or appearance, which makes it an unmitigated success. The magnetically-attached grills are wonderfully crafted, muting the technical look of the baffle during more casual listening, snapping on and off with precision and sticking together for easy storage. The sound isn't bad with them on either - fractionally less open and bright, which is actually kind of nice for background music.
Full-range speakers can be tricky to position to balance bass response with soundstaging, but in my room I’ve found the SR 6 AA to be very easygoing. Thanks to a combination of front-firing ports, bottom-firing compound woofer and careful bass alignment, they work remarkably well close to the wall. I currently have them with just 50cm (20”) of clearance behind them, and I have yet to pick up on any port noises. Yes, the soundstage would be even deeper if I pulled them out further, but it’s still quite satisfactory and the bass is nicely filled out without any boom whatsoever. As with the SR 1 Avantgarde Arretés, I find the sweet spot to be a bit narrow - sound is good off-axis, but you really need to be centered precisely for the image and soundstage to lock in. This is in contrast to traditional 2-way monitors from e.g. Silverline Audio or Role Audio that disappear in your room with little effort and are fairly forgiving of listening position.
Sensitivity is specified at 92.5dB/watt @ 8 ohms, quite good for a dynamic speaker. Sensitivity ratings can be deceiving (measurement methods are not rigorously standardized) but the SR 6 AA certainly puts out noticeably more sound per watt than the 90.5dB-rated Silverline SR17. I haven't seen an impedance plot or minimum impedance spec but it seems pretty easy to drive, with all of my amps sounding open and unstrained. With pop or orchestral material at moderately high volume levels I could get the bias meter on the Pass Labs XA30.5 to wiggle the tiniest bit, indicating the peaks were surpassing the 30-watt Class A bias range, but just barely. While the speakers can clearly take a lot more power (I would have loved to have the 300wpc Bryston 4B Cubed around), a quality amp of moderate power rating (e.g. 50 watts) but enough current to feed the 4 drivers should have no trouble. The Pass sounded great, I love the 55-watt Valvet A4 Mk.II monoblocks on them, and right now the 50-watt Gryphon Essence is singing away.
The Sound
Listening to the SR 6 AA strikes me as the audio equivalent of stepping into something like a big smooth Mercedes S-class, only to find it as lithe and responsive behind the wheel as a Lotus Elise. But step on the accelerator, and sure enough you will hear and feel the grunt of a big bi-turbo V-12. And most of all, it’s fun. Like a car that beckons you to drive it, there’s an aliveness and energy to the SR 6 that compels you to listen to as much music as possible. I could listen to record after record all day and night and never stop.
Coming back to less-fanciful analogies, I love how the SR 6 has all the coherence, focus and speed of the best 2-way monitors, then adds low-frequency power and dynamic ease without any sort of compromise that I can discern. At first I was a bit concerned with the 350Hz crossover point between midrange and woofer - right in the D to A string range of the violin - but I honestly can not hear it at all. The compound bass system also seamlessly integrates from 80Hz down, and all I hear is a very continuous presentation with consistent speed, articulation and tonality. This is extremely rare in my experience - many big, expensive and elaborate speakers have had some sort of discontinuity that bugged me.
Coming back to the 2-way comparison, I am missing absolutely nothing about my previous monitor speakers. The SR 6 has even more midrange focus and resolving power than its excellent little sibling, the SR 1 Avantgarde Arreté, while sounding less dry and analytical. Much of this can be attributed to the fullness of the lower midrange which puts more meat on the bones of everything. It’s not overtly warm, but has just the slightest bit of extra juice to give pop tunes great bounce and string sections lovely lyricism. My wife noted that orchestral melodies sounded particularly mellifluous and alluring.
This brings me to another point: the SR 6 simultaneously strikes me as tremendously transparent, neutral and precise, but also possessing character. It's very hard for me to describe it any one way because the common sonic labels - warm, analytical, fast, full, forward, laid-back, smooth, sharp - just won't stick. Depending on the associated gear, setup and recording, any of those above descriptors could be applied to a very subtle degree, but switch up the source material and a different set of adjectives come to mind. Going to another abstract analogy, it reminds me of a delicious mineral water - so clean and crisp and pure, but not totally flavorless. The SR 6 is never bland to my ears; sure, a bad recording still won't sound great, but the presentation never falls flat. It has a fun and engaging take on music, perhaps due to just a hair of judicious boost somewhere in the midrange, that isn't dead-on neutral, but subtle and musically consonant. This is what I find most fascinating about Audiovector's tuning vs. other ultra high-end marques such as Magico or YG Acoustics, which can be breathtakingly transparent to the point of sounding flavorless, and incredibly demanding of source material. In those special moments with the right setup and recording they certainly could scale to greater heights of realism than the SR 6, but the Audiovector just sounds consistently natural and satisfying to me.
A few words on what this speaker is not. While it certainly qualifies as full-range, it does not have an overtly “big” sound. You won’t get the same sort of easy, larger-than-life presentation that a large-woofered speaker in a more classic mold (think a big old JBL with 15” woofers, or a top-end model from PBN or Legacy Audio) will give you. If you want Louis Armstrong to sound like he's sitting in your lap, or you’re trying to reproduce a club environment in your living room, there are better speakers for that. Bass extension is deep and powerful, but the quality of the bass that stands out is that it’s always focused - pitch, timing and weight are precise and balanced. It will convincingly represent a symphony orchestra, and the throbbing bass line of Billie Eilish’s Bad Guy will have you bouncing in your seat, but it’s not shake-your-walls, send-you-into-intestinal-distress kind of bass. It is easily the most detailed and revealing speaker I have had in my room, but it is never hyped-up, instead laying the music out for you to inspect at your discretion. The superb Audiovector AMT tweeter has a lot to do with this - it is free of the typical resonant modes of most dome tweeters and has resolving power well above the audible range, with none of the peakiness of metal domes that can go from vivid to fatiguing over time. There are designs with more natural warmth, that can make a female vocal sound more magically in-the-room and human - Silverline and GamuT are two superb marques that come to mind - but they might not be as neutral and versatile across many genres of music.
The Audiovector is much more precise and adaptable than speakers which blow you away with a particular aspect of their performance. It is the sort of sound that may not stand out as much in 3 minute sound bites at an audio show or dealer, but is more accurate and satisfying in the long term. And I appreciate how it effortlessly fills my open space with sound, but never overpowers it. This is a remarkably lifestyle-friendly speaker by high-end standards and I could see it working very well in a more modestly-sized room, though if you have a small room you are probably better off saving some money on the R 3 Arreté and putting the funds towards upstream gear.
The Take
As you can probably guess, I'm liking the Audiovector SR 6 Avantgarde Arreté a whole lot. A big speaker is always a risky proposition - you never know if it'll work in your room, reproducing a wider range of frequencies means more things to critique and potentially bug you, and of course there's the financial outlay. But so far, other than the need for extended break-in time, there have been zero frustrations and only delights in my experience.
As I write this, I'm listening to a lovely record of Bruckner 9 by the Royal Concertgebouw Orchestra with Daniele Gatti (Qobuz 24/96, Tidal MQA) at moderate volume. And I honestly have nothing to observe or say about the speakers because it just sounds good and right and I'm enjoying the performance. It's a total system effort of course, with contributions from PS Audio, Furutech, Audience and the transcendental Gryphon Essence pre + power amp, but as a music lover first and foremost I can think of no higher compliment for the Audiovector SR 6 Avantgarde Arreté.
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2. Tweaks
I wish I had a better category name for these. These are small changes, some of them atmospheric, some of them just nice to have. They don’t change anything terribly significant about the game, just add some flavor here, an item there, a little immersive utility yonder.
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A Matter of Time
In-game clock widget. Useful for checking to see when shops should be open, checking the phases of the moons if you’re a werewolf, figuring out if it’ll be dark soon. Just a gem. [link]
Aime’s Craftable Lockpicks
WISOTT - What it says on the tin. One iron ingot equals five lockpicks. No more complicated than that. [link]
Alchemist’s Journal
More for roleplaying purposes than anything. A simple book, craftable at a tanning rack, that lists ingredient effects as you discover them. [link]
Atlas Map Markers - Updated
The original Atlas Map Markers is brilliant, adding map markers for most things in Skyrim you might want on your map — the smaller camps, shops, shrines out in the wilderness, interesting spots, landmarks, whatnot. Kryptopyr updated it with an mod configuration menu. You’ll need the original [here], and then install Kryptopyr’s update [here] over it (”merge” option in Mod Organizer).
