#because I already have a medium-high level of competence
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misskamelie · 1 month ago
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Finding my personal statement when it comes to my main field of study (some variation on the "technology can help a whole lot and improve others' quality of life")
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himegureisu · 11 months ago
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Hiii! Just got home from a horrifying midterm exam. It went horrible, none of the questions were even in the lesson plan. Although it did give me an idea for this request :')
It's practically universal knowledge that Snape is a 'terror prof' (iykyk) at Hogwarts — his standards are high, he's very particular with essays and it's practically expected that every major exam, tears will be shed in and out the classroom with the amount of curveballs he throws at you.
(I'd feel like he'd be the type to have a True or False exam with choices like: True, Partially True, Partially False, False, and if none is applicable write the correct answer and all of it is situational)
He's married to the reader and they're both teachers, so they help each other on their loads. Much more efficient that way. One night after a particularly hard-hitting major exam in the semester, reader encounters tear stains and snot and a few drops of blood from a nosebleed on one of the exams (witnesses this once lol) and decided to confront him husband about it. Thank you! I hope this isn't too specific ;w;
Questions and Answers
Pairing: Severus Snape x Reader
A/N: I'm sorry you had a horrible exam day and thank you for preventing me from pulling my hair out of frustration because my Notion page was not cooperating when this request came through. I hope you enjoy this! 💖
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“Severus, darling, why do your exam papers have at least two different types of fluids on them?” your fingers flip through the unfinished stack, your eyes scanning them.
This was the thirty-fifth test paper from his pile that you graded. His second-year tests were stained by a range of substances you curiously identified through a spell.
Did he truly not notice them?
“There’s a combination of either snot, sweat, tears, or,” you paused, taking one of the papers you already graded, to present to him. His dark eyes highlighted by the round reading glasses made for a rather attractive sight but focus, “On the rare occasion, blood,”
“Oh,” he simply said, looking up at you, “And?”
“Is that all you can say?” you frustratedly run a hand through your forehead as you sit on the edge of his desk causing him to stop, “What are these questions even? It’s a major exam for second years, not OWLs or NEWTs, Severus. My head hurts not only from the answers but also the questions,”
“If they can’t answer then they’re not competent enough to proceed to the…” his sentence undone by the beginning of your ramble, an attempt to explain why his methods were not feasible.
“Can you imagine the physical, mental, and emotional drain that major exams cause to students? You can reminisce on your time as one if it helps but it’s not good and then to be brought to this level of inquiry as if they were taking a mastery,” you explained, “There isn’t even a 50-50 chance to get the answer right only 25 because you decided that it would be better if there would be four very similar but distinct answers to the multiple choice questions and not a chance of redemption for those who don’t know the question if the said answer is one they needed to correct. I can better understand your students’ frustrations from this version of your exams,”
“To adjust the exam would mean that there would be a lower level of understanding…”
“That’s the point though since they’re just building the foundation of what they know for potions!” you exclaimed, “If it were a muggle game, Severus, it should be easy, medium, and then hard but your exams are hard, hard, and then hard on every level. Do you understand?”
“Yes, but…”
“Sev, imagine this,” you sit on his lap, cupping his cheeks for him to focus on you as you say, “Imagine a child, our child, a little boy or girl coming home to us in tears because of a similar test that they’d taken on that day,”
“It would be different. They would be ours,” he grumbled, pulling you in closer to bask in your warmth, “We wouldn’t teach them to be like that,”
“Sev, just imagine!” you sighed exasperatedly, his face buried beneath your chin, “Your little girl coming home in tears crying for us wanting a hug because of an awful exam day,”
His breathing was in sync with yours, trying to understand your reasoning. His imagination slowly conjures a little girl in your image. Her face was stained with big fat crocodile tears, a snot-filled nose, and books slung defeatedly on her arm. His heart tightened at the image of it, protectiveness surging from within.
No one was allowed to make either of you cry.
“Can you imagine?” you softly asked, running a hand through his hair, as he mumbled, “Yes,”
“Can you change the way your tests are written?” you silently prayed that he would, he breathed in and faced you to answer, “Fine, and you’ll help me,”
“I expect as much,” you smiled.
As you were about to get off his lap, his arms quickly pulled you back and in doing so, caused the chair to stumble a bit from the force. His nose on your hair, breaths warm, and hug unwilling to let go.
“Sev?” you glance back to see his darkened gaze, “What is it?
“Do you want children?” he asked, it wasn’t something both of you discussed in depth before, “I realized that after four years of marriage, we didn’t elaborate on our expectations on that particular topic,”
“If we’re blessed with children, then I’m happy,” you informed, tracing the contours of his face. No matter how many times you’ve seen him it’s like there’s another new thing to catalog in your mind, “If not, then I’ll be happy having you all to myself,”
“I don’t know if I want children,” he admitted, and you kissed his cheek, “We’ll get there when we get there, Sev, for now, don’t think about it,”
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biggie-chcese · 1 year ago
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rain code age headcanons because i have literally only ever been choosing ages based on what's funniest but now i wanna cast away my grand layers of irony and be genuine for a moment. also. this goes pretty in depth so be prepped for the long haul when you click read more lmao.
spoilers for the whole game below and it's because of one specific character iykyk
Yakou - this man has the soul of a guy in his late 40s going through what would be his midlife crisis if not for the fact that he's fully aware he passed the midpoint years ago. but that soul is trapped in the body of a guy who doesnt look a day older than 28. what moisturizer does he use? i doubt he even uses anything other than that 13 in 1 shampoo. anyway, i think he's 32.
Halara - 26. nothing really to justify this other than they've got that mid 20s swag but 25 didn't feel right. adult enough to be as competent as they are yet young enough to look like that. moving on.
Desuhiko - 19. i think he's the youngest of the NDA because. well. idk man have you read his dialogue? he's got a whole lot of growing to do and is still very lost on his direction in life. he's giving 'bitch fresh outta high school (or in this case, detective training) and relishing in his freshly obtained freedom."
Vivia - 28? yeah i got nothing for this i am going purely on vibes here. 28 just feels right.
Fubuki - 23. she's clearly still a bit young but is also clearly a grown ass adult who wasn't raised right so i think this makes for a happy medium, especially if she's already been on some worldwide adventures n shit before the game. works out quite swimmingly methinks.
Kurumi - 18. for my personal comfort bc we'll get to yuma later but im not gonna sit here and ignore the way the game constantly grovels at the audience's feet to ship them so id rather she not be any younger than this. anyway, more about her: she tends to hold her own as an informant with more competence, maturity, and effecience than most of the NDA. but she also has a pretty childish black and white view on things, like believing her beloved detectives are always right (girl if you were real you would be ENTRENCHED in stan culture oml do NOT get into minecraft youtubers) but i've... seen 18 year olds on the internet that are exactly the same so whatever
Aetheria girls - putting them all at 17-18 because, based on honorifics, they are treated as upperclassmen by their peers in the Japanese dub. i think waruna is the youngest and kurane is the eldest.
Yomi - 25. he has that vibe. old enough to be taken seriously as an adult but young enough to act like That™. yknow?
Martina - 32. she's giving older woman sexy librarian vibes and generally carries herself with a certain level of poise and maturity but is also a freak in a way that can best be explained by being a woman in her 30s. not elaborating on this
Swank - 41. to me he's like those awful surly businessmen who go to cabaret clubs to drink and smoke their office job woes away and cheat on their wives. but he also has extreme mafia boss swag about it so i kinda love him for that. dunno what this has to do with age tho. moving on.
Seth - 22 because he's giving youngest brother. i think he's the youngest of the peacekeepers in general. guillaume definitely bullies him about this.
Dominic - 34. bro is built like a jojo character what else do you want me to say. he's still got that youthfulness about him that makes me think he's still not going through his midlife crisis, so i wouldn't place him any older
Guillaume - 23. guillaume is so girlypop manic pixie dream girl core that she's definitely got the energy of someone who is young but also strikes the balance of being someone who has a job and a mortgage. dunno how she does it. id like to think she isnt even much older than seth but still bullies him for being the baby of the peacekeepers. do u understand my vision. please. they have so much annoying coworker potential.
shinigami - idk like 1000. she's a death god who cares.
yuma - okay. yeah. look i dont give a singular fuck about age discourse- headcanon whatever you want- but from looking at canon material i genuinely think that he could not possibly be any younger than 21. 20 if we wanna push it. yes, i know he looks young. i have eyes. but also, im in my 20s and the most common thing people tell me when i reveal my age is "oh, i thought you were 15." one time a person asked me if i was 12. at my job. that i was actively working at. i was 20. adults can look young, and contrary to the classic 1000 year old loli dragon trope he doesnt act overtly childish. he acts like a normal fuckin guy. yes he cries but like. you wouldn't in his position? bro speedruns lifelong trauma so skillfully that he's backwards long jumping into alternate universes where everything is somehow worse. i'd be freaked out if he didn't cry. also im aware that the child prodigy detective trope is a thing and that kodaka has written that before but... he was number one three years ago. and the training takes two years. which means, if he is a minor in the game's present day, he started working at the WDO at 12 and became number one at 14... at the oldest. have you ever met a 14 year old? forgive me for not suspending my disbelief here. and really the kicker for me is that yuma has a line where he says he's not sure if he's drinking age (which would be 20 in japan), but you know who would be sure? you know who knows yuma's age better than yuma?
makoto kagutsuchi - this megacorporation CEO has a fully stocked minibar installed in his penthouse. <- sentence i cannot bring myself to believe if it's about a child. since i also cant picture him becoming CEO at age 14 without yomi at least once angrily pointing that out (he only ever mentions that makoto is an outsider, or has his head in the clouds), id like to think both him and yuma, at their youngest, earned their top spots at their respective organizations at 18. it keeps their gifted kid syndrome and young prodigy-ness without making things comically ridiculous or uncomfortable for the sheer amount of sexual situations yuma gets put into.
anyway that's my silly little ramble on age headcanons. this was actually really fun to think about. shoutout to kodaka for leaving out the ages. funniest choice he could've made
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Arcade Research Megapost
What do you mean? I didn't leave the biggest task till the evening before going back to college! I would NEVER do that!
Part 1 - High Score Games
Pacman - Besides Pong, this is the arcade game that defines the medium. Move around a maze, eat pellets, avoid ghosts, eat giant pellets, eat ghosts! From what I understand, once you hit a score of 256 the screen corrupts because of integer overflow or somesuch.
Flappy Bird - While it might have started in the app store, this one's been installed in more laser tag plazas and entertainment centres than I can count. You click to hop a little and maneuver your bird through pipes. I'd even call Flappy Bird a rage game, considering the pixel-perfect navigation you need sometimes. Though I can't fact-check this, I'm pretty sure you fight Mario at the end.
Arkanoid - I used to play this one pretty regularly around 2019, through the secret on Google. (Hint hint: go to the Google front page, search up "play breakout on google" and hit I'm Feeling Lucky). You control a little paddle, hitting a ball up at a wall of coloured bricks. The more you break, the faster your ball goes. You can change its direction by hitting it while moving your paddle the opposite way, and there's probably more maths to it I don't understand. All in all, it's quite fun, and I like how it looks graphically.
Part 2 - Shooter Games
Space Invaders - Here's another classic. A wall of aliens is coming down the screen at you; shoot them before they reach you and your small array of defensive positions. There's not much more to say about it; it's really simplistic, as are most of these games.
Time Crisis - This is a more technically advanced arcade game. The story is better conveyed here; you're some sort of secret agent, sent to a remote country (specifically an old castle) to rescue the daughter of a president. And you're up against a guy who loves knives. (Hold on, this is just RE4, isn't it?) I digress; movement is all done automatically, your character takes up tactical positions and you have to gun down the enemies as they come running at you. Graphically it's quite nice, reminds me of the original MGS. The "time" part of the title comes from the limited time you have to get through a stage, but it can be increased by completing setpieces.
House Of The Dead - I will be honest, I only know about this game because of the godawful Uwe Boll film adaptation. It's a light gun game similar to the last one, but this takes on a horror focus. You're storming a zombie-infested mansion, blasting the undead apart with a hand-cannon. Already I can see improvements from the other rail shooter; you can blow chunks out of your enemies and there's a greater narrative focus with cutscene-like events happening as you play through the missions. I guess the easiest way to phrase it for myself is: if Time Crisis was Duke Nukem, this is Half Life.
Part 3 - Racing Games
Sega Rally 3 - This seems like your basic arcade racer; go in a circle while competing against AI cars. There's not much to set it apart from any other racing games. It controls with a steering wheel, like you'd expect from an arcade game of its genre. I guess you could think of those as the predecessor to driving rigs.
NFS Heat Takedown - On a basal level, this is just another racing game, but it has some improvements from the other one I covered. For one, it looks a whole lot nicer graphically, the announcer has way more personality, there's the nitrous speed-boost mechanic that's commonplace in a lot of racing games now, and you can eliminate other cars from the race by smashing into them, hence the name.
Fast and Furious - I don't have much to say about this one; it's more of the same. However, it is multiplayer, as far as I can tell. One thing I find a little funny is that while it tries to be a hardcore racing game, the players are seated in the most comically undersized, cartoonish, plasticky, RGB gaming keyboard looking, weird proportion having, recumbent bike resembling, unnecessary brake-light bearing, questionably-fitting engine noise making, seat jiggling, self-advertising, internal-combustion contraptions to ever exist.
