#Traveler Places
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ur-daily-inspiration · 8 months ago
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These Tiled Steps In San Francisco Glow At Night From The Moonlight
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maviyenot · 6 months ago
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materterrae · 1 year ago
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isawken · 3 months ago
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was recently having talks about saving up for a several-week vacation with my partner and he said something that i seriously cannot stop thinking about and i need to Ask The Audience
this is not cumulative, you must have spent over 14 calendar days outside of your hometown in one stretch to be able to hit Yes
i’ve never asked for this before but if you could rb for reach that’d be cool, this is a straight up potential worldview-shattering revelation right here and i need data if im gonna shatter my dang worldview
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notherpuppet · 6 days ago
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The devil in a puffy jacket…he’s too cute
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zhxk5h0csx · 3 months ago
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rocy5 · 3 months ago
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die-rosastrasse · 8 months ago
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Analogues I took at Versailles last Summer
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expressions-of-nature · 7 months ago
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Glow Worm Caves, New Zealand by Daniel Kordan
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carolinatsversion · 3 months ago
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294film
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ancientsstudies · 3 months ago
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Japan's abandoned places by rj__46bex.
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fabiansociety · 3 months ago
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da2 isn't the best dragon age game *because* it's openly a tragedy, but being a tragedy forces a level of narrative coherence that the other games in the series don't have, and *that's* what makes it a better game.
okay, so. dragon age 2 runs on nested foreshadowing and a limited set of themes that almost every character and plot beat fall into: love is not enough, wealth is not enough, power is not enough, good intent is not enough. the problems you run into are structural, rather than individual, and your ability to resolve them as one person is strictly limited. the arishok is a central figure for this, because he prefigures every other tragedy and makes the game's thesis statement as clear as possible. he doesn't want to be in kirkwall, but he is compelled to remain until he gets back what was stolen. he doesn't want to lead a coup attempt, but he is compelled by qunari codes of justice to act. he does not want to die and fail his duty, but but he is compelled to by the other two impossible demands. every tragedy in kirkwall is the result of too many people with wildly different definitions of justice crammed into one place specifically designed to maximize human misery and suffering, and so you get a wonderfully nested narrative onion where each quest reinforces that idea, where there are no good options, just positions you can take — even the affinity system plays into that, where constantly gassing up your friends or constantly pushing them to change are equally correct ways to go, but ones that won't ultimately make a huge difference in their lives or characters, because no matter how much they like you, they're not under your control.
this coherence is even justified by the framing device. of *course* the moral of the game is "insisting on a dogmatic, narrow idea of justice destroys individuals and societies," it's a yarn being spun by varric the con artist to a chantry cop!
neither origins or inquisition play with that sort of narrative complexity. origins is a jaundiced hero's quest, certainly, but it's still basically a hero's quest; inquisition has a number of characters who question what you're doing and why, but the multitude of voices pulls the game in too many potential directions. DA2 was so constrained in its production that it pulled on decidedly ancient theatrical traditions, and it worked so, so well
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materterrae · 3 months ago
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escapismsworld · 3 months ago
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📍Austrian National Library, Vienna, Austria
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wildermouse · 4 months ago
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plitvice lakes, croatia
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