Better Stealing
A somewhat controversial tweak, one I’m not sure works well for balance, especially given various perk overhauls and other mods that allow multiple ways for you to offload stolen goods. However, I always found it stupid that shopkeepers would preternaturally “know” what was stolen and what wasn’t. This makes it simple: if it’s relatively inexpensive and no one sees you take it, it won’t be marked as “stolen” in your inventory (though the owners might still send some thugs after you after the fact, once they realize it’s missing!). Simple SKSE plugin. [link]
CS Soul Fragments to Soul Gems
Finally a use for all of those “Soul Gem Fragments” you find out in ruins or in random barrels! “Polish” the fragments with a linen rag at a forge, then combine them to make empty soul gems of the size you desire. You can also “smash” soul gems to reforge one large gem into several smaller ones, if you prefer, or combine smaller ones into larger gems. Why was this not in the base game? [link]
Dark Brotherhood for Good Guys
Why do I want this mod for a group that’s all about playing a murdering edgelord? Well, basically, because not all Brotherhood members are edgy dark edgelords, and usually when people want someone murdered, it’s for a reason. This gives you a somewhat different perspective on the Brotherhood and their victims: information, backstories, the philosophy of Sithis as morally neutral chaos instead of pure evil. I tend to play on the good-ish side of things, and I love reading and lore, so I like this. Add to taste. Be sure to merge the base mod with the provided hotfix. [link]
Dragon Wall Wisdom - Readable Dragon Walls
You’re the Dragonborn, right? Learning the dragon language, right? Gifted with an understanding of the dragon tongue and preternatural knowledge, right? Then you should really be able to read these dragon wall inscriptions in the game. This offers funny, quirky, and sometimes just downright mundane translations for these ancient arcane inscriptions. SHBITBG - Should have been in the base game. [link]
EK_RingLimiter
You have ten fingers. Why only one ring? This allows you to wear more — though for balance reasons I recommend sticking with the default of two, or perhaps four. Something something about magical auras interfering if the trinkets are worn too close to one another. ;) [link]
Even Better Quest Objectives
The default in-game journal is rather pathetic. It rarely gives you your motivations, or even a text version of where you’re supposed to go next. I very much miss Morrowind’s journal, where every conversation and relevant tidbit was recorded. This helps. [link]
Farmers Sell Produce
Seriously, again, why wasn’t this in the base game? It’s close to necessary if you’re going to use a needs mod, or something that uses produce to create medicines for diseases. Assuming, of course, you’re not inclined to go rampaging across farmers’ carefully-tended fields. [link]
Faster Transform - To Werewolf and VampireLord
Just a nice tweak. Again, time is valuable, it’s nice not to have quite such a large window in which I’m being wailed on by enemies, and I like the more monstrous touch. The middle option - only half the vanilla time to transform - is recommended for realism and balance reasons. [link]
Female Vampires Have Fangs
One of the very few purely aesthetic changes here. All vampires should have fangs. (I’m gay. Fangs hot.) [link]
Harvest Overhaul
Find it stupid you only get one flower from that whole patch of mountain flowers? Yeah, me too. This fixes that. [link]
iHUD - Immersive HUD
Neatly stows away the status bars when you don’t need them (when they’re full and you’re not in combat). Also hides the compass, because how does your character preternaturally know there’s this thing that way if they can’t see it? [link]
Immersive Dragons
Just gives dragons a larger wingspan so they can maybe actually lift themselves into the air. Another aesthetics tweak, with the goal of immersion. [link]
Jaxonz Lights Please
Incredibly useful for those using magical lighting. This maps both Candlelight and Magelight to hotkeys, removing the need to constantly switch spells. It also means you can easily toggle Candlelight on and off like a lantern or torch. Works well with mods that affect lighting and darkness, which I do. [link]
Jaxonz Map Markers
The best custom map marker mod I’ve found. Want to keep track of... well, anything? Ore deposits, NPCs, followers, your horse, that little camp... This is it! Uses the game’s built-in quest and quest objective system for map markers. Super easy to use. [link]
Kryptopyr’s Clothing and Clutter Fixes
This maybe should have gone in the “Fixes” post, but it’s... not quite “just” fixes. “Hooded robes” are separated into hoods and robes for mixing and matching, some NPCs clothing is changed to be more lore-friendly, alongside some behind-the-scenes fixes like weight adjustments. Optional, officially. [link]
Kryptopyr’s Weapon and Armor Fixes Remade
This also maybe should have gone in the “Fixes” post, but again, it’s a bit more of an overhaul, adjusting weights of things and armor scaling for consistency. Required for Kryptopyr’s great crafting overhaul, CCOR, so we definitely want this. [link]
Learn Alchemy From Recipes
WISOTT. Reading a recipe “discovers” those ingredient effects for you. Again, why was this not in the original game? [link]
Living Takes Time
I’ll be honest, I deactivate most of the features of this mod, except for “training takes time” and “reading takes time” (and increases speech skill). Crafting takes time just gets onerous, especially in the early game when you need all this gear and your bandoliers and you have needs you need to fill... And blocking the inventory or magic menu during combat is just... no. Still, the mod itself adds some nice functionality, and it can be fully tweaked to taste. If you’re using an alternate spell learning mod, be sure to set the “spell learning” time to zero. [link]
Mortal Enemies - De-Aimbot Your Foes
Once an enemy has started an attack, they’re locked into that direction and attack. This makes you able to dodge or move out of range of the attack, and they can no longer hit you anyways. They move slower when aiming or channeling as well. No instant pivots, and two-handed weapons feel heavier than one-handed ones. All in all, it makes combat feel more realistic, and allows them to miss you if you’re clever. But beware! These changes apply to you, too! [link]
No Psychic Lock Knowledge
WISOTT. You don’t somehow magically know how hard a lock is going to be just by looking at it. You just try to pick it, like... you actually would if you decide to pick a lock. [link]
No Silver at Jorrvaskr
Because a group of warriors whose upper echelons are all werewolves would totally be eating off silver. Not. [link] (in the optional files section)
Non-Exploitable Crossbow Reloading
Allows you to reload crossbows on your own time, by pressing the fire button, before firing again, without messing with your equipped ammunition. Simple and lovely. [link]
People Are Strangers
You don’t somehow magically know the names of people before you talk to them! I personally favor the “race” variant, just because... less generic, and I can usually see if someone is a Wood Elf or an Argonian anyways, but you can adjust the “stranger” label to taste. [link]
Point the Way
Roads actually have more signposts to direct people to the smaller towns as well as the large cities, and have them at more junctions. Signs also point the right way. Especially helpful along some of the more windy roads. No need to puzzle things out on your map quite so much. [link]
Realistic Capacity
Without a bag, you can only carry as much as you can feasibly wear, really. It’s that simple. This mod dynamically adjusts your capacity and allows for the armor you’re wearing and a few different weapons, e.g. a bow, a one-handed weapon, a shield, a knife or two, making those effectively weightless, and assume pockets for some meager supplies, but aside from that — backpacks and bags are mandatory. Makes things harder for a packrat like me, but it does make me think. [link]
Realistic Humanoid Movement Speed
This one takes a bit of the sting out of Realistic Capacity. Movement speed is adjusted to feel more realistic overall — you walk faster, jog more slowly (when sneaking, too), and don’t sprint like a gazelle. Take the optional horse speed modifier file to also add more value to horses: they walk and gallop faster as well now, in addition to their other benefits. [link]
Realistic Nights
Wondering why torches and night eye were even added to the game? Annoyed at how, well, bright the nights are? Put an end to that! Darker nights make light sources actually useful, and provides a good reason for sneaky types to actually consider the day/night cycle. Light adjusted based on the moons, snow reflecting night, and various other factors for an even better experience. [link]
Run For Your Lives
NPCs who are not guards or warriors run inside and hide from both dragons and vampire attacks. Like anyone with any sense of self-preservation would. I mean, I guess Nords don’t exactly revere self-preservation, but... this just seems more sensible to me, especially if we’re talking little old ladies armed with a steel dagger. [link]
SCRR - Skyrim Coin Replacer Redux
“Modern” Septims have no business deep in ancient Nordic burial mounds or Dwemer ruins. The Stormcloaks aren’t too ecstatic about Imperial money, either, and are creating their own silver currency, though gold is gold. Now silver Haralds are found in barrows, and ebony Dumacs in Dwemer ruins. All can be be melted down to ingots of their respective metals, or traded with merchants for “regular” currency. This adds massively to immersion, not to mention offering a supply of useful materials for smithing. [link]
Sleep Tight
Simple change that makes NPCs change into robes or clothes for sleeping, instead of going to bed in that hard iron armor (though for balance reasons, and modesty, people still wear chest armor). Accordingly, they’ll also take more damage if you can catch them unawares. [link]
Take Notes - Journal of the Dragonborn
I love this. I love this so so much. The ability to write a custom journal from in the game, and export it if I want to, adds so much to roleplaying. It means I can create a proper backstory, examine character motivations, process events of the game through my character’s lens, and record it all for myself later. Just, magnificent. Get it. You won’t regret it. [link]
The Choice is Yours - Fewer Forced Quests - Improved Dialogue Options
WISOTT. Just talking to someone doesn’t automatically add a quest to your inventory. You can turn an offer down or defer an errand until later. Some things a character just wouldn’t want to do. Now that’s not cluttering up your journal. Again, SHBITBG - should have been in the base game. [link]
Timing is Everything - Quest Delay and Timing Control
This allows you to space out the steps of the main quest as seems realistic (e.g. NPCs taking some time for research), as well as control when (at which level) various quests will start. There are also a few other tweaks to be found, such as Meridia’s Beacon not responding to vampires, werewolves randomly attacking, and Thalmor ignoring you unless certain quest conditions are fulfilled, instead of attack squads simply triggering at a certain level. [link]
TK Dodge
Gives you the ability to quickly sideroll and dodge a blow. Makes light armors a lot more viable in close combat, and plays nicely with Mortal Enemies. [link]
Trade and Barter
A fantastic mod that adjusts prices, merchant gold, and other parameters around trading based on race, faction alliance, personal relationships, location, and more. Highly customizable, highly compatible, brilliant. [link]
TravelMounts
You need to have a horse in order to be able to fast travel. Offers more of a reason to drop that 1000 gold, and this small tweak makes it feel much more immersive (after all, a rider can outrun and avoid many things someone on foot can’t). [link]
Truly Absorb Dragon Souls
For every dragon you kill and dragon soul you absorb, you get just that little bit stronger, gain a little more magicka, health, stamina, movement speed, carry weight, shout cooldown, armor, and magic resist. Set the amount gained for each dragon soul on install; I recommend medium to low values for each gain, just to offer longevity. [link]
Understandable Draugrs
In the vein of “Dragon Wall Wisdom,” you can now understand the draugr when they yell at you in a fight. Just adds the English translation in parentheses to the end of the subtitled Dragon language dialogue. Now your Dragonborn will be able to understand what’s being constantly shouted at them, even if it isn’t anything particularly nice or uplifting. [link]
Wearable Lanterns
No need to constantly toggle between a torch and a shield, or fight blind in a dark ruin. Just hook a lantern to your belt, that can easily be toggled on and off (and also automatically put out when you sneak, if you’re That Sort™). Incredibly nifty and useful. [link]
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...I’m sure I’ll be adding to this later. I’m sure, honestly. Maybe with an “optional tweaks” post, too, that are very much a preference thing. Or, y’know, just reblog myself. That might actually be the best option.