Part 4 - Fighting Games
Street Fighter - This one I simply had to include. It wouldn't be right otherwise. It's a basic two-player fighting game. There are lots of interesting characters, each with their own fighting style, though some are outright broken. I'm mostly referring to E. Honda, and the fact that he can use his grabby-hands attack while moving. I'm pretty sure Street Fighter was the first of its ilk, which made it pretty unique back then.
Mortal Kombat - I didn't initially think this was an arcade game, but as it turns out, Midway released this pixelated gore-fest on arcade machines first. And the gore really is the main selling point of the game; there's a story about demon-kings travelling between the realms and stuff, but it's not important. From what I understand, most of the fighters were just employees, digitized into the game. The gore is pretty tame compared to today's standards, but I like the edgy and over-the-top approximation of what was considered taboo back then. The kinda blurry edges of character sprites adds to the charm, I think. The later games are weird, with questionable "babyfication" age-regression finishers that seem out of place.
Tekken - Out of the 'big three' of fighter games, this is one I never really knew much about. The main difference is its 3D aspect, with the camera angle changing when you suplex a guy. Interestingly, the camera tracks the characters as they move across the map, something that was definitely missing in the more static, cramped fighting games of yore.
Part 5 - Brawlers/Beat-em-ups
Final Fight - In this game, you're cleaning up the city of gangsters by beating up any in your path, along with beating up the city. You can smash into phone boxes, bins, and anything else to reduce it to scrap metal. Gangsters from the gang "Mad Gear" emerge from houses, walking single-file into your swinging fists. It looks pretty fun, but nothing special. Apparently it couldn't be played in North America. All in all, it seems pretty evocative of the genre; big burly men smashing everything in their path, beating off gangsters and barrels alike, and pounding thugs with postboxes till they explode in your hands.
Captain Commando - This is basically the same game as the above, just in a future setting. It even takes place in the same city. The catch this time is that you're fighting Super Criminals, that are far more powerful than your average unarmed mook. You're still banging out goons and busting crime bosses, just in the future.
Alien Storm - I decided to go for an obscure one for my final entry to this section. Earth is invaded by a swarm of aliens and it's up to a team of hotdog-vendors-turned-commandos to kill them. The various characters use flamethrowers, rocket launchers, and one of the playable characters, a little robot, explodes itself kamikaze-style. The aliens are interesting, Carpenter-esque amalgams of flesh and faces, ranging from gross spiders to snails who disguise themselves under bins and such.
Part ? - Interactive Games
I don't know what this means. Aren't all arcade games interactive? I searched up "interactive arcade games" and got nothing of note.
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maximuswolf · 6 days ago
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The threat of mobile gaming to the handheld market was massively overstated in hindsight
The threat of mobile gaming to the handheld market was massively overstated in hindsight There seemed to be a general consensus from like 2010 to 2015 (especially during the 3DS and Vita's time) that handheld consoles were going to eventually be completely replaced by smartphone gaming. At the time, this idea kind of made sense. The rate of smartphone adoption was exponentially growing during the early 2010s and one of the main purposes of them was to play games. With that being said, I think we all know now that smartphones have not and will never completely replace dedicated handheld systems. These form factors do compete with each other, but ultimately, they cater to completely different markets. Mobile gaming will always be more accessible given that most people already own a phone, but it'll never match handheld gaming in terms of quality. For people that want to play games on the go, handhelds offer a better experience with dedicated controls, larger screens, and more powerful hardware for handling bigger games with high quality graphics. Phones are limited in their ability to run demanding games.Mobile gaming will only ever be able to capture the casual and ultra-casual gaming markets. The type of people that otherwise wouldn't play games at all if they didn't already own a phone. Most mobile games still rely on a free-to-play model that uses in-game advertising or micro transactions to generate revenue. For consumers that want a more satisfying and in-depth experience, these types of games don't cut it at all. The audiences that both mediums appeal to are very different. Its also worth noting that paid games on mobile only have a fraction of the downloads that free games do. The top grossing games are mostly free-to-play. This means that the majority of mobile gamers are not willing to pay for premium experiences. This limits the incentive for developers to bring high quality games to mobile. A lot of paid games are just ports that are available on other systems. Since the early 2010s, smartphone adoption has leveled off (at least in developed countries) and mobile gaming hasn't really moved beyond it's niche in that time. While there has been some impact on the handheld market, it's mostly limited to casual gamers that have little need for a dedicated system to begin with. Nobody who avidly plays games is going to choose a phone over of a Switch, Steam Deck, or PS Portal because it also has games. The experience just isn't the same. Instead of being a replacement to handhelds, mobile gaming has expanded the market by making games available to more people. Submitted January 17, 2025 at 01:59AM by jaydoff1 https://ift.tt/kTKZDxM via /r/gaming
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charliepipedesigner · 2 years ago
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Research into Educational Services - Major Project
This is a website that I used during secondary school to learn and practice mathematics online at home as a service for my teacher to keep track of the class' score percentages, and to see the progress of each student.
The Service
From a student's perspective I remember MyMaths being an unconventional approach to homework in comparison to other subjects because I was usually given sheets of paper to read off and to write on. With maths however, this service was often used to help me and other students to answer questions that were sometimes formatted like a classroom, but there were also times when they were exam-based. It also had a competitive aspect as well, since there was a leaderboard table set-up by the teacher for the whole class. You would receive points for the final score on the set of questions, and you'd receive bonus points for the time of completion (the quicker you answer the questions correctly, the more points you'd receive). Another aspect to mention is the fact that you couldn't cheat the system because the teacher would set out the questions or the website had already provided the set of questions. You could argue that the test answers could be searched on Google or YouTube (if lucky) but it wouldn't benefit the student in this case.
The competitiveness made the experience of learning the subject better because I wanted to prove that I was hard-working and that I could learn maths at a high level. My teacher would keep the class up-to-date with the leaderboard, and he'd expose students for having low percentage scores. This gives me more of an incentive to gamify my service in order to make homework/revision/studying more enjoyable by allowing students to compete against each other to earn rewards for their efforts.
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Visual Identity
In my opinion, one of the flaws for this educational service involves the brand identity and the general experience of interacting with the service. When I open the website I see the top of the home page, which consists of the MyMaths logo and icon centred with the navigation system. Then there is a call-to-action and brief summary of the unique selling points, in front of a hero image that consists of blue and green shaded lines. Although I do appreciate the calmness and authority of the colour palette, it doesn't invite me in because it feels too generic with the layout system. As for the digital graphics, they feel uninspiring and formal to look at. Perhaps if they were animated or changed shape and size it could grab my attention.
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On the other hand, I do like the illustrated icons to summarise the unique selling points off this service. There's a consistency with the small lines and the shape to add texture, and the boldness stands out in comparison to the typography to give character. The information hierarchy helps to separate the sub-headers with the summary.
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Gamification
When I was exploring the website I discovered that there are video games that help students to have fun doing maths whilst competing with other student. I had completely forgotten that this was on the website. Visually they are not enticing and the game mechanics are very basic, but conceptually it supports the idea of embracing the user's experience with a medium that's playful and interactive.
Conclusion
Looking back at this service that I used during secondary school, it's encouraged me to think about how I can apply a stimulating learning experience through a gamified service. The way I portray the app in a visual manner will need to be memorable and compelling for the audience in order to learn whilst having fun at the same time.
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physicopoem · 2 years ago
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Formula 1 as a sport
Formula 1 is currently at its highest point of popularity in the world, as a result of the drive to survive series on Netflix. Currently all races have a minimum of 300 thousand live viewers and a lot of revenue worldwide, but is formula 1 really that entertaining, or a better question, is formula 1 a sport?
Personally, I consider myself a big fan of formula 1 since I have fallen in the great popularity it has had and started in 2019, but I have realized that motorsport has many buts to be considered a sport as such.
First of all, let's talk about all the buts it takes to get to be in formula 1. You could easily talk about talent alone, and that the most talented people are in Formula 1 and that's it, but it's not that simple. As this is a motor sport, a large percentage of the value of the victory is not in the driver and his talent, but also in the car, so the teams with less capital usually take drivers with a medium-low level but with a lot of money, so that they can invest in the creation of the car and to ensure a higher performance of this. As this is the case, many talents are lost in formula 2, formula 3 or even in go karts, because despite having a lot of talent, the lack of money is what has not allowed them to advance. Although we can find cases where there are drivers who started from the bottom and without money, it does not mean that all of them are like that.
On the other hand, there is the infrastructure factor for young people to apply to Formula 1. In the case of Europe, there are many leagues of go karts where they compete from children and that big brands go to take them to major leagues. Also, from go karts the payment for the maintenance of these karts is a lot and only people with a higher income can afford it. But in the case of Latin America and other developing countries, there are no such facilities due to lack of income and the government is not interested in investing in this either, so you could say that only people with money can really participate in this world of formula 1.
On the physical side, the drivers have to do a lot of work. Drivers have to thoroughly train their neck strength to withstand all the g-forces they suffer in the car, reaching up to 6 g-forces. The pilots have to be in very good physical condition because being in a car at more than 300 km per hour for two hours is very tiring, so much so that the pilots lose 3 to 5 kilos per race. On top of that, they have to endure high temperatures in the car due to the ambient temperature and the heat emitted by the engine.
In spite of everything already mentioned, I consider that Formula 1 could not be taken as a sport. This is because of all the complications of becoming a formula 1 driver. Furthermore, I consider that a sport should be very accessible, and that everything should depend on pure talent, but in the case of formula 1, a large percentage is due to the performance of the car. So in many occasions no matter how hard a driver tries, if his car is bad, he will not be able to aspire to much, which I feel is the most important factor that prevents it from being a sport as such.
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postmodernbeing · 4 years ago
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Shingeki no Kyojin Headcanons: Paradis Soldiers, drunk edition
Hello, Postmodernbeing here. So, I have been re-reading SnK manga due its 4th and final season. And chapter 123 really inspired me into writing this headcanons. I wrote them thinking in some Morden AU, but I believe that they could easily work for the canon universe. I hope you like this as much as I did. 
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IMPORTANT: I kept some canon elements that I read in a few posts from interviews to Isayama. //  For obvious reasons, all the characters are 18+. // I do not own Shingeki no Kyojin. // This post does not exhorts the abuse of harmful substances such as alcohol. // English is not my first language, so I appreciate your patience.
Eren Jaeger
Isayama himself has mentioned that Eren has a high tolerance to alcohol. I'd like to respect that fact (although I'm not 100% sure about that since I read it somewhere around internet). I do imagine that Eren is the friend that ends up taking care of everyone when they're totally wasted, but he also finds the time to have fun and drink because he doesn’t really like watching over every single one of his friends or counting all the shots that they take.
His behavior doesn’t really change a lot when wasted. I picture that he might speak a bit higher than usual due the deafening effect of music and alcohol. Also, he takes a bit of time before replying a question, etc.
Apart from that, do not expect him to dance like crazy over some table. He would agree to some karaoke, though. Or even to compete in a videogame/party game if Jean challenges him enough. Usually, Eren likes to keep his cool and watch everyone have a good time. Eren’s a simple man.
In some AU, he would be the designated driver if no one else offers (cough Armin cough), or in case that all his friends are totally wasted. Eren also makes sure that his pals arrive home safely before turning the engine again (so thoughtful, aw). In case that everyone takes a taxi or some uber, Eren would ask them to send a message to their group chat before going to bed just so he’s sure everyone is safe. Even if he knows some of them will forget or fall asleep immediately after arriving home.
Mikasa Ackerman
This girl rarely gets drunk, let me tell you. And not because she doesn’t drink, she drinks a lot. Mostly because she follows Sasha into all she dares her: beerpong, shots, you name it. Even though, Mikasa prefers traditional beer, she’s into trying new things such as different tastes and alcohol levels (she’s fearless). I do imagine that Mikasa realizes she’s drunk when tries to stand from anywhere she was sitting, rather for going to the kitchen for a glass of water or to the toilet (she knows  drinking water is important in order to keep her body hydrated and avoid hangover).
First thing she notices, besides the dizziness, is her face utterly blushed. She smiles almost immediately, Mikasa is more open with her body language albeit her use of words remains limited. She knows how to stay rational.
She’ll never admit how much she enjoys being invited by Sasha to have some drinks. Mikasa’s happy that she’s able to be her partner in beerpong, even if Sasha makes her lose from time to time. Her favorite game secretly is “Never have I ever…” because all her friends end up sharing too much, or some truly funny anecdotes that feed her little laugh (please, protect smiley Mikasa).
Mikasa has been designated driver only a couple of times since she keeps falling asleep after getting wasted. Nevertheless, she never fails into leaving a good night message to her friends when arriving home. Mikasa thinks that’s the perfect way to thank the squad for the great moments they shared.
Like Eren, she prefers casual reunions or stay-in-home parties. But if she’s noticed that the rest will attend to some bar/club she’d rather be there, protecting them (just a little before passing out too).
Armin Arlert
How do I say this politely? Please, keep him away from alcohol. He gets so drunk, so fast it’s almost funny. Definitely, he starts feeling a bit sleepy because he feels so relaxed. But if Armin keeps drinking sure thing, he’ll start feeling more energetic and perky. He’s the first one that gets into the karaoke thing, although he likes to share stories from the books he reads too, Eren is the one that listens to him with the most attention (and soberness).