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Art Direction of Tabletop RPGs
Dungeons and Dragons is good at being Dungeons and Dragons.
That shouldn't be a controversial opinion, and it's not worded as one, yet I have one friend who derisively labels it as a war game, and another friend who believes D&D is all you need in regards to TRPGs. These two are from distinct eras of my life, and have never met.[1]
My moderate view is such: Dungeons and Dragons is good. It's not the ultimate system, but if you want a western fantasy built on the framework of Tolkien, Fifth Edition is the way to go. You could use a different system, in theory, but no other system has the same reach and stability. Everyone knows D&D, which is valuable.
Its combat and mechanics are a good balance of grit and function, and it's mostly teachable. My friend's 'wargaming' derision is because he believes it doesn't support role-playing well. Something about the guy who wrote Dungeon World saying if it's not in the rules, it’s not in the game.[2] But I've always felt that D&D makes the right decision in not bogging it down with structure and dictating the 'correct' way to role-play.
However, if you want to do anything else (Sci-fi, non-european fantasy, superheroes, Slice of Life), best case scenario the seams will creak in the attempt. D&D is good at being D&D, and that's the limit.
I appreciate D&D. I'll play D&D, happily!
There's a reason I bristle when “DM” is used as the generic term.
That said, I've always had a sort of tonal disconnect when I play D&D, and it's because of the art.
Fair warning, what follows is a lot of personal interpretations and vague mumbling trying to relay a point. I’m not actually an authority on anything.
(Dungeons & Dragons owned by Wizard of the Coast . Image sourced from Wikipedia)
Dungeons and Dragons does not have pretty art. It’s technically well done, and far from ugly, but it’s not actually inspiring. Above we have the cover of the Player’s Handbook, the first thing most new players see. Setting aside that the focus of the cover art for what should be the book about Player Characters is a giant monster man[4], the cover is very orange. The actual people are composed of muted, neutral colors, and the background is vague and out of focus.
It’s not really conveying an air of fantastic worlds and larger-than-life characters (giant wearing a dragon skeleton aside). It coveys oppression, monotony, and “realism”.
(Pathfidner owned by Paizo. Image sourced from Wikipedia)
Pathfinder’s core rulebook, on the other hand, is colorful. Look at that big, bright dragon![5] Sensibly dressed Fighter Man’s brown clothes are still bright enough to pop him out from the green-grey dungeon background[6], and Fantastic Sorceress’s red dress is also bright and helps frame the Fighter as her hand glows with magic.
While both covers feature a woman with an orb of magic, D&D’s cover shows magic as contained and lighting a small space, while Pathfinder’s magic is big and trailing, hinting at movement.
Actually, D&D’s mage girl doesn’t have a cohesive movement. Is she falling from above? Jumping in from the left? Where is she going? It doesn’t really follow in a meaningful way.
Anyways: color. Yes, yes, I know the plague of brown and and muted tones is a much whined about criticism, and it might seem odd from someone calling himself SepiaDice, but neutral tones have their place; usually as background and supporting other colors to pop more.
Besides, Sepia has a noble history in film, the brown range isn’t a common image color, and Sepia is fun to say.[7]
Color choice is very important. Bright colors draw the eye and make visuals more distinctive. Bright colors also denote and bring energy to things. Dull colors are used for locations meant to be calm and sedate. If you want the characters and locations to seem fun and full of life, you fill it with bright colors.
Everything breaths, adventure can strike at anytime!
Dull colors, and it’s hibernation. People are around, but they don’t seem to enjoy it.
But let’s turn to the visual storytelling: what does each cover tell you about life in their setting?
D&D: lots of posing to look fancy, but there’s no real sense of energy. Jumpy Magerson’s weird Megaman hop has been mentioned, of course. The Giant has a look of dull surprise as he drops Jumpy Magerson,[8] as he holds a sword in the non-active hand. Foreground fencer man is wide open, holding his own foil up and away from where it might accidentally jab anyone. The locations is… orange? Looks like there might be lava geysers?
Patherfinder: A dragon roars at its enemies! Teeth bared, tongue coiled, tendons on display! Wings unfurled to make it seem larger! The fighter is yelling back at the dragon, his weapons mid-swing! Shoulder forwards to defend the rest of the body! The Sorceress is holding a firm stance as she casts a spell that crackles with arcane energy!
Pathfinder’s cover tells a story of epic combat, fizzly magic, and energy. D&D’s cover tells a story of two adventurers existing in a space also occupied by a giant.
Now, both of these systems have the same ancestry, as Pathfinder is an iteration on D&D 3.5.[9] But one sparks more joy when I look at it.
But let’s do another case study. I’ll need an audience volunteer, and my brother’s the only person immediately on hand.
I’m going to make him list three qualities of goblins real quick:
Green
Wimpy
Sneaky
Awesome. Don’t know if the green text translated, but those are what he wrote. Give him a hand!
So, with those three traits in mind, let’s look at a goblin picture from D&D Beyond:
(Owned by Wizards of the Coast. Source here)
Like, you can’t say D&D doesn’t call that a goblin, it’s literally on the goblin page.
This guy is yellow. He’s built like a four foot tall WWE Wrestler. He’s defending with his advancing arm as he rears up to smack ya!
(Okay, “Sneaky” is a hard one to argue.)
Moving on, what does Pathfinder call a Goblin:
(Owned by Paizo. Source here)
Look at this charming miscreant! Green. Big ole head. Good mix of of ugly and oddly adorable. Probably two feet tall, and happens to want your two feet, please, but you could step on him if you’d like.
He also looks like a Gremlin
(An adorable little chaos monster owned by Warner Brothers. Source)
Point is, Pathfinder’s more cartoony take on the classic monster feels more in the spirit of the thing. Every time I see one of those goofy faces, I feel like I’m in for an enjoyable time.
Bringing us back around to the point of this essay: the art direction of D&D bogs down my theater of the mind. The art in the rulebooks don’t inspire creativity or fantastic visions. It inspires… dull, lifeless people walking through dirt roads flanked by dead grass.
I don’t enjoy looking at D&D’s art. Relatedly, I don’t like looking at the art of Magic: the Gathering, whose style I can’t help by see in every D&D sourcebook cover I see. Neither game invokes an inviting world, but utilitarian ones that exist to give quick, forgettable visual flair to represent mechanical card effects.
To save making this long essay even longer and unfocused, I’ll save talk of actual ‘canon’ lore for another time.[10]
So why do I, a semi-professional funny man and sad dreamer who can’t actually draw, want to talk about rulebook art?
Well, I’ve always felt a disconnect when I play D&D. I make the characters, I roll the dice, I attempt to role-play, but I’ve always had an emotional gap between me and the character I’m playing. I like the concept, but when I use my theater of the mind, the character feels stiff and divorced from everything. Kind of like the 5th Edition rulebook.
Then I saw this:
(Source tweet. All of this artist’s work is great and I wish I could hire them.)
This half-elf showed up on my twitter timeline, and my first thought was ‘How come my characters don’t look like that?’
Soon followed by ‘Why couldn’t they?’
Then I completed the trilogy with ‘Why haven’t I imagined my characters in a style appealing to me?’
As I was deep into contemplating what sort of aesthetic I consider my “brand”,[11] it was entering a mind primed to start overanalyzing.
So, how do I imagine my characters? In the neighborhood of the D&D art, if I have firm concept. Micah Krane always was mentally nebulous to me, just kinda being a generic half-elf dude. Trix (who was created for the brightly colored Pathfinder) is green-haired and wears a tail coat, but otherwise is also normal looking in my mind’s eye. In the last two D&D campaigns, Tybalt was also vague in appearance, and Teddi had Goat horns, but those were meant to stand out on a generic rogue character.[13]
But you know what I’ve never put on a character I’ve played? Glasses.
I hope that those who read my various media reviews[14] don’t need this overly explained, but I like glasses. I, myself, don’t wear glasses, but I find them to be great accessories in character design. Frames the eyes, come in a variety of shapes, adds bit of extra visual interest. I always point out Meganekkos and pay them extra attention.[15] I really, really like girls with glasses.
But I’ve never made one. Because there’s no cute design in D&D rulebooks. Just a range of handsome people to ugly halflings.[16]
That is the effect of art design in a system. It sets tone, expectations, and aesthetic for the players. It’s so ingrained that everytime I see art of players’ characters that break the standard, it always takes me aback. It’s inspiring to see artists who manage to divorce D&D the game from D&D the art.
I want to imagine fun, personally appealing characters. But the subtle direction of the insert art as I look through to rulebook, or the provided character portraits of D&D Beyond does not suggest things I like to see. It infects the mind, and leaves specific molds. People in practical, mundane clothes, walking down drab, uninteresting roads.
It’s the same lack of escapism that makes Western (Video Game) RPGs super unappealing to me.[17] Dark Souls, Elder Scrolls, Bioshock don’t look like fun places to be, they look tiring and full of splintery furniture waiting to do 1d4 nonlethal damage.
So I have to talk about anime now.
My mother was staying at my home a little while ago, and I turned on My Roommate is a Cat. This prompted her ask me about what about anime was appealing. I couldn’t form a competent answer for the question at the time, but it’s had time to churn in my head.
Anime is a good middle ground between cartoon and realism. It can broach deeper topics and more mature storytelling than children’s cartoons,[18] without sacrificing a light visual tone and fantastic imagery. Also, the fact that it’s produced by a non-American, non-European culture lends a degree of separation with cultural expectations and tropes. Enhances Escapism.
Luckily, in (very) recent years, after generations of exchanging video games and animation back and forth, Japanese Tabletop RPGs are starting to join in on the fun.
Which means I can look at Ryuutama.
(Image copied from DriveThruRPG. Brought over the pacific by Kotodama Heavy Industries. Buy this book.)
I love this system.
Watercolor art direction. Layout evokes a spellbook. Two Characters and a Dog take the focus on the cover, while the road signs and tiny shrine in the background invoke the emphasis on travel and wonder.
The interior art?
(Taken off the Ryuutama (english) website. Buy this book.)
Well, that makes the game just look like fun. Cartoony characters fighting cat goblins. Conflict, but it doesn’t make life feel like a constant struggle. A world I wish to inhabit. There’s also more detailed images of dragons and other world-establishing pictures mixed in to give the art range, but it’s this sort of charming that makes Ryuutama the first rulebook I actually sat and read cover to cover.[19] It’s a good system I already reviewed. Buy this PDF, maybe they’ll reprint the physical book.
Anyways, I’ll admit, the art’s a little too simple for D&D. Perfect for Ryuutama, and the end of the scale I want my mental image to be, but overshoots the sweet spot. And it’s difficult enough to find players for the much more popular 5e, so Ryuutama exclusivity would grind my playtime to zero.
Still, Ryuutama does a great job of setting it’s light, fantastic tone, where D&D has failed me. The art direction of the books, and years of exposure and defaulting to what I assume D&D should look for establishes a mental habit that’s hard to break. Wizards of the Coast has drowned nerd spaces with its particular kind of art, especially with MtG plastered all over hobby stores, deck boxes, dice, playmats, and even D&D sourcebooks.
That’s not even accounting for fanworks and the speculative fiction art in online spaces.
So what do I want to look like? Were I blessed with talent or with patient to actually learn to draw well, what would I be referencing?
What about what set my expectations of fantasy years before IndigoDice invited me to that fateful Traveller game?
(Screen cap of Tales of Vesperia grabbed from here.)
Well, okay, what I’m actually thinking about is Tales of Symphonia, but Vesperia’s graphics are kinda what nostalgia tells me Symphonia tooked like, as opposed to what it actually looks like.[20]
Look at that verdant town! Warm lighting, bright characters, leaves growing to depict life. A hotel built into a tree. This is a fantasy world that is unashamed about life thriving.
Forget solarpunk. This is my aesthetic.
As for the party members…
(Okay, Judith’s a little gratuitous, but The Definitive Edition lets me put her in a suit, and she’s awesome. Art stolen from here.)
Oddly enough, as far as JRPG outfits go, these are pretty tame with details.[21] Mostly bright, popping colors, even Yuri’s dark clothes are done in such a way to not feel grim and edgy, hints of personality, and I just enjoy looking at them.
The Tales series as a whole does a good job of taking European fantasy and applying Japanese whimsy to the design. Also yukatas. Every member looks like the hero of their own story, while still being part of a cohesive whole.
Which is, you know, the ideal way to operate as a TRPG party.
So, what’s the take away?
Artists, keep being creative. Pull inspiration in from things besides the rulebooks and Critical Role. Look at the other things you love and bring visual flare and whimsy to your art. Then share it. Ignite the passions of those of us who can’t do the draw-good thing.
Players, play with the tropes. I love doing it narratively and mechanically. My favorite rogue is still my neutral good stage magician who would never do a crime. Explore what’s possible in the freeform world of tabletop games, both in play and your Theater of the Mind.
Game designers, branch out with the art. And stop using Powered by the Apocalypse as a crutch.[22]
Hope this long ramble was enjoyable and cohesive. If you want more of this, my other works, and maybe to allow me to make an actual play podcast, consider supporting me through Patreon or Ko-fi.
Until next time, may your dice make things interesting.
[1] Though I would love to read a transcript of the two discussing it. It'd be a fun debate. [2] I don't like Powered by the Apocalypse for precisely this reason. Every actual play I've heard with the system has players talking about their characters in the abstract, because they're just pressing the buttons on their character sheet.[3] [3] I maybe should do a breakdown of PbtA one day. [4] Which is pretty poor direction. Do an epic group shot of characters battling a horde around them. [5] None of the D&D core books has a dragon on the cover. Come on, that should’ve been a gimme! [6] Similar note as footnote 5. [7] Also CornflowerBlueDice is too long to be catchy. [8] I figured it out! [9] I haven’t looked at at Pathfinder’s forthcoming second edition. Fifth Edition reclaimed it’s throne as The ubiquitous system after fourth lost its footing, so I don’t think there’s much point. [10] TL;DR: I ignore it. [11] Pulp Fantasy is too mundane. Steampunk is too victorian-y. Sci-fi fractals into so much. Solarpunk has appeal, but isn’t quite right.[12] [12] Haven’t really found the term. [13] Let’s not examine that I put more thought into female character design than male for the moment. [14] Which you should. Validate my efforts! [15] And desperately pray it’s considered innocent enough of a fetish that I don’t have to stop. [16] Never liked halflings. Gnomes are fine. Halflings, in art, have always been off-putting and malformed. [17] That and the emphasis of character customization kneecapping the Player Character’s narrative involvement. Can’t give them a personality if that’s the end user’s job! [18] Even Avatar: The Last Airbender felt like it had to sneak the narrative depth it achieved past corporate. [19] I do need to give it a reread, though. Relearn the system. [20] It still looks good, especially the environment, but the characters are kind of… leaning towards chibi. [21] This, specifically, is why I chose to highlight Vesperia over Rune Factory. [22] Technically nothing to do with this essay, but I can’t stress this point enough.
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Aquascaping as a Career
A Q&A Interview with an Expert of His Craft
The hobby in some cases can turn into a lifestyle when it is mastered. Aquascaping is defined by the craft of arranging aquatic plants, as well as rocks, stones, cavework, or driftwood, in an aesthetically pleasing manner within an aquarium—in effect, gardening under water.
Although it is hard to tell when someone has mastered their passion. Some people like to go fishing, others play golf, but for his story Spencer Johndro began his aqua scaping career at a young age. Little did he know it would become his life passion and his career. For 31 years Spencer Johndro has grown up locally in the Peabody and Danvers area.
For many people a small fishbowl is enough with fake plants and a lonely fish swimming circles or huddling underneath its plastic canopy. Spencer Johndro has surpassed this childish mindset and has transcended his time into curating and creating unique pieces of art through aquascaping. Petco was Spencer’s earlier jobs, and he has not looked back yet. From being a teenager to an adult he has worked with Petco and even gained management status for his local store. Johndro finds himself always second guessing his options when it comes to creating an effective eco-system with many diversities in plants and other natural life within the scape.
What got you into aquariums?
Well, my love for aquariums really grew at a younger age when I got a betta fish for my 6th birthday. I got a blue betta fish and a two gallon bowl and I named it Sun and it was the only pet I had at the time and Sun lived for five years, it was incredible. I was devastated when he died, but it turns out that five years is a healthy life for a betta fish.
How long have you worked at Petco?
I got my job at Petco when I was 16, I grew up locally and managed to work up the chain at Petco and now I look over all of the store not only the aquarium section. But I find myself to most proud of our aquarium section and the tools and resources we offer to the customers of the store.
What kinds of aquarium products sell well at Petco?
In terms of fish that I see going out of the store often are goldfish and betta Fish, and I find that to be because they are freshwater fish that can live in isolation well and are great starter fish for beginners.
Is working at Petco something that you think you would’ve found yourself at anyways?