Armin also laughs a lot being drunk, you could tell him any nonsense and he’ll burst out laughing. Sometimes he also tries to make jokes but fails funnily enough, he can’t make one coherent sentence. That’s a good sign most of the times, for he’s reaching his limits and his friends cut his consumption (which it’s really not that much).
That’s why it’s common that Armin offers himself as designated driver those nights that he might had a beer or two. He’s very responsible when he acknowledges there won’t be a chance to stay the night (for they are partying at a club or a stranger’s house). Armin is used to take his friends till their front door, he might be small, but he wants to be sure everyone will be alright and safe.
Against all odds, he enjoys a bit more of pubs since he became with time, less aloof than his childhood friends. Although, he’s not that meticulous with the remedies against hangover. Giving him the result of headaches for the next 24 hours at least.
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Jean Kirstein
Jean has a higher alcohol tolerance, and he even tries to avoid excess of said substances. However, he always fails colossally 80% of occasions. He’s not precisely awkward or a bad drinker, but it’s definitely hard to keep up with his energy and enthusiasm when he’s drunk. Jean’s not the most responsible drinker neither but he manages to stay rational enough. One could say that he becomes more reckless with what he does and says.
…Such as climbing up a table and dancing like crazy. He would absolutely spend most of the night dancing and he’s not bad actually. The thing is, that his ability comes from the drunk effect rather than actual skill. When there’s no music to be heard, he likes to organize the games with Sasha and Connie. Jean also yells a lot more, and he doesn’t admit it but he runs out of patience faster if his friends aren’t excited to follow the flow of the games (we know he refers to Eren most of the times).
Therewith, he keeps his cool and sincere attitude. His friends know that Jean doesn’t need to be drunk to be open and honest, so they trust in his drunken words too. Which leads us to the next point, Jean loves bigger and more elaborated parties. But only because he knows all his friends could engage in activities that they actually enjoy. From screaming and running to keeping it quiet in a sofa.
He doesn’t worry easily, but if someone asks him to take care of them, he will offer his help without trouble (those are the 20% remaining of occasions in which he doesn’t get that drunk). Jean got the designated driver role only one time, for his friends decided that he sucked at following the GPS and spend too much time taking ‘shortcuts’ every three blocks. It would take the rest of the night trying to get to their homes.
Sasha Braus
Like Jean, Sasha has a medium tolerance to alcoholic beverages, but she tends to mess that up when stuffing her mouth with snacks and junk food. She insists in eating before drinking (and after too), so it’s not unusual to watch her running into the bathroom at the middle of the night because of nausea. To everyone's surprise, she has a wide knowledge of different drinks. From the best wines and its respective cuts of meats, to the strangest (and cheapest) mixtures for the sole purpose of getting wasted.
Even in sober state Sasha isn’t shy at all. So, beware for she’s the mastermind behind the party games. Sasha always promises tranquil reunions but deep down everyone knows shit’s getting down every-single-time. She knows the basic games such as beerpong, “never have I ever”, “truth or dare”, and she has a talent at asking the most awkward questions. But her real potential reveals when she dares her friends into weird and dangerous challenges.
Sasha definitely becomes more direct and energetic. She has let her real accent show a few times before and even if she gets a bit embarrassed she’s too drunk to care (Mikasa is the first one that shuts their mouths if they try to make fun of her, canon of they being the best friends ever, yay).
She loves to dance and sing, making a disaster of the house/club they’re partying at. Connie tries to calm her down before anyone else, but fails because just like her, he’s delighted with the jokes and pranks they pull together. Sasha knows that Connie stays close to her in case she’s feeling more dizzy than usual and she’s forever thankful for that. Lastly, she has never offered herself into that designated driver role, and that’s what her friends are thankful for. So, everything’s reciprocal, one could say.
Connie Springer
Connie has just a bit more of tolerance to alcohol. It’s common that Sasha, Jean, and Connie end up drunk at the same time. They laugh when they realize this. The first signal into Connie’s drunk state is him talking about everything that passes through his mind, from conspiracy theories to the most absurd yet profound questions. And finishes his quasi rational speech with bad jokes, although he doesn’t really need alcohol to tell them.
He promises himself every single time that he’ll take care of Sasha but ends up following her into all her dares and extreme games (some of them almost illegal). Connie is the first person than anyone runs to if they want to throw a bigger party. He feels flattered to this, he’s truly popular and a great company to anyone. Seems obvious at this point, but I'll say it anyway: Connie really enjoys club parties.
I already mentioned that Connie gets along with anything that Sasha comes up with. But Connie himself has a repertoire of anecdotes and pranks. He can recommend you the best pubs and the cheapest (and interesting) clubs. He doesn’t admit it, but this also strokes his ego. Maybe he does have some genius in him, at least for these topics.
Connie is also the most chaotic drunk, all he does (or tries to) is funny. He has the craziest anecdotes. Like that time when his friends found him asking for directions to a public trash can, or that one night when he had a fight with Jean because he didn’t accede to shave his head to match with Connie’s. Or Sasha’s favorite, she’d dared him into smelling Eren’s arse for some bet they had about his smell. Mikasa was not happy.
Sincerely, this boy brings life into the parties if he desires so. Howbeit, he got his friends’ backs if they have a problem with aggressive drunken guys. Connie has jumped into fights just so he protects his friends (Armin, more than anyone else due his big-smart mouth). Truth to be told, Connie fights quite good when drunk. His protective side is a wonder, y’all give him lots of love.
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nerdythebard · 4 years ago
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#6: Anhur, Slayer of Enemies
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Gods and Goddesses!
This time, we journey to the land of Egypt. The realm of scorching deserts, mysterious magic, and ancient kings. And on this journey, we're protected by Anhur. Sometimes also known as Onuris or Han-her, this son of Ra is the personification of elite royal warriors. Master of tactics and spear, Anhur is a cunning and deadly foe to anyone foolish enough to disturb peace in Egypt.
Next Time: WHO LET THE DOG OUT!? (from his coffin)
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Okay, with the mandatory reference done, we now get to think about what we need from Anhur:
Spears for Days: Anhur's spear is able to pin enemies to walls and structure, and his Ultimate hurls a volley of spears all around. We need to be of almost equal spear mastery to Achilles... except we use ours to hunt.
Sand Manipulation: Anhur can create obelisks with swirling sand vortexes, which slow any enemies that come in contact with it.
Not-so-Cowardly Lion: Seems obvious, we're a lion god (yes, I know Ancient Egyptians didn't believe their gods have animal heads, shush) and we're one of the best hunters and warriors of the Egyptian pantheon.
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Starting with Anhur's race, we're lucky Wizards of the Coast provided us this time with a clear and canon solution. Anhur is a Leonin, this lion-folk race gets +2 Constitution and +1 Strength, 60 feet of Darkvision, and slightly faster than average walking speed of 35 feet. We know Common and Leonin languages, and we are equipped with natural weapons – our Claws, which let us make an unarmed strike that deals [1d4 + our Constitution modifier] slashing damage. We also have Daunting Roar, which lets us unleash a mighty roar as a bonus action once per short or long rest.
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Creatures of our choosing within 10 feet of us must succeed on a Wisdom saving throw (DC: 8 + our proficiency + our Constitution modifier) or be frightened of us until the end of our next turn (or 6 seconds, for out-of-combat use). We also have Hunter's Instincts, which lets us pick two skills from a list; let's go for Perception and Intimidation.
For Anhur's background, we're gonna modify the City Watch option a little bit: we're going to keep the proficiencies in Athletics and Insight (along with two languages of our choice), but we're shall swap out the Watcher's Eye feature for Fearsome Reputation from Guildmaster's Guide to Ravnica. Basically, we are known for being ruthless and scary, and the NPCs will think twice before trying to provoke us. We can also get away with minor criminal offences.
ABILITY SCORES
We'll start with Dexterity since we're going to need it for our weapon. Constitution is next, always good to have a solid Hit Point base. We need Wisdom to follow, as we're a competent tactician and hunter (and also for multi-class later... spoilers).
Strength is next, as our weapon - the spear - is not a finesse one, we need this for basic attacks. We continue with Intelligence, and we'll dump Charisma.
CLASS
Level 1 - Fighter: We'll start with the classic warrior. We start with a d10 Hit Dice and [10 + Constitution modifier] Hit Points. We gain proficiency in light armour, medium armour, heavy armour, shields, simple weapons, and martial weapons. For Anhur, I'd choose a studded leather armour (AC: 12 + DEX) and, of course, we gotta go with a spear. Our saving throws proficiencies are Strength and Constitution, and we get to pick two class skills: let's go for Acrobatics and Survival.
This is also where we select our Fighting Style, and for Anhur it's crucial to get good with the spear, so we'll choose Thrown Weapon Fighting. Because ranged weapons and thrown weapons are two different things, we need some boost to our spear (who uses Strength for its damage and attack rolls) - with this, we get a +2 to the damage roll of our spear if we throw it.
We also get a quick healing option with Second Wind. Once per short or long rest, we can use a bonus action to heal [1d10 + our Fighter level] Hit Points.
Level 2 - Fighter: Here, we get Action Surge, which lets us take another Action doing our turn once per short or long rest. This effectively lets us attack twice in crucial moments.
Level 3 - Fighter: We pick our Martial Archetype, and it's going to come off as a surprise to some of you because we're going Eldritch Knight with this one!
With this, we get access to the Weapon Bond feature. This makes us and our spear practically inseparable; we cannot be disarmed if we're conscious and not incapacitated, and if we throw our weapon (or lose it) and it is still on the same Plane as we are, we can use our bonus action to teleport it to our hand.
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Eldritch Knights also get some Spellcasting ability. Intelligence is our casting ability and the Save DC is [8 + proficiency bonus + Intelligence modifier]. We start with two cantrips:
Sword Burst creates a circle of blades (or spears :D) around us, forcing all creatures within 5 feet of us to make a Dexterity saving throw or take 1d6 force damage (damage increases when we level up).
Gust lets us unleash a puff of wind to either push a creature away, move an object weighing 5 pounds or less up to 10 feet or create a sensory effect like howling of the wind or closing the shutters/doors.
We also get three 1st-level spells (with two spell slots), two of which must be either abjuration or evocation type:
Jump triples the jump distance of any creature we touch, for 1 minute. In D&D there is a Long Jump – after 10 feet of running start we can cover a number of feet equal to our Strength score (NOT modifier) – and a High Jump, which is simply [3 + Strength modifier] feet of jumping up in the air.
Magic Missile creates up to three magical darts (or mini-spears :D) that always hit the selected target. Each dart deals 1d4 + 1 force damage and we can choose to target three separate creatures.
Shield is a reaction spell. If we're being attacked and it's a hit, we can add a +5 bonus to our AC until the end of our next turn.
Level 4 - Fighter: Time for the first Ability Score Improvement of this build! We increase our Strength and Dexterity with this one.
We get another spell slot, and we can pick another 1st-level spell: Earth Tremor causes the ground to shake. Each creature in 10 feet radius around us must make a Dexterity saving throw or take 1d6 bludgeoning damage and be knocked prone.
Level 5 - Ranger: Time to develop our hunting skills, by multi-classing into Ranger. I was considering playing around with the Spell-less variant of the class from Unearthed Arcana: Modifying Classes, but let's stick to the Revised class for now.
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We still have the d10 Hit Dice, and we get to pick one Ranger skill to be proficient in; let's go for Investigation. We start with a Favoured Enemy, which if you've seen my Ah Muzen Cab build means we once again invoke the power of Fantasy Racism™ to be more efficient against a certain type of creatures (beasts, fey, humanoids, monstrosities, or undead). Just pick the type that fits your campaign the most to get a +2 bonus to damage against it and an advantage to Survival checks when tracking the chosen type.
We are also a Natural Explorer, which gives benefits to us and our party. For us:
We ignore the effects of difficult terrain;
We have an advantage on initiative rolls;
On our first turn during combat, we have an advantage on an attack against a creature that hadn't attacked yet.
Meanwhile, while travelling for 1 hour or more:
Difficult terrain doesn't slow the group down;
The group can't become lost, unless by means of magic;
The group cannot be surprised/ambushed;
If we're travelling alone, we can move stealthily at a normal pace;
We find twice as much food and water while foraging;
When tracking creatures, we learn their size, exact number, and how long ago they passed through the area we're in now.
Level 6 - Ranger: This is where Rangers get their Spellcasting ability. We gotta manage two of those now, as the Rangers' casting ability is Wisdom. Rangers don't learn cantrips, we have two 1-st level spell slots, and we learn two 1-st level spells:
Ensnaring Strike is a bonus action that causes vines and weeds (or, in our case, perhaps a vortex of shifting sands) to wrap around the target if we manage to successfully hit it with our weapon attack. The target must make a Strength saving throw or be restrained until the spell ends (1 minute, concentration). While restrained, the target also receives 1d6 piercing damage at the start of each of its turns.
Hunter's Mark is a bonus action, designating one target as your prey. For the spell's duration (1 hour, concentration), we add extra 1d6 damage to the target if we hit them with our weapon attack, and we have an advantage on Perception and Survival checks related to tracking the marked target. If the target dies before the spell ends, we can use our bonus action on the next turn to mark a new target.