Yeah, working here at Petco I wasn’t expecting this to be my long term career and I wanted to go to college and get a secondary education, but I think I fell out of love for learning at school and decided to remain at Petco and work diligently at something I loved and enjoyed. I love my co-workers and the stores many cute and adorable pets we have a well as some of the “cute-ugly” ones.
So, speaking a little bit more into the aquarium, ecosystem or aqua scape that you are building what do you find or believe to be the most important part of that ecosystem?
Well first off, the most important part I believe for beginners is to not overcrowd your tank. Ecosystems are very fragile in the wild and even more so at home in an aquarium. So, in order to have the proper ratio of free space to organisms is important. And it is also important to have a little bit of diversity in the fish you have in your tank. If you are going to have a larger fish that is messy and causes a lot of waste it’s also important to balance that with some cat-fish types that act as filter feeders and help clean the tank. Another important thing to understand is to the filters you need. You know, some tanks and it doesn’t matter if they are fresh water or salt water you can have plants that can take in the nitrogen from the fish and clean and filter. But if you don’t have some of these plants or organisms it is important to have the best aquatic filtration system in order to keep these eco-systems clean and healthy.
In your experience in designing and building these ecosystems what goes through your head in the design process?
Well step 1 right away is to identify the theme. For example one time when I was younger I had a SpongeBob themed fresh water tank and that was a challenge because SpongeBob takes place in the ocean and mine was all freshwater, but you know I bought the Squidward house and the pineapple under the sea and these sorts of things add to the visual aesthetic of the tank but they are also important to the fish because they have locations of protection and to keep the fish calm and relaxed it is important to have rocks and other places to use as cover. And so, by identifying a theme it can help guide us to the towards of elements we want to add into the aquarium.
Have you worked with any sort of eco-system styles, like creating an Amazon rainforest or an Asian river or something that has a geographical realism?
Well at home I generally do not have those styles but here that the Petco we have a few of those sorts of things to show off to the customers. So , you know those South American themes or Asian themes is like taking a small snapshot from the fish’s native ecosystem and best as you can transfer it to the aquarium setting. I feel the more affective you are at that the more relaxed aquarium you can have as well as a much healthier one too.
Do you have any projects you are working on, and how has that been going?
Well, I like big aquariums. And my most recent project has been a 75-gallon saltwater extravaganza one would say. And speaking back to that question of a themed eco-system I am trying to have a Finding Nemo themed aquarium and since the movie takes place off the coast of Australia and in order to best exemplify, I am learning a lot about the great barrier reef and eco-systems just off the coast. It is an extremely diverse environment that doesn’t get a lot of credit but, you know, I got some staple fish who are key to the scape. So, recently I have gotten some “live-sand” for this aquarium and let me explain the difference between live and dead sand. In live sand there are lots of microbes living within it allowing for plant growth and smaller natural processes to happen. And of course, the living organism, the clownfish, starfish, and other smaller organisms that I want to incorporate into my ecosystem will be healthier and ultimately the health of the fish is the upmost important part to me. I hate it at the store when a kid comes in an gets a goldfish and two weeks later, they are coming back in for another as they have killed the goddamn thing. So, in my tanks I try to create a healthy and thriving ecosystem to the best of my ability.
Do you find there are things you still want to improve on in making aquascapes?
That’s a great question, you know I’m always trying to improve on my balancing and creating scientifically accurate eco-systems with also embracing the creative side that aqua-scaping has to offer. And, you know, it doesn’t get enough credit for being a super creative outlet for people. It’s a lot like an art form and I want to be able to balance the art with the science the best that I can. That has been tough for me right now and I think I can improve on that by taking a step back and take a better look at the larger picture of my aquascapes rather than the small nitty-gritty details; it’s the balance I need to work on…
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Well, thank you so much for answering. Yes, I'm a woman, but since I'm coming from another very mysoginistic field (I've graduated in Architecture) I believe I understand the struggle. Talking about drawings, any other tips for improving? Architectural drawings tend to be different from artistic ones. Again, thank you so much :)
If you’ve been in the architecture field, you’ve probably got all the basics (you guys still draw on paper, right? it’s not exclusively CAD?), which is great and an artist can then use that to help you translate drawings to skin. Clean lines, as I mentioned, are really important, so work on that.
Another good thing to do is stalk/follow as many tattoo artists on Tumblr, Instagram, Facebook, and/or Twitter as you can. Even the ones that are bad at what they do will teach you something, even if it’s what NOT to do :)
Look at pieces of art, then recreate it on paper. Make it different, unique in a creative way. Do the same with random objects. People wanting a tattoo from you not only want the subject they’re asking you for, they also want art on their body (the average person isn’t creative or artistic), and being ready to turn everyday objects into something interesting on skin is a very good skill to have.
I’d also suggest looking up “tattoo flash” and “tattoo bangers” on the net and trying to recreate them yourself. Look up all different styles, especially American Traditional and neotraditional. Take note of why each style is different (American traditional = thick black lines, not many colors, etc.).
This is all stuff your mentor will have you do, but if you want to get a head start while you’re looking for a mentor, that would be cool!
Something else you might want to consider is using your architecture background. Every tattoo artist is good at some things and not at others, and what sets you apart might be a twist on architecture. I haven’t seen many artists creating architecture/blueprint-like designs on skin, and if you come up with a creative and aesthetically-pleasing way of doing that, it could be your specialty.
Once you develop a specialty, become very good at it, and if you’re promoting yourself and your work, you might have people coming from all over to get unusual architecture tattoos from you.
Don’t get stuck in a rut doing one kind of tattoo, but definitely hone your skills with a view to the future and marketing yourself. Paul Acker, for example, only does horror realism, but to get there he had to do all kinds of styles for years while he built up his skills and built up a client base. Now he has people coming from all over the world to get his horror realism pieces.
One more tip: Don’t forget to have fun. It’s a job just like anything else, but being too hard on yourself and viewing it as something you *have* to do instead of *want* to do will kill your creativity.
Find a good balance, and if you feel yourself starting to slide toward bitterness or stuck in a rut, take a step back, create a piece just for you that you’re enthusiastic about. When you’re working on people in the future, offer to do a tattoo for free but the client has to let you do whatever you want to them. My guys do this from time to time and it REALLY helps keep them happy in their work.
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The Proposition
A/N: So I had a prompt for ‘Trevor 7′ and I’m 99% sure that it was for a kissing prompt but I had another meme and it said that #7 was fake dating so- I mean. Have this. Words: 1736 Summary: “Faerie fair, faerie bright, may I dream of you tonight.” You mumble, yawning afterward. For a moment, you thought of checking your phone to fill the time before your inevitable loss of consciousness, but your eyelids flutter down before you can roll over to even face your phone.
The image of that damn invitation was burned into your mind. The way the parchment danced and sang about the ten year reunion your transmutation class would be having. Damn. Had it really been ten years? The whole concept of time had escaped you- especially that one time you’d astral projected and ended up being out of body for almost a week- but it’d only felt like a matter of hours. It was all fake but- now that the moon had risen the ‘time’ could be considered to be correct. For this project you’d need to be under the full moon. To talk to the fae- you’d need to charge your fae jar under the full moon, repeating a mantra you’d learned as a child.
You practice the saying in your mind- faerie fair, and faerie bright, may I dream of you tonight. You practice it- verbally mentally- as you cleanse a small jar you use for overnight spells, you commit it to memory- for what should be the thousandth time at this point. The motions are soothing to a point. The whole situation is drenched in anxiety. Going back to a place where you had convinced yourself everything you’d done would be under a microscope. Going somewhere you’d barely felt welcome, only to see all of your peers who- who would be doing better than you. And sure, it wouldn’t really be your place to compare yourself to others- no two people are the same- but you’d at least want to rise above where you and your peers last saw yourself. Be more than an urban witch who talks to fae and uses transmutation for “petty” reasons. And this- this was part of the master plan; show up to the reunion, dressed to the nines and looking holier than thou. To complete this aesthetic you’d need- a date.
God dammit.
That would be- hard. Not impossible but challenging.
Romance- that isn’t a main ingredient to happiness, everyone knows that. But- it wouldn’t particularly hurt. To walk in to the reunion, having accomplished something- multiple somethings at that!
And to get that date, you needed to ask your old friends for a favor. No matter what court would answer you- and you prayed for the Seelie, needing Eros over Thaanatos this time; you knew the fae would be- kind of- frustrating. Maybe it was the short notice, or just the general feeling you’ve gotten from recent visits. Mischievous intent and auras. They meant no ill intent- you’d banned fae with malice in their hearts.
So here you are, yet again, sitting cross-legged on your couch with a TV tray of thyme, rosemary, sugar, yarrow, peppermint, sage, lavender, cedar and lilac oil in front of you, next to the newly cleansed jar and a marble mortar and pestle. One by one, you’d crush herb after herb, pouring each into the jar after you’d filled it with your intent and unleashed its inner essence. You add the oils and sugar last, stirring it all together with a pen kept knowingly behind your ear, and cap the jar, then set it on the windowsill- just where the full moon would bathe it.