We also get to pick a second Fighting Style (yes, they stack if we multi-class). Defence style is nice and simple, it gives us a +1 to our AC.
Level 7 - Ranger: We get Primeval Awareness, which lets us communicate simple ideas with non-hostile beasts, and read their mood and intent. They are not under our control, so we might still need to roll Persuasion or Intimidation (and face consequences), but because of this, encountering wild animals doesn't instantly result in a fight. We can also spend 1 minute in concentration and determine if our Favoured Enemy creature type is within 5 miles of us. If they are, we learn their numbers, distance from us, and general direction.
Three levels into the Ranger class, we get to pick our Ranger Conclave. For Anhur, we're going to pick the Hunter Conclave (duh). Our starting feature is Hunter's Prey, which lets us pick one of three benefits; let's go for Colossus Slayer – once per turn, we can add extra 1d8 damage to a successful weapon attack if our target is already injured ("below their Maximum Hit Points").
We also get another spell: Cure Wounds is a good healing option, letting a creature we touch (or ourselves) regaining [1d8 + our spellcasting ability] Hit Points, with the number increasing by 1d8 if we use higher spell slots.
Level 8 - Ranger: Time for another ASI! This time, let's boost our spellcasting abilities by putting points in Wisdom and Intelligence. We don't learn new spells at this level.
Level 9 - Ranger: Our Conclave gives us some more attacking options with Extra Attack. We can now attack twice instead of once whenever we choose to attack on our turn. In practice, this means we can combine it with the Fighter's Action Surge to attack one enemy four times.
We also unlock 2nd-level spell slots and get to pick another spell: with Spike Growth we can select a 20-foot-radius area within 150 feet of us and transform it into spikes (or perhaps spiky, sharpened sand? :D). When a creature moves into or through the area, they take 2d4 piercing damage for every 5 feet they move.
Level 10 - Ranger: Halfway through the build and we get Greater Favoured Enemy, which upgrades the creatures we're more efficient against into one of the following: aberrations, celestials, constructs, dragons, fiends, or giants. Again, tailor your choice to the overall campaign theme (if you're playing Horde of the Dragon Queen, it'd be pointless to pick 'giants', wouldn't it?)
Level 11 - Ranger: At this level we get another subclass upgrade. With Defensive Tactics we get to pick one of three options to get us some better protections. Multiattack Defence gives us a +4 to our AC, when we're hit and for all subsequent attacks done by that enemy for the rest of the turn. Many enemies use multiattack, so it's good to be prepared for that.
For this level's spell, Magic Weapon transforms our non-magical weapon into a magical one for up to 1 hour (concentration). Until the spell ends, that weapon has a +1 to both attack and damage rolls, and counts as magical for the purpose of overcoming resistances. The bonus increases if we use higher-level spell slots.
Level 12 - Ranger: Time for ASI! Let's tend to some of our weak spots: Intelligence and Charisma.
We also get the Fleet of Foot feature. We can now use the Dash option as a bonus action, which means if we really need to book it, we can now move 70 feet on our turn (105 if the DM agrees to utilize Dash as both action and bonus action - the wording is can not must ;D)
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Level 13 - Ranger: At this level we get... well, nothing. Except access to 3rd-level spells, that is. And we shall take Conjure Barrage for this one; it lets us use a piece of ammunition (or a thrown weapon) and multiply it in a 60-foot cone. Each creature within the cone must make a Dexterity saving throw or suffer 3d8 points of damage (type of which is determined by the ammunition/weapon used) and half as much on a successful save.
Level 14 - Ranger: We get the Hide in Plain Sight feature, which makes our sneaky hunter lion extra sneaky. When we're hiding on our turn, we can opt to sacrifice our movement this round to impose a penalty (-10 to Perception checks) on enemies that search for us. If we move or fall prone (no matter if we want to, or are forced), we loose the benefit. Otherwise, we can keep using it indefinitely.
Level 15 - Ranger: Here, we get another subclass upgrade. Multiattack gives us an option to go against multiple foes at once. If you have a ranged weapon in your build, pick Volley, but here we'll go for Whirlwind Attack – it lets us make a melee attack against any number of creatures within 5 feet of us (we roll for each attack and damage).
We get another 3rd-level spell in our repertoire: Protection from Energy lasts for 1 hour (concentration) and grants us resistance to one of the following damage types: acid, cold, fire, lightning, or thunder.
Level 16 - Ranger: Another ASI! Time to scrape those high-levels of ability, so let's get a +2 to our Dexterity.
Level 17 - Ranger: Once again, we get no class features, just access to 4th-level spells. Freedom of Movement protects us from effects that would normally hinder our... well, movement. For 1 hour we (or any willing creature we touch) are immune to difficult terrain and spells that would cause us to lose our speed (such as Haste), as well as paralysis and being restrained. Nothing can stop the hunter from chasing its prey. We can also spend 5 feet of movement to escape non-magical restraints, such as shackles or ropes.
Level 18 - Ranger: Here, we learn how to Vanish. We can use the Hide action as a bonus action from now own, and we cannot be tracked by non-magical means, unless we decide to leave trail.
Level 19 - Ranger: We get our last subclass upgrade. Superior Hunter's Defence gives us a choice to enhance our defences.
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Not necessarily, T'Challa...
We will, however, get Evasion, as it's too good not to take. If we're forced to make a Dexterity saving throw, which results in taking half-damage on a successful one (such as Fireball), we instead take no damage.
And for our final spell of this build, Stoneskin gives us resistance to non-magical piercing, bludgeoning, and slashing damage for 1 hour (concentration).
Level 20 - Ranger: Our capstone is... an ASI? Apparently, so let's bump up our Strength by 2 points.
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A'right, that is Anhur. Let's see what we have:
Well, we are a very nimble, spear-throwing lion. With a +4 to our Initiative, we are almost guaranteed to be somewhere in the beginning of a fight. With an average of 184 Hit Points and 17 AC at level 20, we can take some damage. We also have a nice combat-related abilities with two 16s and one 18.
Charisma is, unfortunately, our lowest and most hindering ability. With that, we might be in trouble when facing such spells as Banishment, Zone of Truth, involuntary Plane Shift, or trying to escape the Forcecage.
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Anyway, I hoped you enjoy this hunt with Anhur, and I'll see you in the next one!
- Nerdy out!
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threewaysdivided · 3 years ago
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Yes, the weak writing in TOA is what mellowed me out on the series. Despite my distaste for all the decisions after the first third of the movie I can't say it disappointed me because no matter how excited I was I didn’t have high expectations because I know what it's like. It's funny because I never completed the series. I got through half of Trollhunters and 3lbelow before I just had to leave. It took me a month to finish Wizards and that one's my favorite. So yeah.
(Following on from this ask.)
That's fair. Like I said before, I'm in a pretty similar boat when it comes to Tales of Arcadia. Trollhunters was good and - barring a couple of episodes which I fast-forwarded through because the tropes/ execution of the premise wasn't for me - I had a really enjoyable time with it. But then it reached the end and it felt like there were a lot of questions (changelings etc.), worldbuilding (heartstones etc.) and general complexities (Merlin as he was talked about throughout the series vs Merlin as he appeared at the end) that were left hanging to a frustrating degree.
Now, in fairness, I tend to experience "wait, that's it?"-ism at the end of a lot of TV shows that run for more than a single season - it's probably just the nature of the medium/production environment that makes it hard to match the impact of hours of build-up in just a handful of final episodes, especially since a lot of shows won't know they're on their final season until that season - but with Trollhunters, it was a very intense feeling of "wait, that's it?".
Part of the reason why I initially watched 3Below was that I had hoped it would continue building on the unanswered lore questions from the first series (a fairly common thing for sequels/ spinoffs to do) but instead it took a hard right-turn into aliens and sci-fi. And - much as Douxie is probably my favourite ToA protagonist - by Wizards it became clear that even when we were going back (heh) to the more Troll-adjacent fantasy world, most of those questions still weren't going to be satisfyingly answered, if at all.
Part of me wonders if this might be a small blind-spot of Del Toro's when combined with Netflix, since outside of ToA most of his resume is film, and film has different structural/ worldbuilding/ storytelling conventions due to the much shorter run time. A 'film ending' would probably feel underdeveloped at the end of a TV series because shows by necessity have to add and flesh out more concepts to fill their run time. Just speculation through.
By about halfway through 3Below I was definitely watching more out of a sense of analytical curiosity and 'might as well see it through' than because I was still invested and suspending my disbelief. If I'd made it dedicated watch (rather than something to have on while sewing the Purrloin Plush) I probably would have stopped at about midway through 3Below, so I totally get where you're coming from with that.
As a sidenote: The way Wizards handled the Merlin/amulet/Morgana's-hand point from Trollhunters felt almost like a cop-out to me. Like they were trying to walk back/ distance Merlin from the morally callous nature Trollhunters both showed and suggested in some antagonists' dialogue, by making it seem like far less of a deliberate scheme from him, having her turn 'bad' for unrelated reasons ahead of time and someone else being the one to actually cut her hand off. Which kind of retroactively makes it weird that she claims he "took her hand" in the first series. That line made it seem more morally complex (that maybe she became a villain' because she was directly betrayed/ wronged by one of the heroes) but then her character gets weirdly flattened. Tales of Arcadia's moral stance on Merlin is just very unclear and strange in general.
With all that said though, I think there is value sometimes in going in to something with no expectations - or knowing/ expecting it to be bad - as an exercise in analysing storytelling. One upside is what you said; because you're not really invested/ aiming to become invested you don't end up being as disappointed by bad writing. (It's that weird sort of optimistic pessimism - if you expect the worst then you'll either be right or pleasantly surprised).
Consuming media with the intent to dissect it from the start does give a different experience... but then again no-one watches True Crime Documentaries or Mayday: Air Disaster because they want to experience a perfectly normal day where everything goes well and no-one gets hurt. Some days you just want to watch a train wreck in slow motion and try to work out what went wrong.
I actually did this with Dreamwork's Voltron - I went in having already read discussions, watched a full analysis and knowing it was going to go downhill, because I was curious to see how it was going fall apart so thoroughly that the fandom almost unanimously agrees that it's a mess. Funnily enough I was kind of surprised: not because it wasn't bad (although the first three seasons are genuinely fun) but because it got bad in ways I didn't expect. Most of the discourse I had seen was ship-related so I'd sort of expected a generically mediocre story with some 'Kataang vs Zutara' level character chemistry fanning the flames, but no - the central narrative and structure of Voltron just completely falls apart. It's wild.
And - much as it's always is sad when a series doesn't live up to it's potential - I kind of prefer when a story 'shows its hand' so to speak fairly early on in terms of writing weaknesses. For me, it's almost more tolerable to see the flaws and accept that you have to look past them as the price of entry. It lets you manage your expectations - you're consuming the story in spite of known problems, so it doesn't feel as bad if/when those flaws get big enough to make the story not worth continuing with.
Call it honesty, or maybe just closure, but I'd rather a series that's kind of stupid from the start to one that starts off strong/competent and then gets really unexpectedly stupid all at once. The former tends to sting a lot less.
#trollhunters#trollhunters: rise of the titans#tales of arcadia#Really starting to make me realise I have a strange relationship with ToA#I don't dislike it. but. I also don't feel any surprise that the flaws that were there right from Series 1 toppled it#It could have been better#and it's sad that it wasn't#But it's also kind of exactly what I knew I signed up when I continued past Series 1 despite my feelings about those flaws#So I don't feel mislead or like it in any way made a false promise about it's trajectory/ themes/ quality#(You already know which series I DO feel that way about)#also I feel like the way each Series ends with characters from the next series popping up to help with plot feels too Deus Ex Machina#Definitely the worse offender was when Aja and Krel just showed up and solved the Lightning in a Bottle puzzle for the Trollhunters gang#At the cost of building any metaphorical answer or having Jim Toby and Claire do proper problem solving#Aja and Krel were such a weird way to handle it since it didn't even really build much mystery for who/what they were#3Below kind of makes it better in retrospect but in Trollhunters it's still 'weird exchange students show up with solution just go with it'#very strange choice#Voltron is the only series where I got to the point of saying 'I give up' 'I cannot tell what will happen next' OUT LOUD while watching#ATLAS turning into another robot very much broke my brain and punted the remains of my suspension of disbelief into the sun#youmaycallmeyourhigness#3WD Answers
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grailfinders · 4 years ago
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Fate and Phantasms #115: Sakata Kintoki (Rider)
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This time on “Fate and Phantasms”: We’re always trying to make the best build possible. Little do we know that we’re about to face our greatest challenge yet: building a goddamn motorcycle. Join us as we build: Sakata Kintoki (Rider)!
(As usual, his build breakdown is below the cut, or you can check out his character sheet over here!)
Next up: https://www.youtube.com/watch?v=z8WvSGNEV24
Race and Background
Yes, we’re still doing that bit from the first time. This means Kintoki’s still a Golden Dragonborn, gaining +2 Strength and +1 Charisma. This also gives you a fiery Breath Weapon once per short rest and Fire Resistance. That’s not very in character, but you’re gold, and that’s good enough!
As a motorcycle delinquent/Kamen Rider expy, you’re a Folk Hero, giving you proficiency with Animal Handling and Survival. You can literally talk to animals. Handling them shouldn’t be an issue.
Ability Scores
You’re pretty strong, which is probably why your Strength should be as high as possible. Your preferred method of fighting is crashing into people with your motorcycle, so your Constitution should be pretty high as well. Third is Charisma- bad boys are in these days. Your wisdom isn’t that bad, we’ll need it for multiclassing and also you know animals well enough to speak to them. Your Dexterity isn’t great; despite wearing leather armor, your main defense is your bike being faster than the enemies. Finally, we’re dumping Intelligence. Changing classes didn’t turn you into a professor.
Class Levels
1. Fighter 1: Getting your ride is our top priority, but that’ll take a couple levels. In the meantime we should make sure you’re at least a bit competent off the bike. Your fighting style is Unarmed Fighting, giving your unarmed strikes more power and letting you deal damage by grappling. I’d think grappling someone and running your bike would already deal damage, but now it’s RAW. You can also use your bonus action to gain a Second Wind for a smoke break.
You also get proficiency with Strength and Constitution saves, as well as Intimidation and Athletics. Bikers are scary, man.
2. Bard 1: Okay, now we can get that bike. If you want justification for the class, you did mistake the Rider class for Kamen Rider, so there you go. You’re powered by Saturday morning kid’s shows.
Becoming a bard gives you one skill proficiency of your choice- I’m gonna say Insight. You look like you can read the room pretty well. You can also cast Spells using your Charisma, and you can give Bardic Inspiration to another creature as a bonus action a number of times per long rest equal to your charisma modifier. This is a d6 that the creature can add to an attack roll, skill check, or saving throw within the next ten minutes. You’re a nice guy like that.
This Kintoki’s a bit more thunder than lightning, so for your spells grab Thunderclap and Thunderwave to stay on brand, Friends and Animal Friendship to talk to squirrels, and Heroism and Longstrider to protect your wheels and give them a nitro boost.
3. Bard 2: Second level bards are Jacks of All Trades, giving you half your proficiency bonus on any skill check you’re not proficient in. This includes initiative, so even with your +0 dexterity modifier you can be a bit faster out the gate. You also gain a Song of Rest for extra healing over short rests if you like that sort of thing.
Also you can Speak with Animals now, so they can tell you how much faster you are than them.
4. Bard 3: Time to make some golden creations! As a Creation bard, you’ll find your inspiration dice are a bit more golden thanks to your Note of Potential, gaining extra effects. If used on an ability check they can roll twice and take the higher number, on an attack roll they force an constitution save (DC 8 plus your proficiency plus your charisma modifier) or creatures around them take thunder damage, and if used on a saving throw the creature gains a bit of temporary HP. 
The bigger draw this level, however, is the Performance of Creation. As an action, you can create a medium or smaller item worth less than 20 times your bard level in GP. It lasts a number of hours equal to your proficiency bonus, and you can use this once per long rest, or by burning a second level spell slot to use it again. It’s not enough to make a motorcycle just yet, but you can at least make that cool belt buckle.
Finally, you get Expertise in two skills, doubling your proficiency bonus. I’d go with Athletics and Animal Handling. You’ll need some lower body strength to hang onto your bike while fighting.
You can also cast second level spells now, like Enhance Ability to give a creature advantage on a kind of skill check. Give yourself a constitution boost to help with those Thousand Mile Drives.
5. Bard 4: Use your first Ability Score Improvement to round out your Strength and bring your Wisdom up to multiclassing minimums.
You can also cast Mending for another way to fix up your bike, or Shatter to break everything else.
6. Bard 5: At fifth level your inspiration becomes d8s, and you become a Font of Inspiration. This means you regain inspiration dice on short rests as well as long ones.
To celebrate, you learn how to put on a proper tokukatsu Motivational Speech from Acquisitions Incorporated, giving up to five creatures temporary hit points, advantage on wisdom saves, and advantage on its next attacks after its hit. The spell ends on a creature once the hit points are removed, otherwise it lasts for an hour.
7. Bard 6: Now we’re cooking! Now you can finally use an Animating Performance to make your motorcycle, a large Dancing Item. The item stays dancing for an hour, and you can use your bonus action to command it. You can animate an object once per long rest, or by burning a 3rd level spell slot to do it again. Plus, your Performance of Creation can make large items now, so a motorcycle is totally on the table!
The movement speed on a dancing item’s only 30′ which isn’t ideal, but on the plus side your bike can fly, so... I’d say it balances out the cool factor.
Sadly bards don’t get Haste, but if we can’t speed up your bike, at least we can Slow down your enemies.
Oh yeah, you also get Countercharm, spend an action to give allies advantage against being charmed or frightened, not really great but you can always use it for an “I know you’re in there” fight.
8. Fighter 2: Now that that detour’s out of the way, we can get back to fighting. Second level fighters get an Action Surge, tacking an extra action onto your turn once per short rest. Cast two spells, multitask with healing and hitting, or just hit people over and over again. It’s pretty versatile.
9. Fighter 3: Cavaliers get an extra skill proficiency, and Performance will really help you sell your Kintoki action figures. You’re also Born to the Seat, giving you advantage against falling off your mount and mounting/dismounting your cycle only costs 5′ of movement.
As a hero of justice, you can also apply an Unwavering Mark to a creature when you hit them that lasts until the end of your next turn. If the marked creature is within 5′, it will have trouble hitting other creatures, and if it still does you can make a special attack against the creature next turn as a bonus action. The attack has advantage, and deals extra damage as well. You can make these attacks a number of times per long rest equal to your strength modifier.
10. Fighter 4: Speaking of advantage and being good at riding things, use this ASI to become a Mounted Combatant, giving you advantage on attacks against creatures smaller than your mount, the ability to redirect attacks to you instead of your mount, and giving your mount evasion, meaning it takes half damage on a failed dexterity save and no damage on a success.
11. Fighter 5: Fifth level fighters get an extra attack each attack action. It’s not very complicated, but it is very useful.
12. Cleric 1: Your dad’s a god, you get more thunder powers. As a cleric, you can cast and prepare spells using your Wisdom. As a Tempest Cleric, you can channel the Wrath of the Storm. When a creature within melee range hits you with an attack, you can react to blast lightning or thunder back at them with a dexterity save attached. You can use this a number of times per long rest equal to your Wisdom modifier. (So if you’re using the standard array, once.)
You can also cast Thaumaturgy for more dramatic entrances, Resistance so you’ll wipe out less often, and Light because every motorcycle needs a headlight. You can also kick up some dust with your domain spells, Fog Cloud and Thunderwave. You already have a better thunderwave from your bard levels, but hey why not be redundant. 
13. Cleric 2: Second level clerics can Channel Divinity in two ways. You can either Turn Undead to make walking corpses into running... away from you... corpses... (not my best work), or you can channel it into Destructive Wrath, allowing you to deal maximum damage when you deal lightning or thunder damage. Your spells are pretty low level, so the extra efficiency is appreciated. You can use this once per short rest, or you can burn your channel divinity use to Harness Divine Power, refilling a spell slot that’s less than half your proficiency modifier as a bonus action.
14. Fighter 6: Use your next ASI to boost your Charisma for stronger spells and more inspiration.
15. Fighter 7: As a more seasoned cavalier, you could react to add a bonus to a nearby allie’s AC when they’re being attacked a number of times per long rest equal to your Constitution modifier. You could, but unfortunately Warding Maneuver requires a melee weapon or shield, and you do things barehanded.
16. Fighter 8: If your hands are going to cause you this much trouble, they’d better be good at their job. Use this ASI to max out your Strength so they’re great at their job.
17. Fighter 9: Ninth level fighters are Indomitable, letting you re-roll a failed save once per long rest. You probably shouldn’t use this on your intelligence saves, you’re not making those either way.
18. Fighter 10: Tenth level cavaliers actually get something we can use, the ability to Hold the Line. This means your opportunity attacks can activate on a creature moving within your reach, and they also reduce the target’s speed to 0 on hit. A good hero keeps the villains focused on them.
19. Fighter 11: We’re almost done, but first you get another Extra Attack for even more punching goodness.
20. Fighter 12: Use your capstone ASI for more Constitution to get more HP and better concentration. You only have so many spells, you’ve got to make the most of them.
Pros:
Thanks to Animating Performance, you can literally make your motorcycle out of anything, as long as its large enough to ride. It also means you’ve got a flying bike, though if you want to keep it closer to canon you could flavor it as having the ability to ride up walls.
You can deal very consistent damage thanks to your high number of attacks and free advantage from mounting your bike. You’re also able to make your limited spell slots count, maximizing their damage with channel divinity.
Your skills as a cavalier make you good at getting enemies’ attention and keeping it away from squishier party members. Mix in a bit of healing from your cleric levels, and you can be a surprisingly good tank in a pinch.
Cons: 
You like to ride on things, and you also use a lot of spells with indiscriminate damage. That’s not a good combination, especially since your bike is a construct.
Having, at best, a leather jacket and a +0 to dexterity means your AC is pretty low. Your best defense is not being near the enemy when they get a chance to hit back.
Having to command your bike eats up all your bonus actions, meaning you’ll have to chose between using your unwavering mark or riding.
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aion-rsa · 3 years ago
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Friday Night Lights: A Non-American’s Guide to American Football
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Friday Night Lights is now back on Netflix and you have to watch it. 
Just to be clear, that isn’t a request – it’s an order. The NBC football drama is simply one of the most affecting, thrilling American TV shows of all time. Though premiering in 2006, the show can mark its lineage all the way back to a true story from the late ‘80s. In 1990, sports journalist H.G. “Buzz” Bissinger published the non-fiction book Friday Night Lights: A Town, a Team, and a Dream. The book follows the story of the 1988 Permian Panthers high school football team in Odessa, Texas as they make a run for a Texas state championship.
The book was adapted into a Peter Berg film of the same name in 2004, starring Billy Bob Thornton. The story of the Permian Panthers was dramatically rich enough to conquer two mediums already, but when a third was announced in the form of a TV series for NBC it seemed like overkill. Did the world really need more high school football drama after a successful book and movie? It turns out that the world really did.
Friday Night Lights, the TV show, further fictionalized Bissinger’s story. Odessa, Texas becomes the fictional Dillon, Texas (though the Permian Panthers logo remains a big yellow “P”). Kyle Chandler steps into the role of a new coach, the magnanimous Eric Taylor. Shot in a cinema verite-style where blocking is optional, Friday Night Lights makes the viewer feel like they are just another Dillon citizen, desperately dreaming for a state championship. Above all else, this empathetic show never speaks down to its small town characters. 
As previously stated, Friday Night Lights is a must-watch. But if you’re one of our many non-American readers (Hello, everyone! I see you out there, writing “s” in words that need “z”), the football angle may seem like a real roadblock. So let’s tear down that roadblock. American football is the most popular sport in the United States but also perhaps its most impenetrable. The rulebook is thick and its connection to American culture deep. What follows is an attempt to explain American football for non-American viewers who are hesitant to tackle the show. Hopefully this will also prove useful to existing Friday Night Lights fans who have some questions about the game. 
To simplify matters, we’ve broken our football school down into three parts: The Different Levels of American Football, which explains the sport’s place in American culture and why high school football is a big deal; The Rules of American Football, which is as succinct a distillation of how the game is played as possible; and The Strategy of American Football, which examines whether Eric Taylor is even a good coach anyway. 
The Different Levels of American Football
Football is a pervasive force in American society. The highest level of play in the country (and the world) is the National Football League in which 32 teams of well-paid professionals compete against one another. The NFL is the richest sports league in the world by revenue and its championship, the Super Bowl, is usually watched by roughly 100 million people per year. Football’s influence doesn’t begin and end with the NFL though. The NFL doesn’t have a minor league or development system, so those interested in watching younger athletes are able to do so by following the sport on the collegiate or high school level.
College football is a huge deal. Some major universities’ football stadiums can house upwards of 100,000 fans. Four-year universities and colleges across the country field their own football teams that compete against one another in 12-game seasons (before a postseason consisting of “Bowl Games” but that’s too complicated to get into right now). Football at the collegiate level contains hundreds of teams split up into different leagues based on size and different conferences based on geography (for the most part). There isn’t any promotion and relegation like in European football leagues but if an institution grows big enough they can secure an invite to a higher level.
Though the decision-makers of the sport like to pretend it’s an amateur exercise and the players are not paid, college football is really a multi-billion dollar business. In fact, college football’s governing body, the NCAA, was just spooked enough by a U.S. Supreme Court decision that it allowed its athletes to finally pursue “Name, Image, Likeness (NIL)” deals in which they are allowed to make money from personal sponsorships. 
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Then we come to the high school level of football. Longtime viewers of American teenage dramas may have a pretty good idea of what a U.S. high school is now but here’s a primer for those who don’t. High school is the highest level of free public education in the U.S. before the more academically (and financially) strenuous college system. High school follows eighth grade (which together with seventh grade usually comprises of “middle school”) and consists of freshmen (ninth graders or 14-15-year-olds), sophomores (tenth graders or 15-16-year-olds), juniors (11th graders or 16-17-year-olds), and seniors (12 graders of 17-18-year-olds).