Now- while it charges, you get antsy. The doubt sets in- will a fae really come to you tonight? Or any night now- did you accidentally piss them off? Is this asking too much? You didn’t really think it to be. They were the ones prone to being tricksters- it’s not their just desserts, it’s a balance. You didn’t take much effort to dismantle- or, at the very least, ignore the suspicions that someone from the court wouldn’t come. And for extra safety, there was always putting out a little offering for whomever would visit you. A shiny penny, strawberries and whipped cream, a little sprinkle of sugar and honey. Any of these would do for a fae to be pleased with you. Even with the little sprigs of lavender you’d left around your windowsills as protections- they shouldn’t get offended you’d want extra protection. And if they are- well, they can’t quite come in, now can they? The train of thought itself made you smirk as if you’d won some victory. Even though it was just a precaution- a routine one at that. A victory, real or imagined, is a victory nonetheless.
As the night winds down and you notice the pennies change positioning and the whipped cream diminishing. Good. They’re here and- happy with you! That’s good- great even. With the utmost care, you take the jar from it’s place on the windowsill and take it to your bedroom, placing it under your pillows and next to the wall- as to avoid breaking it or inadvertently opening it in the middle of the night. You lay in bed and cover yourself partially with your blankets, finding the optimal comfortable position to nod off. With a deep sigh you repeated your mantra.
“Faerie fair, faerie bright, may I dream of you tonight.” You mumble, yawning afterward. For a moment, you thought of checking your phone to fill the time before your inevitable loss of consciousness, but your eyelids flutter down before you can roll over to even face your phone.
You don’t remember arriving in the soft, ethereal looking space, but you feel comfortable here. Feeling the need and readily complying, you turn your head first, slowly. Then you manage to shift your torso and extremities. Soon enough- you can stand, walk, move around of your own free will. The compulsions in your throat and at the back of your head- it does not control you.
The space around you is hazy. Slowly it focuses and you can make out the setting. A cotton candy pink sky over a horizon of trees- except you aren’t immediately near any trees- a clearing? It seems you’re in a clearing. Dressed like- some kind of Greco-Roman maiden. What the hell is your brain dealing with- whatever. You have a mission. Looking around gets easier, but adds an element of stress until you see a figure near the edge of the clearing. Something sparkling surrounds them and- they’re quite tall. Fae aren’t this size normally- well- perhaps they’re taking advantage of the dreamscape? Or- no, they’re just sitting on a rock, eating what looks like a version of your offering and playing with the pennies. Perfect. You don’t feel your body move- but you get closer. Slowly, you approach the faerie, luckily, things are soft, but you have to force words from your throat. They’re stuck but with enough force- your mouth opens and you say something and- call the fae’s attention. The words didn’t make sense in your ears- you barely said anything. But they made sense to the fae, who’s dark brown eyes are staring at you- almost through you. You stood your ground and stared into the fae’s eyes. You keep your gaze steely and furrow your brows after a while. You refrain from blinking and- the faerie submits.
“Alright. What do you want?” He sighs and sets the plate down next to him. The words come from him with such ease and practice, you clear your throat and take a deep breath.
“I need a favor.” Your voice is halfway muted. “I need a date to my class reuninion.” The fae laughs and puts a hand over their stomach. “I know it’s superficial or whatever but-”
“No, I’ll do it.” He grins. “This is new. Are you really this desperate?” You scrunch your face up and scowl.
“What’s your name?” You deadpan and tilt your head. His expression darkens.
“Calm down, it’s not that deep anyway.” He rolls his eyes and stands. “What do you want me to be? Someone successful?”
“Yeah, that’d work. Also not child-size- I don’t want to go to jail.” You huff and glare at the trees behind him, but he still looks at you.
“Aw, no fun, we could’ve run from the law enforcement.” He teases, a slight grin growing on your face.
“I know, it’s a shame.” You look back to him and he- looks smug. Or arrogant? You always had a hard time telling certain emotions apart.
“Okay, what should I call you?” He leans on the rock.
“Uh- maybe..” You think for a moment. Your real name- that’s who you are. So you need an alias. “You can call me..” You don’t understand how in one moment, all the names that would swirl your consciousness could simply vanish. It only took one second. And they’re all- gone. Every single word. None of them make just enough sense in this context. And he’s waiting. Waiting for an answer. An answer you can’t give. God Damn this isn’t supposed to be hard! It never was before- and then. You find a name- your old alias. Something you’d respond to and other people would know as you.
His eyebrows raise. “Oh wow- that’s unique.” You shrug.
“What can I call you?” You quirk an eyebrow.
“Hmph…” He sighs and purses his lips for a moment. “Trevor.”
Your lips quirk up and you let out a brief chuckle. That had to be the most- basic name you’d heard in a long while. For a fae to choose that- you had to wonder what he’s been through.
“We can’t all be on the same level of creativity as you, y’know,” He teases and rolls his eyes, teasing you with a serious tone.
“But- you’re-” you bit your tongue and thought deeply about this. Is it wise to stereotype faeires? Especially when you need a favor? That- no. That’s a bad idea here. “Nevermind. Just- meet me in the physical realm, and don’t-” You mouth something and he looks at you quizzically.
The space around you two was crumbling. It went from something calm and beautiful to something that mimicked your bedroom but clung to the whimsical elements. The realism in the situation looked as if something was obscuring your vision. The soft meadow faded with every bar of your eyelashes and your dark room, light provided by the waxing twilight outside of your window, came clearer. At the foot of your bed sat the faerie- Trevor. But- six foot something or- just, long. Not child sized. You sigh and close your eyes.
Trying to rub decisiveness into your eyes, he sits on your bed, legs crossed and licking sugar off of his fingers.
#ah#rtri#rt reader insert#treco#trevor x reader#trevor collins x reader#trevor reader insert#ah reader insert#rage happy#ragehappy
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REVIEW: Kotobukiya Poison Ivy ArtFX+ Statue
New Post has been published on https://ges-sa.com/review-kotobukiya-poison-ivy-artfx-statue/
REVIEW: Kotobukiya Poison Ivy ArtFX+ Statue
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Until Data Falls…
What follows is a data friendly written review of this particular piece.
For everyone else who isn’t a cheapskate, or isn’t otherwise vexed by the ridiculous process of data bundles, please have a look at the comprehensive video review above.
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INTRODUCTION:
I’m not going to lie, I love strong female characters- slightly psychotic ones too. I suppose that says more than enough about my dating life but this isn’t that kind of website.
Kotobukiya recently released a Poison Ivy figure in the ArtFX+ line. This is supposedly and accompanying piece to the previously released Harley Quinn figure. Having looked at that piece previously I had high expectations for this figure.
Quick shout out to friends of the site Reza and “the Nas” for letting me goof off with the store display for purposes of my reviews.
As is always the case with a statue, we will consider the two cardinal A’s – Aesthetics and Aish-Factor.
AESTHETICS:[/vc_column_text][vc_single_image image=”28398″ img_size=”large”][vc_column_text]When we talk about “Aesthetics” what we are referring to is the overall visual appeal of the piece. In other words, “what does it look like- and how is going impact on your overall display?”
This category includes a discussion on accessories and articulation where applicable.
So lets get cracking…
So since my first exposure to her in the 1992 animated series, I have always imagined Poison Ivy to be a strong, fiercely independent though sultry, seductive temptress- beautiful to the eye and dangerous to the touch. Well Kotobukiya successfully gets that down! As you can see, the statue has Poison Ivey sculpted in this half leant over come-hither-esque pose which nails that subtle balance.
The sculpting is deft and her dimensions are in proportion- in other words they are able to tip toe the line of communicating the character’s innate sexiness but manages to steer clear of overly sexualising her.
As a result of this, the statue is equally welcome in a collection for a young lady or a slightly rotten middle aged man.
The costume details are well sculpted with the various embellishments in her uniform well rendered. There is a slight different in the texture of the material as well which adds a degree of realism to the sculpt.
As regards the paint work – for the most part the overall execution is quite good as is expected from Kotobukiya. However, with that said, there were a few issues I identified. I felt that the painting on some of the shaded areas was a little flat and not as well defined as I have seen in other releases.
I want to emphasise though that these might be quality control issues on this particular unit because the paint work on the face sculpt is simply phenomenal. I won’t lie they must have a couple makeup artists working at kotobukiya because they have the contouring/ nude make up effect on point!
As regards accessories, the figure includes a non-magnetic translucent display base and a vine/ foliage accessory. The base is essentially a slab of PVC and adds some nice weight to the figure.
I was thrilled with the vine/ foliage accessory! This piece is pretty much a miniature artificial flower accessory and is very well scaled for the figure. It has a wire in it that can be posed in a variety of shapes. I thought that the wire might be a bit thin and is likely to get damaged in time, but closer inspection revealed that it is quite pliable.
We went with a sort of spiral look and as you can see the effect is pretty mesmerising and rounds of the figure nicely. I often lament that Kotobukiya doesn’t give us too many (or rather enough) accessories, but in this instance I am quite happy with what they pulled off here.
With that being covered, lets turn our attention to the next issue.
AISH- FACTOR!!!
[/vc_column_text][vc_single_image image=”28387″ img_size=”large”][vc_column_text]The so called “Aish- Factor” is a generic standard I coined where I assess the overall execution of the figure against the background of it’s build, price, availability and any other relevant factor. In essence we assess the degree to which a figure make’s one go “Aish!” with excitement, or “Eish…” with disappointment.
Now that we aare on the same page, lets round it up.
For reasons unknown, Poison Ivy figures seem to be in short supply. On the rare occasion that you do run across them, they are usually terribly priced as well.
In this case what you have a fairly budget friendly piece. I want to emphasise, that this isn’t a cheaply priced piece, it is however reasonably priced for what it is.
Boasting all of the best features of Kotobukiya as evidenced by the sterling sculpt and generally well executed paint work you would be hard pressed to find another statue at this price point that does such a great job representing the character.
For full details be sure to watch the video review embedded in this write up.
For now though, I am pretty satisfied with this figure and it elicits a resounding Aish!!!
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WHAT DID YOU THINK?
Got one of these for yourself? Have a question or two you would like us to answer? Have suggestions for reviews/ features you would like us to investigate?
Feel free to hit us up and let’s get the dialogue going!
In the meanwhile, and for more great content be sure to follow DarthZadyBun on his Social Media platforms as listed below.
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WHERE CAN YOU BUY THIS FROM?
Local Suppliers offering this figure (including payment plans) include:
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Cosmic Comics who can be reached at: [email protected] or www.cosmiccomics.co.za or 011 782 0819 (Karryn or Shane)
or
Project Mayhem Collectibles [email protected] www.project,mayhem.co.za or 0727898008 (Naseemah – available on Whatsapp as well)
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Smallville Comics
[/vc_column_text][/vc_column][/vc_row][vc_row][vc_column][vc_column_text]Be sure to tell them that Zaid sent you. Take chocolate!
It might not help you to get a discount or anything like that, but it will make you feel better if you don’t get one of these since they will probably be sold out if you continue to dilly dally.
Go on… buy the thing![/vc_column_text][/vc_column][/vc_row]
#Batman#DarthZadyBun#Kotobukiya#Poison Ivy#review#Shartimus Prime#Statue review#Zaid Hassen Motala#Action Figures and Collectibles
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The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.
Original posted on the Frictional Games blog.
I've previously talked about how games are, when it comes to narrative evolution, "too much fun for their own good". I've also given a specific example of this by comparing Resident Evil 4 and 7 and shown how development focus can make a huge difference to the final game. But one place where I think I've been a bit vague is that I've been talking about a position taken during development. "Games are too much fun for their own good" is not a value judgement about games in general. It's all about the effect this has when creating a game. This is an incredibly important distinction to make. While you can debate forever over fuzzy subjects like "is this a game?" and "what is the purpose of games?" it's a fact that your intentions during design will have a huge impact on the final result.
When designing a game, or doing anything creative for that matter, you are basically navigating a space of ideas. At any point there are a bunch of decisions that you could be making and you need to base these decisions on some sort of plan. How you come up with this plan will be highly dependent on your values, processes, restrictions and so forth. What all this boils down to is a need to constantly evaluate the project's current state and adjust its trajectory.
For a long time, the general advice in game development has been to "follow the fun". But this is far from the only way to evaluate a project. In this post I'll present a few different ways to go about it. Take note that it is very uncommon for any project to rely purely on a single method. Different aspects of a project usually require a slightly different mindset. It is however very common to base the majority of design decisions on one type of evaluation.
Classical Gameplay
Let's start with the most common way of working in game design: to follow the fun. When working in this way you normally try to find a good "core loop" that provides the basic engagement factor for the game. The rest of the development is then spent enhancing this core loop in order to make it as engaging as possible. This could mean that new mechanics are added on top (e.g. crafting or levelling) or that the core design is tweaked until it generates the most fun possible.
When creating a game like this, you can usually start by figuring out what works and what doesn't early on. It's also possible to hand it over to playtesters early, and to have continuous testing throughout development. The art and story are often also heavily based on how the gameplay works.
Metric-Based
This is the sort of design that you see a lot of in free-to-play games and it's incredibly common in mobile games. Here the goal is not to make the game as engaging as possible, but to set particular goal metrics, and then tweak the game to adjust player behaviour so that the metrics measured reach those desired goals. Sure, you are often looking for a certain amount of fun in the game, but when it comes down to it, no matter how much fun a certain decision creates, if it doesn't produce the right change in metrics, it is a bad choice.
When making a game like this, testing on users is paramount. You often want to release the game as early as possible and then start tracking things like retention rate, daily active users, and churn rate. The better numbers you get, the better the game matches your goals.
Deep Mechanics
While both of the above methods put some focus on constantly asking the question: "Is my user having fun?", this type of design takes a different route. It's quite unusual for this to be a major evaluation method, but games like The Witness (2016) and the upcoming Miegakure do just that. In their talk "Designing to Reveal the Nature of the Universe Jonathan Blow and Marc Ten Bosch (creators of the two previously mentioned games) lay out this way of thinking about the design. Quickly summarized it's all about taking your game's mechanics as far as possible. This makes it different in that it is no longer about creating maximum engagement. Instead, it's all about maximizing the depth of the gameplay. When following this design you really want the game to squeeze every possibility out of your core mechanics.
Just like with classical gameplay, you want to start with the core loop, and you also want people to test early and regularly. When it comes to art and story, they are only there in order to enhance the gameplay. The main goal is not to aesthetically please your viewer, but to have the art and the story that are best at conveying the mechanics to your user.
Classical Plot
Another way to go about designing a game is to just view it as a standard story. Your utmost concern is to make sure that the end experience works in terms of classical ways of structuring film, books and other traditional storytelling media. When creating a game like this, you generally start out with a script and then develop the gameplay in order to support what that document says.
The interactive movie genre is something that very strongly uses this model. It is also very common in RPG games, which can be said to interlace this with sections of more classical gameplay. There are also many adventure games that mainly adhere to this approach when evaluating progress.
SOMA (2015)
Narrative Driven
This is the approach that we at Frictional Games are following to the greatest extent right now. It is also the approach that this blog mostly refer to as a way of crafting better narrative in games. In this type of design the goal is to make the activity of playing the game produce a certain type of experience. The goal is to maximize the efficiency in which the intended experience is delivered. For example, in a horror game, the goal might be to make the player as scared as possible.
In this case you normally start with some sort of emotional or intellectual experience that you want to convey. After that you add features, both gameplay, story and art-wise, in order to make this experience come across as clearly as possible. What stands out when compared to other approaches is that there is no core feature, such as gameplay or plot, to fall back on. Instead you have a fuzzy goal that you are trying to reach, and many different parts of the game are needed before you can evaluate whether it works or not. Because this often requires a lot of high quality content, playtesting is made relatively infrequent compared to other approaches.
It is this approach that I believe is the future of interactive storytelling. We can only get so far by focusing on classical gameplay or storytelling techniques.
It's worth noting that these types of games by no means need to be story-heavy. A great example of this is the game Duskers (2016), as explained in the creator's GDC talk. While the game started with a classical gameplay approach, it later put a ton of focus on delivering a couple of core pillars such as feelings of isolation and realism. Because of this I think it is a good example of using a narrative-driven approach for development. The game is by no means a pure example of this approach, but it is an excellent example of how different it can make a game.
---
That sums up the approaches I wanted to cover today. I am sure there are other approaches, but these were the ones that felt most interesting to discuss.
As I said earlier, it's very rare that a project will rely solely on one of these methods of evaluating progress. For instance, no matter how much fun it would be for Super Mario to have a shotgun to blast goompas with, it would never feel fitting to add it. But if you put aside stuff like that, a game like Super Mario bases pretty much all of its decisions on the Classical Gameplay approach. It therefore feels fair to say that it is a game developed using that approach.
I also want to make it clear that there is no best way to develop a game. All of these approaches have their pros and cons, and what it all really comes down to is what sort of game you want to create.
Hopefully these examples should make it more understandable what I mean by "narrative-wise, games are too much fun for their own good" and development being a navigation of an idea space. Consider how different the paths taken during development will be depending on the approach chosen. Some paths will be filled with constant confirmation that you are going in the right direction. These are often the ones you are most tempted to use. Other paths require long treks through uncharted territory and are filled with uncertainty. These are often less tempting, but can also lead to very interesting and unique results.
Now for some examples on how the evaluation process can have a huge effect on how a game turns out.
The first example is the sanity meter in Amnesia. At first the sanity meter was thought of as an important gameplay detail and it was evaluated through a Classical Gameplay lens. However, it started to become clear that the approach was clashing with our wish to have an immersive and very scary game. The lowering of sanity would often become annoying and it was very hard to balance it in way that meshed with our other goals.
Up until then we had focused on making the sanity as much "fun" as possible, and we could have continued down that route. However, due to our discussions, we chose to take a different approach: we asked ourselves what would benefit the intended experience best. This made us consider the whole sanity as an "atmospheric device" instead and we dropped a bunch of related features. The game took on a very different shape because of this and we continued to use the same narrative-driven approach for other things, like monster encounters.
The second example is from SOMA, where we from the beginning were very focused on the narrative-driven approach. This took a lot of different shapes throughout development, but one of the most prominent ones was that, once the prologue was over, the game must be a continuous first person experience without any camera pull-outs or cuts. The reason for this was that we wanted a narrative experience where the player could get a sense of what it was like to "switch" consciousness. This caused all sorts of issues during development, most likely making a few passages, gameplay-wise, less fun. But it was vital to get the right experience across and without this, and many other similar decisions, the game wouldn't have been the same.
This should hopefully have given a sense of the many ways you can search between in the space of game design ideas. I also hope it's given some more depth to my two previous entries on connected topics. (Check them out here and here).