In some areas of the country, high school football is a bigger deal than college football or even the NFL. Though this level of the sport is played by essentially children, a high school football team may be the only competitive sports enterprise within hundreds of miles for some communities. This is particularly true in the massive U.S. state of Texas. Every region of the U.S. loves football, but passion for the sport is particularly acute in the Southeast, Midwest, and Texas. West Texas, where Friday Night Lights is set, is really high school football mad. The region is distinctly rural and far removed from the state’s three big cities – Houston, Austin, and Dallas. As such, high school football is the singular cultural force that many oil-drilling West Texas communities rally around.
High school football leagues across the country differ considerably, but like in college football, schools are generally grouped together by size and funding. Public and private high schools are able to compete in the same sports conferences as long as they have similar enrollments and budgets. Typically a high school football season consists of only 10 games (football is a physically brutal sport and as such plays far fewer games per year than other sports like baseball, basketball, or soccer). The regular season is usually followed by a bracket-style playoffs culminating in a state championship. There is no country-wide tournament, which is why “winning state” is the ultimate goal in Friday Night Lights. 
The Rules of American Football
I won’t lie to you: this is going to be difficult. Explaining any sport from scratch is a tall task, let alone a sport as complicated as football. Let me attempt to do so from the ground up and please be patient. There will be some visual aids as well.
First, it’s probably helpful to know about the field that football is played on. There’s a reason why in some European markets that the sport is known as “Gridiron Football” and that’s because the field resembles a cooking utensil known as a gridiron.
Every American football field consists of 100 yards (split into two sides of 1-50 yards). At the end of each side of the field is an “endzone.” A player entering into the endzone with the football is called a “touchdown” and nets a team six points. At the back of each endzone are the goalposts – yellow tuning fork-like structures that the ball is occasionally kicked through for more points. These are akin to rugby’s goalposts but slightly differently shaped. Let’s table the whole kicking thing for now and focus strictly on the action on the field.
The goal of football is to enter into the endzone with the ball to score points and have more points at the end of the game than the other team. A football game is 60 minutes, split into four 15-minute quarters (with a lengthy halftime break after the second quarter). Eleven players take the field for each team, one side on “offense” and one side on “defense.” A coin is flipped at the beginning of each game to decide who gets to start as offense and who gets to start as defense. The team who began the game on defense will get to be the offense at the start of the second half.
The offense is charged with advancing the ball 100 yards down the field into the end zone, while the defense is tasked with stopping them by tackling the person with the football to the ground. The offense is granted four tries or “plays” to try to score. The action isn’t continuous in American football like it is in European football. After a team runs a play to attempt to advance the ball, they get a 40-second break to plot their next play. A play simply refers to the action on the field that the offense takes to get down the field. It begins with the “center” “snapping” the ball to the “quarterback” behind him and ends when the offense either scores (rare) or is foiled in some way – whether that means being tackled in bounds, stepping out of bounds, or throwing the ball out of bounds. Here is a chart of the typical football positions.
The offense’s two most reliable ways of advancing the ball downfield are either throwing it or running it. On a running play, the quarterback (Jason Street or Matt Saracen in Friday Night Lights) will receive the snap and hand it off to a running back (Smash Williams or Tim Riggins) who tries to run the ball upfield while his teammates block for him. Alternatively, the quarterback can throw the ball to an open wide receiver as long as the throw originates from behind the line of scrimmage (the area on the field where the play originated). 
Four tries to reach the end zone are rarely enough opportunities for the offense. Thankfully, that’s where “first downs” come in. If the offense advances 10 yards, their “downs” or attempts to score reset back to the full four. That’s where terms like “1st and 10” or “2nd and 7” or “4th and 1” come from. The first number refers to which “down” or attempt the offense is on (1, 2, 3, or 4) while the second number refers to how many yards they need to reach to achieve another first down. Due to penalties or a player being tackled well behind the line of scrimmage (called a “sack” or a “tackle for loss”), the number of yards needed to reach a first down can exceed 10. One time in 2012, the Washington Football Team even had a “3rd and 50”, meaning they needed to move 50 yards for a first down. 
If the offense fails to score or get a first down while on fourth down, possession of the ball is granted to the other team on the same spot that the offense failed. This is called a “turnover on downs.” The team that was previously on offense will bring their defensive unit into the game while the other team will bring their offensive unit. At the collegiate and professional level, players usually only play on one “side” of the ball – offense or defense. In high school, where the level of talent is more inconsistent, it’s not uncommon for several players to be on both the offensive and defensive units. This doesn’t come up much on Friday Night Lights though – for the most part the offensive players stay on offense and the defensive players stay on defense.
It is possible for the defense to force a turnover in other ways beyond just a turnover on downs. If the offense drops or “fumbles”’ the ball and the defense recovers it, it belongs to them. If the defense catches a ball thrown by the offense it is an “interception” and the offense suddenly becomes the defense and the defense suddenly becomes the offense. This situation factors prominently in Friday Night Light’s first episode. 
Turnovers are awful, so the offense has a couple of tools to combat them. At any point during their drive down the field, the offense can choose to “punt” the ball. This means that if they’ve reached 4th down and are unlikely to convert a first down (if it is 4th and 10 from their own 30 yardline for instance), they can choose to have a kicking specialist called a “punter” enter the field. The punter receives the snap, tosses the ball up in the air, and punts the ball far down the field to the other team to catch and try to advance. This is a surrender from the offense but at least they’re making things a bit more difficult for the other offense by pushing the new offense further down the field. Punts rarely factor into Friday Night Lights as they aren’t particularly interesting. 
Alternatively, if the offense is close to the end zone but not close enough that they’re confident they can reach it, they can attempt to kick the ball through the aforementioned goalposts for three points. A “kicker” is brought onto the field and attempts to kick the ball through the goalposts from the ground. A “holder” is allowed to hold the ball upright for the kicker but the ball must be touching the ground for the attempt to count.
Let’s delve a little further into the scoring system. We’ve mentioned that kicking the ball through the uprights is a field goal and nets three points while carrying the ball into the endzone is a touchdown and nets six points. But there are a couple other ways to score in football as well. After a touchdown is achieved, the offense is immediately granted the opportunity to score again. They must choose whether they want to kick the ball through the uprights from extremely close range (which nets one extra point) or to try to reach the end zone again from extremely close range (which nets two extra points). Additionally, if the offense is tackled in their own end zone, it nets two points for the opposing team and they receive the ball back via punt. This is called a “safety.”
To recap: 
Safety: 2 points
Field Goal: 3 points
Touchdown: 6 points (+1 for a field goal attempt, +2 for a scoring attempt).
This means that football scores can generate pretty much any result other than 1-0 or 1-1. Typically a “normal” scoring game will be somewhere between the 20-40 range in divisions of 7 or 3. A score of 35-28 is a pretty usual final football score.
Still confused? That’s understandable. Football is a fairly confusing sport at times. But hopefully you are a little better equipped to understand the action on the field in Friday Night Lights. The show certainly isn’t trying to present a complicated depiction of football. Armed with the basics, you should have a rough idea of what’s happening during all the football action. 
If you feel like you’ve mastered the basics, feel free to move on to the final section of this piece.
The Strategy of American Football
The only constant in football is change. The rules of the sport are tweaked every single year and sometimes the sport undergoes truly massive alterations. In fact, the forward pass itself (now a staple of the game) wasn’t even legal for the first few decades of football’s existence. As such, the offensive and defensive strategies of football are in a constant state of flux. 
What’s interesting to note about Friday Night Lights is how old-fashioned its depiction of football appears to be at the series’ beginning. Keep in mind that this story began with the 1988 Permian Panthers. So despite premiering and taking place in 2006, the Dillon Panthers offense looks quite antiquated at first. 
The Dillon Panthers open the series as a run-first offense in a “Wing-T” formation. Running back Brian “Smash” Williams is the cornerstone of the Panthers’ strategy because back in the ‘80s and ‘90s, athletically superior running backs were usually the most dominant force in any high school offense. The Panthers plan of attack is to have a fast tailback (colloquially called a “running back” because they begin the play in the backfield and then…run)  and a strong fullback in the backfield alongside the quarterback. The Panthers’ plan is to snap the ball, give it to the fast guy, have him follow the big blockers, then rinse and repeat.
Interestingly enough, the show uses the primitiveness of the Panthers’ offense to its advantage in later seasons. When some parents and Panthers boosters (literally just rich people that support a high school or college team) want to oust Coach Eric Taylor, they point to his inability to change with the times and create a sophisticated passing attack as one reason. Coach Taylor does eventually attempt to implement a “spread” offense. 
Spread offenses were all the rage at the high school and collegiate level in the early aughts. The “spread” strategy refers to “spreading” three to five wide receivers on the line of scrimmage to force the defense to cover them man-to-man. Defenses are always strategizing just like offenses, and by forcing the defense to spread out and guard many receivers, it takes away a lot of their more sophisticated coverage options (like double-teaming or divvying up the field into “zones” of coverage). 
In later seasons, when Coach Taylor gains access to a fast, dynamic quarterback, he incorporates a bit of the “option” into his spread offense. This is where the QB uses the spacing from the spread to scan the field, analyze certain players’ positioning on the defense, and decide to pass the ball, hand off the ball, or run the ball himself.
Based on all this, it sounds like Eric Taylor is a pretty brilliant coach, right? Well, not exactly. The internet is littered with breakdowns of Taylor’s strategy from smart football minds. Most of said articles criticize him on two big fronts. The first is his tardiness in adapting to a pass-heavy offense. The second is his absolutely abominable clock management. Since the clock counts down in American football and there is no stoppage time, managing time is a huge part of a coach’s responsibility. 
Since the show naturally wants to inject some drama into its football scenes, the Dillon Panthers as coached by Eric Taylor often have next to 0 clock awareness. This breakdown even notes than in the pilot episode, the Panthers somehow only move the ball 30 yards in five minutes of gametime. That is…pretty curious. 
Also, while it’s not uncommon for a head coach to specialize in either the defensive or offensive side of the ball, Eric Taylor’s is particularly offensive-focused. Defensive plays aren’t as exciting to depict on television, so Coach Taylor is rarely shown coaching up the defensive half of his team. That’s a pretty big blindspot when it comes to head coaching. 
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Now that you’ve read through this full breakdown of American football, give Friday Night Lights a watch or a rewatch. Who knows – you may even be a sharper football mind than Coach Taylor at this point.
The post Friday Night Lights: A Non-American’s Guide to American Football appeared first on Den of Geek.
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magos-dominus · 5 years ago
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FFVII: REMAKE Exists to Mock Your Pain
This is a post about Aerith Gainsborough.
If you are wondering, this is not a post about shipping.  It is also very long. 
I do talk about the love triangle from a narrative construction and game design standpoint, though. If that interests you, go ahead. If not, scroll on.
+++ Open Spoilers for FFVII (1997) and FFVII: REMAKE +++
So, my reading of FFVII’s infamous Love Triangle has always been that, in the text, there, uh…
Isn't one.
Not really.
The structure of the entire narrative and the trajectory of Cloud's and Tifa's character arcs are built around the two of them baring their vulnerabilities at each other in a rare moment of acceptance, connection, and understanding. You might argue that we never see them physically intimate, here them say those three little words, or even engage in a few PDAs, that the nature of their relationship isn’t clear.
But to be honest?
Who cares that we don’t?
Something we can learn from Good Omens is that, if two characters have to kiss or fuck or say ‘I love you’ to convince you that they’re head over heels for each other, the story is either poorly written or you don’t really understand the meaning of the word.
I have a higher opinion of this game than that, and I want to have a high opinion of you, gentle reader.
The Lifestream Sequence is the emotional climax of the game’s narrative. The rest is simply clean up and denouement. However, that fact does beg the question: "What then, is the narrative purpose of Aerith's attraction to Cloud?"
To start, it's not a connection to Zack Fair, given that in the OG he's more plot device than person. So, what is it then?
I'd argue, that through a combination of incident and design, the Triangle exists at the crux of two competing narrative threads, held in tension by the fact that, as an audience, we share our perspective with the POV character, Cloud in this instance, and the plot works through him to us, most of the time. These two narrative threads are:
Establishing and foreshadowing Cloud's romantic feelings for Tifa as present and important to him and his character.
Getting the audience, not Cloud, to fall in love with Aerith Gainsborough.
If you’ll allow me to put my Doylist hat on for a moment, I have some trivia for you.
As an interesting hiccup of human psychology, the wad of soggy bacon that is your brain is incapable of distinguishing, on an emotional level, between real people and fictional ones. This is why you can start to feel like, after watching the same streamer or listening to the same podcast for long enough, you might start to feel like the hosts are your friends, even if you logically know that isn't true. It is the fundamental psychological reason fiction can resonate with us, despite us knowing it’s, fundamentally, an entertaining lie. Video games, as an interactive medium, can dig into this phenomenon like no other form of storytelling. With Aerith, you might have spent 20 to 30 hours with her by the time you get to the Forgotten Capital. You’ve laughed and fought and maybe cried with her across two continents and a trio of plot arcs. She’s a person the audience has, via Cloud, shared a whirlwind, globe-spanning adventure.
The reason that its her death, out of all the other fictional deaths we’ve experienced, out of all the deaths within FFVII itself, that hurts the most, is because that, by the time she leaves the Temple of the Ancients on her own, she doesn’t just feel like Cloud’s friend.