It should also have given an idea on just how uncertain the narrative-driven approach is when compared to other ways of evaluating. Because of this, I think the need to understand how our medium works is much greater than it has been before. Next week I'll try and help with this by talking about presence, one of the key aspects when crafting a narrative-driven game.
Notes:
I am not 100% sold on the name "Narrative-Driven", but I'm unsure what works better. I thought about "Experience-Driven", but that felt too broad. For me narrative is (as explained here) all about the emotional journey the player takes when playing through the game. It is a very holistic concept and not reliant on plot details or how much "fun" gameplay is. This feels like it fits well with the point I want to get across. However, the name could be very misleading to people and I suspect I'll get at least one comment where someone is upset with the article because of it. That said, I don't expect to use the term a lot and the categorization here is really just to better get the idea of "games are too much fun for their own good" across, so it should be fine.
0 notes
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The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.
Original posted on the Frictional Games blog.
I've previously talked about how games are, when it comes to narrative evolution, "too much fun for their own good". I've also given a specific example of this by comparing Resident Evil 4 and 7 and shown how development focus can make a huge difference to the final game. But one place where I think I've been a bit vague is that I've been talking about a position taken during development. "Games are too much fun for their own good" is not a value judgement about games in general. It's all about the effect this has when creating a game. This is an incredibly important distinction to make. While you can debate forever over fuzzy subjects like "is this a game?" and "what is the purpose of games?" it's a fact that your intentions during design will have a huge impact on the final result.
When designing a game, or doing anything creative for that matter, you are basically navigating a space of ideas. At any point there are a bunch of decisions that you could be making and you need to base these decisions on some sort of plan. How you come up with this plan will be highly dependent on your values, processes, restrictions and so forth. What all this boils down to is a need to constantly evaluate the project's current state and adjust its trajectory.
For a long time, the general advice in game development has been to "follow the fun". But this is far from the only way to evaluate a project. In this post I'll present a few different ways to go about it. Take note that it is very uncommon for any project to rely purely on a single method. Different aspects of a project usually require a slightly different mindset. It is however very common to base the majority of design decisions on one type of evaluation.
Classical Gameplay
Let's start with the most common way of working in game design: to follow the fun. When working in this way you normally try to find a good "core loop" that provides the basic engagement factor for the game. The rest of the development is then spent enhancing this core loop in order to make it as engaging as possible. This could mean that new mechanics are added on top (e.g. crafting or levelling) or that the core design is tweaked until it generates the most fun possible.
When creating a game like this, you can usually start by figuring out what works and what doesn't early on. It's also possible to hand it over to playtesters early, and to have continuous testing throughout development. The art and story are often also heavily based on how the gameplay works.
Metric-Based
This is the sort of design that you see a lot of in free-to-play games and it's incredibly common in mobile games. Here the goal is not to make the game as engaging as possible, but to set particular goal metrics, and then tweak the game to adjust player behaviour so that the metrics measured reach those desired goals. Sure, you are often looking for a certain amount of fun in the game, but when it comes down to it, no matter how much fun a certain decision creates, if it doesn't produce the right change in metrics, it is a bad choice.
When making a game like this, testing on users is paramount. You often want to release the game as early as possible and then start tracking things like retention rate, daily active users, and churn rate. The better numbers you get, the better the game matches your goals.
Deep Mechanics
While both of the above methods put some focus on constantly asking the question: "Is my user having fun?", this type of design takes a different route. It's quite unusual for this to be a major evaluation method, but games like The Witness (2016) and the upcoming Miegakure do just that. In their talk "Designing to Reveal the Nature of the Universe Jonathan Blow and Marc Ten Bosch (creators of the two previously mentioned games) lay out this way of thinking about the design. Quickly summarized it's all about taking your game's mechanics as far as possible. This makes it different in that it is no longer about creating maximum engagement. Instead, it's all about maximizing the depth of the gameplay. When following this design you really want the game to squeeze every possibility out of your core mechanics.
Just like with classical gameplay, you want to start with the core loop, and you also want people to test early and regularly. When it comes to art and story, they are only there in order to enhance the gameplay. The main goal is not to aesthetically please your viewer, but to have the art and the story that are best at conveying the mechanics to your user.
Classical Plot
Another way to go about designing a game is to just view it as a standard story. Your utmost concern is to make sure that the end experience works in terms of classical ways of structuring film, books and other traditional storytelling media. When creating a game like this, you generally start out with a script and then develop the gameplay in order to support what that document says.
The interactive movie genre is something that very strongly uses this model. It is also very common in RPG games, which can be said to interlace this with sections of more classical gameplay. There are also many adventure games that mainly adhere to this approach when evaluating progress.
SOMA (2015)
Narrative Driven
This is the approach that we at Frictional Games are following to the greatest extent right now. It is also the approach that this blog mostly refer to as a way of crafting better narrative in games. In this type of design the goal is to make the activity of playing the game produce a certain type of experience. The goal is to maximize the efficiency in which the intended experience is delivered. For example, in a horror game, the goal might be to make the player as scared as possible.
In this case you normally start with some sort of emotional or intellectual experience that you want to convey. After that you add features, both gameplay, story and art-wise, in order to make this experience come across as clearly as possible. What stands out when compared to other approaches is that there is no core feature, such as gameplay or plot, to fall back on. Instead you have a fuzzy goal that you are trying to reach, and many different parts of the game are needed before you can evaluate whether it works or not. Because this often requires a lot of high quality content, playtesting is made relatively infrequent compared to other approaches.
It is this approach that I believe is the future of interactive storytelling. We can only get so far by focusing on classical gameplay or storytelling techniques.
It's worth noting that these types of games by no means need to be story-heavy. A great example of this is the game Duskers (2016), as explained in the creator's GDC talk. While the game started with a classical gameplay approach, it later put a ton of focus on delivering a couple of core pillars such as feelings of isolation and realism. Because of this I think it is a good example of using a narrative-driven approach for development. The game is by no means a pure example of this approach, but it is an excellent example of how different it can make a game.
---
That sums up the approaches I wanted to cover today. I am sure there are other approaches, but these were the ones that felt most interesting to discuss.
As I said earlier, it's very rare that a project will rely solely on one of these methods of evaluating progress. For instance, no matter how much fun it would be for Super Mario to have a shotgun to blast goompas with, it would never feel fitting to add it. But if you put aside stuff like that, a game like Super Mario bases pretty much all of its decisions on the Classical Gameplay approach. It therefore feels fair to say that it is a game developed using that approach.
I also want to make it clear that there is no best way to develop a game. All of these approaches have their pros and cons, and what it all really comes down to is what sort of game you want to create.
Hopefully these examples should make it more understandable what I mean by "narrative-wise, games are too much fun for their own good" and development being a navigation of an idea space. Consider how different the paths taken during development will be depending on the approach chosen. Some paths will be filled with constant confirmation that you are going in the right direction. These are often the ones you are most tempted to use. Other paths require long treks through uncharted territory and are filled with uncertainty. These are often less tempting, but can also lead to very interesting and unique results.
Now for some examples on how the evaluation process can have a huge effect on how a game turns out.
The first example is the sanity meter in Amnesia. At first the sanity meter was thought of as an important gameplay detail and it was evaluated through a Classical Gameplay lens. However, it started to become clear that the approach was clashing with our wish to have an immersive and very scary game. The lowering of sanity would often become annoying and it was very hard to balance it in way that meshed with our other goals.
Up until then we had focused on making the sanity as much "fun" as possible, and we could have continued down that route. However, due to our discussions, we chose to take a different approach: we asked ourselves what would benefit the intended experience best. This made us consider the whole sanity as an "atmospheric device" instead and we dropped a bunch of related features. The game took on a very different shape because of this and we continued to use the same narrative-driven approach for other things, like monster encounters.
The second example is from SOMA, where we from the beginning were very focused on the narrative-driven approach. This took a lot of different shapes throughout development, but one of the most prominent ones was that, once the prologue was over, the game must be a continuous first person experience without any camera pull-outs or cuts. The reason for this was that we wanted a narrative experience where the player could get a sense of what it was like to "switch" consciousness. This caused all sorts of issues during development, most likely making a few passages, gameplay-wise, less fun. But it was vital to get the right experience across and without this, and many other similar decisions, the game wouldn't have been the same.
This should hopefully have given a sense of the many ways you can search between in the space of game design ideas. I also hope it's given some more depth to my two previous entries on connected topics. (Check them out here and here).
It should also have given an idea on just how uncertain the narrative-driven approach is when compared to other ways of evaluating. Because of this, I think the need to understand how our medium works is much greater than it has been before. Next week I'll try and help with this by talking about presence, one of the key aspects when crafting a narrative-driven game.
Notes:
I am not 100% sold on the name "Narrative-Driven", but I'm unsure what works better. I thought about "Experience-Driven", but that felt too broad. For me narrative is (as explained here) all about the emotional journey the player takes when playing through the game. It is a very holistic concept and not reliant on plot details or how much "fun" gameplay is. This feels like it fits well with the point I want to get across. However, the name could be very misleading to people and I suspect I'll get at least one comment where someone is upset with the article because of it. That said, I don't expect to use the term a lot and the categorization here is really just to better get the idea of "games are too much fun for their own good" across, so it should be fine.
0 notes