Its over just when she feels like she’s become yours.
Not content to simply to explore the grieving process of its own characters, FFVII reaches out to take something from you, and have you grieve with them.
A recurring and oft-pointed-out design decision is the empty space left by Aerith after she dies. Holes in group formations, gaps in menus, etc. Places where she used to be. A reminder of the loss, or more optimistically, a commentary on how she’s still with the party in spirit.
I would argue that it might just as easily be you in that space. AVALANCHE is a rag-tag group of misfits bound together by their grief, and when you leave the Forgotten Capital, you’ve been blooded. You’re trauma-bonded to the group now, and you’re all there, shoulder-to-shoulder to do right by your fallen friend.
It’s a gimmick that appears on the ludic level as well. Cloud’s various panic attacks, out-of-body experiences, and struggles for control are experienced by the audience through the mechanics. Sephiroth manipulates Cloud by disrupting, blocking, and limiting your connection to him. he isn’t just denying Cloud agency, he’s reaching out through the fourth wall to deny you your own.
To personally victimize you.
Once you leave the Forgotten Capital, the dialogue choices vanish. You are no longer Cloud’s co-pilot. The trauma and grief has severed that connection you had with him. You can’t do anything to help or guide him anymore. He’s on his own and you, along with Tifa, have to watch him slip out of your grasp and into the hands of an enemy all three of you are powerless to fight.
Final Fantasy VII isn’t a video game.
Final Fantasy VII is an elaborate mouse trap masquerading as a late-90′s JRPG, and Aerith Gainsborough, part-time human, full-time hello kitty monster truck, is an insidiously crafted piece of fine Swiss Gouda. It is designed, from script to visuals to music, to fill your heart to bursting and then run it over with a sixteen-wheeler; then leave you reeling for long enough that you don’t hear the tell-tale crunch of rubber-on-asphalt as it backs up over your pulped torso for good measure.
Which brings us to REMAKE. Namely, why did they cut a lot of scenes from the OG’s script that heavily featured Aerith flirting with Cloud? Or suggested there might be something there, between them, to the audience? It’s for the same reason that Sephiroth no longer has his trademark slow-burn rise to the center of the stage.
Those plot points no longer served their narrative purpose.
REMAKE is, functionally, a pseudo-sequel. A retelling that exists in conversation with a past version of itself, and is constructed with the assumption that the audience is, at least passingly, familiar with its legacy. 
Sephiroth doesn’t get a mysterious build-up because everyone already knows who he is and what he’s about, he and Aerith are familiar with at least a broad-strokes version of the script because the audience already knows it by heart, Cloud gets headache flashbacks of scenes from the OG when we see something we know will be picked up down the line, and Aerith isn’t pushed as hard as a love interest to the audience because we’re already attached to her at the hip.
Aerith seemingly knows about her fate, and while the game leans heavily on suggesting Tifa and Cloud’s shared romantic feelings, even moreso than the original did in this segment, it still holds space for Cloud to pursue Aerith, should you choose. However, she all but talks past him and directly to the audience in her Chapter 14 Resolution scene, warning us away and signposting an oncoming tragedy so that we might brace for it when the time comes and spare us any unnecessary pain.
Her character development gets fast tracked too, through knowledge granted from the Arbiters, she grows quickly towards her late-disk-one identity as the Last Ancient. She gets a piece of the closure with Zack she might get at the Gold Saucer on her date with Cloud, a chance to say goodbye to the last bit of her normal life before she was able to fully embrace the fact that it was gone. She even gets the closing speech this time, last words usually reserved for the protagonist.
But that’s what she is at the end of REMAKE, isn’t it? The only one on the same playing field as Sephiroth and the only one who might be on the same page as the audience. Equal parts the Aerith that just left Midgar and the Aerith that we saw leave for the Forgotten Capital back in 1997, on a mission to protect her friends from the danger that lay on the path she knew she had to walk. 
All of us now get to walk that path on more time.
Maybe this time we’ll get to walk it with her. Maybe this time we’ll get that happy ending. Hell, maybe Zack makes it out fine too and we get that heartfelt reunion our hearts bled for when finished Crisis Core. Maybe yours is still bleeding.
Maybe, maybe, maybe.
The Arbiters subplot exists to taunt us with these possibilities, to roll back our grief from acceptance to bargaining to denial, if we ever reached those stages to begin with. I can almost see our girl getting to go home this time, safe and happy and surrounded by her newfound misfit family, free of the crippling loneliness that’s haunted her entire life.
But to be honest?
All I can see is a better mouse trap.
193 notes · View notes
x0401x · 4 years ago
Note
Have you watched Tsurune, by an chance? If yes, what do you think about it?
Finally managed to write down a reply for this! (Told y’all I was gonna do it and I did not give up, lmao.)
So this ask caught me off-guard for two reasons: one is that I never see it coming when people send me Tsurune asks now that the anime is long over and the fandom is inactive, and the other is that nobody has ever asked me this question so straightforwardly. Whenever I got asks about Tsurune, people would question me about the differences between anime and novel, the anime versions versus the canon versions of the characters, fanservice and ship tease, alterations in character relationships and my opinions on specific episodes, chapters or scenes. As far as I remember, no one has ever asked me what I think of the anime (or the novel) in general.
I won’t go into the novel since this ask is just about the anime (I can do that in another one if you like), but I’ll end up mentioning it every now and then because it’s pretty impossible to discuss about an adaptation without talking about its source material. Still, I promise this review won’t be centered on that.
This is actually a very condensed version of my thoughts, because the real thing would be a bible. It’s still a lot, though. Here comes a long-ass ride.
I guess I should start by making clear that I usually follow the history of KyoAni’s productions very closely as I’m a big fan of the studio. This includes reading the novels and mangas they adapt into anime as well. I had read volume 1 by the time the Tsurune anime came out, so I already knew what the canon was like. I must add that I was also familiar with Japanese archery to some degree and I was reading Zen in the Art of Archery when the anime was airing (it’s referenced early in the novel, so I decided to give it a try).
With all of this being said, when it was announced that Tsurune would get an anime, my first reaction was to worry. This surprised even me, because I usually have high hopes for any KyoAni adaptation, even the ones I end up not liking. I mean, it’s a studio filled with brilliant stars and holds the golden standards of the whole industry, so even when the content isn’t good, the quality of the animation itself is enough to make their shows worth anyone’s time. But the choice of director had me very concerned.
Now, this is Kyoto Animation that we’re talking about. In no moment did I fear for the animation’s quality. Most of Tsurune’s staff members, if not all, already had previous experience working on Violet Evergarden. And we all know that even newcomers freshly graduated from KyoAni’s preparatory school can make a stunning visual masterpiece. Yes, I am talking about Kyoukai no Kanata. And yes, I said visual masterpiece, because we also know that what these productions normally lack is the most essential part: the content.
In those cases, the one who actually makes a difference is the director. I’m a firm believer that the more inexperienced the staff is, the more competent a director they should be placed under. If not a senior animator, at least let it be a rising talent with the best prospects possible. But the schedules usually don’t help with that, so these hatchlings ended up under Yamamura Takuya’s wings.
To elaborate a bit further on why I think brighter animators should be the ones leading new packs (no, it’s not discrimination against the less accomplished, because you gotta start from somewhere), it’s because they usually have this knack for bringing the most out of the stories they’re working on. When the story is great by itself, that’s a different thing, but when it doesn’t quite reach its full potential with just the text, then the one to give it life has to be a person with more vision.
Am I saying that Tsurune is one of those stories? Absolutely. Tsurune is about archery, which is an art that is best appreciated when observed. You can’t get everything out of it just with words, and there are many things in it that people who don’t know much or know nothing about Japanese archery wouldn’t understand without actually seeing them, so the series obviously needed an anime in order to reach its full potential. But other than that, I’ll be honest: I love the Tsurune novel for its cultural baggage, the handling of its characters and its fairly innovative views in the repetitive and boring scene that sports animanga are nowadays, but I don’t consider it a well-written novel. Because it isn’t.
This might seem controvesial coming from someone who defends the canon with claws and teeth, but I’m aware of its flaws. I think Ayano Kotoko has a lot of room for improvement, and she’s evolved remarkably from volume 1 to volume 2. But volume 1 is what the anime was based off, so there was a deep need for a clinical eye in that production. One that could measure the original work’s strengths and weaknesses and balance them out by powering one up and overcoming the other. And also a certain level of knowledge about Japanese archery. Sadly, Yamamura Takuya didn’t have any of it.
As much as I admire Yamamura as a key animator and in-betweener, I believe he has a long way to go before he can be considered a good director, and I certainly don’t think he was ready for his debut when he was put in charge of Tsurune. I would rather, and I mean this in a good way, have seen him work as anything else for the rest of his career. Being a series director was too much for him. I say this taking into consideration not only the fiasco that the Tsurune anime was in sales but also Yamamura’s history in the studio before becoming a director.
This might sound funny, but Yamamura had no idea how big Animation Do and KyoAni were before he decided to join. He also was never very skilled. His in-betweening was actually not approved at first when he was trying to enter the company. He even once admitted that his knowledge of animation was extremely limited at the time, and what a time that was, because the studio was busy up to the neck with the making of Lucky Star back then. He didn’t know left and right, basically, and he recalled in an interview from last year that he is still surprised the studio actually hired him.
Despite all of this, Yamamura joined the company with the intention of becoming a director. While he did manage the feat in the end, it took him +10 years and a few frustrated attempts. Animators usually start out at in-betweening and earn other positions through passing exams. Yamamura failed his first exam to be key animator, only managing to pass half a year later. He also failed his first exam to become a director. At his second attempt, one of their colleagues even suggested that maybe he should stay a bit longer as a key animator, and I couldn’t agree more. While he did pass the test, I can only bring myself to think that he did so with an average score.
Now, I did say that this info came from a 2019 interview, when the Tsurune anime was already over. But they weren’t really what shaped my opinion on Yamamura regarding his direction. It was the anime itself. But this interview served to confirm something I had already noticed from his tragectory to series direction: with him being in the studio for so long and having worked on so many titles, it was weird to me that he was rarely an episode director in comparison to key animation and in-betweening. Episode direction is a step that I consider crucial for one to become either series director, animation supervisor or series composer. I do know that quite a few directors take just as long as he did or even longer to debut and actually do thrive in the end, but observing Yamamura’s work always gave me the impression that he was better off following decisions made by someone else rather than making his own.
Yamamura also loses points with me in that he’s backed up within the company by Kawanami Eisaku, another director who doesn’t get rave reviews on his works. He’s the one who replaced Utsumi Hiroko after she migrated to Mappa, and ever since he took over the Free! franchise, its sales decreased to less than 1/3 of each of the first two seasons separately. I personally don’t like that he seems to look down on Utsumi despite his lack of success in inheriting her legacy, but leaving this aside and focusing only on his skills, I’m not fond of directors who opt for simplistic approaches in general. I think animation is a medium that should be used to amplify the appeal of the source material, not water it down. It also feels like these kinds of directors are always trying to play safe, which (they don’t seem to realize) goes against the audience’s expectations and kills the hype. It strikes me as cowardly, to be frank. I also don’t like when they ignore what the characters had been building up and simply retool them to their own tastes. I was praying that Yamamura would be different from this bad example, but turns out he was actually worse.
I got a really bad feeling when the anime PVs of Tsurune were released. My very first impression was that Yamamura was still too much of a beginner and he wouldn’t be able to make Tsurune into a successful anime. I know this might seem like an exaggeration, but here’s the thing: ever since KyoAni started making its own titles, I’d never seen lack of hype for their upcoming works. Ever.
Until Tsurune.
Every time a PV of a KyoAni show comes out, people go crazy. It’s not always a frenzy like it was with Free! in its heyday or Violet Evergarden when the novel commercials were the only pieces of animation we had of it, but there’s usually lots of debate and speculations going on. With Tsurune, almost no one cared. You’d see next to nobody talking about it save from a few people on Reddit. And honestly, why should they bother? It didn’t seem promising at all. Didn’t show much of the characters or the story’s premise, didn’t highlight any particularly interest aspect of the plot and didn’t leave any impression animation-wise. It was very bland, to say the least. Unfortunately, so was the anime series.
It might be blunt of me, but my overall evaluation of Tsurune is that it was a really boring show. Nearly all elements that made the story and characters interesting were either taken out or squeezed into a cookie cutter mold, cliche version of what they looked like they were going to be at first but turned out not to be in the novel. And I say this because one of the things that make Tsurune a good novel is how it turns stereotypes upside-down. It introduces the readers into what seems like is going to be a typical sports shounen and starts out describing the character archetypes in the most common ways possible and puts them in the most common situations possible, then it reverses them all. That’s what’s most charismatic about the books. It’s what incites actual character development and gives us different sides of each relationship, yet the anime makes no use of it.
The anime also hardly makes any use of all the mystic, Zen and lowkey folklore-ish veils of the novel, which are supposed to add up to the archery elements. The Zen part is actually essential since Japanese archery is fundamentally a Zen form of art. Yes, art. Japanese archery is, in fact, not a sport. This is one of the aspects that elevate Tsurune above other works of the sports genre: it’s only categorized as such because it can’t fit anywhere else, but it’s not really a sports novel. That could have elevated the anime to the same status too, if only the studio hadn’t treated it like a sports one. But they made that mistake.
Still, I think the biggest sin in this adaptation was to try to cling to tropes that are considered successful and ignoring the characters’ personalities, which didn’t match these tropes at all, resulting in both characters and bonds being utterly destroyed and the flow of the story slowing down to a slug pace. By the second half of the anime, literally either nothing interesting happens or the things that were supposed to be interesting don’t hold the audience’s attention enough, which the animators attempt to cover up with queerbait. Everything is so tediously predictable that I’ve seen countless comments from the Japanese side of the fandom about how similar the Tsurune anime was to Free! and how “KyoAni only ever makes male characters like that, don’t they”. They were referring to Seiya and his weird jealousy, by the way. Even first-timers could tell that the characterization was a disaster.
The sad thing is, they were right. The Tsurune anime really did feel highkey like a Free! copycat in the characterization department. The main character is always getting swung about by everyone around him. The best friend is very clearly co-dependent. The deuteragonist is revealed to be bitter because of a deceased relative and is an asshole to the rest of the main cast for a good portion of the series. The rival from the other school is rude as hell for no reason and he’s got annoying groupies on his team who don’t exist outside of idolizing him. There are only four female characters and they have almost no screen time. And the list goes on.
As for the animation itself, I would like to say that it was perfect, but what really rang the alarm in my head was the many beginner mistakes so evident here and there, such as missing frames, the opening theme starting out of nowhere, the colors of the background often being too bland, lack of movement or scenes where the characters are too static, etc. I shit you not that when I saw the title splashing onto the screen all of a sudden in the initial ten seconds of episode one, the first thing I thought was, “This won’t sell well”. Sure enough, it didn’t.
So there you have it. I didn’t like the show. The only things I enjoyed were the archery scenes and the soundtrack. The rest simply didn’t do justice to the original work. I hope this summary has explained why, but if you want more info on it, maybe visit my Tsurune tag. You’ll find me elaborating more on particular topics in response to similar asks. Or you can send me other questions if you feel like.
That’s it!
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kelyon · 4 years ago
Note
What has changed in your writing style or process from the first time you started fanfiction to your most recent series?
So I was going to start answering this by saying that my first fanfic was a handwritten script fic for Teen Titans that I wrote in the ninth grade. BUT ACTUALLY, my first fanfic was a handwritten novel for Digimon written in the sixth grade. Neither of those have ever seen the light of day, and they never will. 
Although honestly, my personal brand of tropes has remained strong. Both of those early fics featured a strong-willed female OC  who had a tumultuous marriage to a very evil man while they themselves stayed roughly on the side of good. 
I didn’t really have a fandom between Teen Titans and OUAT. Throughout the entirety of my high school and post-high school life, I was doing original fiction. Original fiction which featured a strong-willed female character in a tumultuous sexual relationship with a very evil man while she herself stayed roughly on the side of good. Also I wrote a novel-length modern day retelling of Beauty and the Beast, which I (in my infinite hubris) thought I could sell and use the money to pay my way through college. (AND MY MOTHER THOUGHT THIS WAS A GOOD IDEA TOO SO I DIDN’T BOTHER WITH SCHOLARSHIPS AND MY DAD KNEW IT WAS A BAD IDEA BUT HE JUST DIDN’T SAY ANYTHING WHAT THE HELL I WAS SEVENTEEN)  
Early in my life as a Rumbeller, I wrote a few... things. At the time I called them chapters of a fic, but honestly, they were just scenes. For all that I had been writing at this point for half my life, I didn’t really know the ropes of how to make something “real.”
As far as I’m concerned, Golden Cuffs is my first real fanfic. And even that had a learning curve. I knew I wanted to have one fic where I could dump all of my Dark Castle bondage and pain and smut ideas. And I knew I wanted it to be a finished product, something complete. @wayamy27narf​ found The Snowflake Method, which I still live and die by for how to turn an “idea” into a “story.” 
Since I started Golden Cuffs, I’ve found that things have gotten easier... and harder. Like any skill, you go through levels of competency--you get good at one thing, so you try something new, maybe something more complicated, and it can be hard to figure out how to do that new thing as well as you did the thing that you were already good at. 
At a certain point in Golden Cuffs, I decided that certain things were a “style” instead of a “flaw.” Cuffs was linear in time, from one POV, with longer sentences and some antiquated phrasing. Those were some of the boundaries I had put in place on purpose because that was the easiest way for me to tell that story. But now that I’m working on Rings, I’m trying new things--mulitiple POV, flashbacks, shorter and more direct sentences as well as modern vocabulary. So I’m learning how to work with those tools for this project.
It’s really fun. When I was young, these stories pounded through my brain. They had to be told, no matter how crude the medium or delivery. Now I care less about preserving a plot than I do honing my craft. My question is often “What can I do with this idea that no one else has done?” Because Rumbelle is such a prolific fandom, that question gave me the freedom to follow my specific vision through broad strokes of these characters and premises we know and love. There is no shortage of Rumbelle smut, and that gave me the freedom to make my Rumbelle smut, and to make it in a way that interested and challenged me.
And I guess you guys like it too, so that’s great for everybody!
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chiaki-translation · 4 years ago
Text
SR Kazunari [Midsummer’s BPM]: Backstage Translation
I tried so hard for this card, Kazu’s robbing me of all my gems this month... But still, no regret~
Summary:
Kazunari borrowed a dance game, brought it to Mankai dorm, and became invested in it.
This time, it’s the new card for Summer 7th play, this one~ Don’t know what’s the event story about yet, but bias is real, he looks funny and I love it~
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Disclaimer:
A3! is owned by Liber Entertainment
Translator’s Note: “Dance Dance Delux” is a parody of Japanese Rhythm Game, “Dance Dance Revolution” I believe. It’s a game where you need to step on the arrows following the beats on the screen. Other than the arcade version, there is a portable version where the controller is a mat/sheets with arrows.
Kareko-chan is actually written as ‘Kare” for curry and ‘Ko’ for child and I translate it as Kareko-chan because it sounds like a name anyway.
Dance Game Confrontation
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Kazunari:
Tadaah! Look, I borrowed this from a friend cause I think it will be a good practice for the performance~!
A dance game, “Dance Dance Delux”!
Let’s all do it together!
Tenma:
Hee, a dance game is it.
Director:
I think I’ve seen it before.
It was a popular game last time right.
Kazunari:
Yep yep! But this is their most recent work, their newest release!
There are a lot of songs inside so I think there will be a lot of songs that everyone knows.
Muku:
Really, that sounds fun!
Misumi:
I want to try!
Yuki:
I won’t be dancing for my role this time, so I’ll pass.
I’ll just watch from the side.
Kumon:
So this mat with the arrows will become the controller?
Kazunari:
Yep! You just need to follow the melody and step on the same arrow that appears on the screen!
Misumi:
I see~!
Kazunari:
Then to try it out, let’s try one-person mode with the medium difficulty level!
<Short Time Skip>
Misumi:
This is fun!
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Director:
Misumi-kun’s amazing!
You’re like doing it so effortlessly.
Yuki:
As expected of triangle alien.
You’re just really good at flying and bouncing around.
Kumon:
It’s pretty hard trying to get the timing!
Kazunari:
Eh, ah… wah! I missed!
Muku:
Woah, ah, I stepped on my leg…!
Tenma:
But, this might actually be good to train our legs.
Kumon:
Yep yep, you’re right!
I want to do it one more time!
Muku:
Kyu-chan, let’s do it together with me?
Kumon:
Then, let’s try the 2-player mode, I’ll lower the difficulty a bit.
Let’s go~!
Muku:
~♪ ~♪
Kumon:
~♪ ~♪
Kazunari:
Oh! Kumopi and Mukkun are doing great!
Let me take some pictures for Inste! *shutter*
Misumi:
Clear!
You two are great~
Kumon:
Alright!
Kazunari:
Right, I’ll be going next!
Hey hey, Director-chan, let’s do it together?
Director:
Eh, me?
Umm, I do want to try it, but it looks pretty difficult.
It will be a hindrance for your practice too…
Kumon:
It’s not a hindrance at all~
Tenma:
Since we have it, why not try it once.
Director:
Then, I’ll try it just one time.
Kazunari-kun, please treat me kindly.
Kazunari:
Alright! I get to dance with Director-chan!
Since Director-chan just started, let’s do the easiest one.
Muku:
Director-san, do your best!
Kazunari:
~♪ ~♪
Director:
~♪
Kumon:
Oh! Kazu-san, amazing! It’s perfect!
Yuki:
Director too, it’s not bad at all.
Misumi:
Yep! You’re good!
Director:
Thank you.
I’m still behind compared to everyone else, but it was fun.
Kazunari:
I’m glad!
Let’s play again if you feel like it!
Director:
Yeah, then I’ll take your offer on that.
Tenma:
Next will be my turn.
Misumi:
Do it together with me~!
Kumon:
The two of you, do your best!
<Time Skip>
Kazunari:
~♪ ~♪
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Banri:
Kazunari, you’ve been playing that game here recently.
Director:
Yeah, you’ve been doing it everyday.
Kazunari:
Fyuh, time for a short break!
I’m somehow getting more and more into this game, it’s becoming really fun you know~!
Director:
Recently, you’ve been upping the difficulty level too right?
Kazunari:
Yep, I’m getting used to it.
At this point I already played the highest difficulty level.
Banri:
Hee, that’s great.
Kazunari:
It’s super fun when you learn how to do the song with high difficulty level~.
[
[
Choice 1: I’m feeling happy too just by looking at you
Director:
Kazunari-kun looks like you’re having so much fun playing the game, I can’t help but to feel happy too just by looking at you.
Kazunari:
Hehe, really?
But, I can play with such a happy mood because I know Director-chan is looking at me too.
Hey, Director-chan let’s play together again!
Director:
You’re right.
Maybe I should get some tips from Kazunari-kun.
Kazunari:
Leave it to me!
Pay a close attention, I will give you a perfect lecture!
]
]
[
[
Choice 2: You’re really doing your best for the dance practice
Director:
Kazunari-kun, it’s a game, but you’re really doing your best for the dance practice.
Kazunari:
Courz! Anyway, dancing with everyone is so lit!
The dance for the performance too, I’ll make sure to show you an even cooler one!
Director:
Yeah, I’ll be looking forward to it.
]
]
Banri:
Oh yeah, this dance game is also available at the game center right.
Kazunari:
Wha!? I don’t really go to the rhythm game corner, so I never realized!
Banri:
Why don’t we go together after class tomorrow?
Kazunari:
Let’s go! Looking forward to it~!
Director:
Game center…
Oh yeah, me too, I think I do have something to do there…
<End of Part 1>
Director:
Ah, it’s Kareko-chan!
Banri:
Hah? Kareko-chan?
Director:
It’s a cute character from that curry franchise.
Kareko-chan becomes a crane game prize, so I was thinking of trying for it.
Hey, is it alright if I go with you guys to the game center?
Kazunari:
Courz! Let’s go together!
Banri:
Then, I’ll contact you after the lecture’s over tomorrow, wait for us.
Director:
Alright, understood!
<Shifts to Game Center>
Director:
The crane game is…
Ah, there it is! There’s Kareko-chan doll too!
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Kazunari:
It’s the last one too!
Director-chan’s so lucky!
Banri:
So this thing’s actually popular…
Director:
Alright, then let’s try it out.
???:
Ah, found it! My Kareko-chan!
Director:
Eh?
Rude Man:
Wait wait~ I already safe a spot on that machine, I was just away to exchange money.
Kazunari:
Eh, but there was no sign of it?
Rude Man:
It can’t be!
You guys just missed it.
Banri:
But, didn’t you say ‘found it’ just now?
Rude Man:
I didn’t say that.
Kazunari:
But, if you were saving the spot, usually you won’t be able to insert money for a short period of time, this one receives it alright~
Rude Man:
Ugh…
You released the ‘keep’ function right!
(TLN: I’m not very sure, but it seems that in Japanese Arcade there is this ‘keep’ function if you play alone in the arcade. So, you can choose to use the function to lock the machine when you’re exchanging for more coins, this way, you can prevent others from stealing/cutting the queue during your play session.)
Banri:
Ah? We won’t do such thing obviously.
Rude Man:
…Ugh!
If, if you say so, I’ll bet that Kareko-chan doll on that dance game!
Director:
(That’s “Dance Dance Delux” right!?)
Banri:
Hah? What are you saying, you bastard.
You came in later, don’t say whatever you want.
Kazunari:
Settzer, calm down!
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Then, compete with me!
Banri:
Oi, Kazunari, you don’t need to listen to this kind of guy…
Kazunari:
I’m good at that game, so it’s fine!
This time, leave it to me!
Rude Man:
Ha, I’m a ranker in this game center’s dance game competition. There’s no way you could win you know.
Director:
(Ranker!? So this person is good at this game too…)
Rude Man:
Of course, the difficulty level will be the highest one.
Kazunari:
Understood. I’m good with that!
Director:
Kazunari-kun, do your best…!
Kazunari:
Thank you!
To get support from Director-chan, the tension’s up high!
I’ll do my best for Director-chan now.
That’s why, don’t worry and just look at me.
Director:
Yeah!
<Short Time Skip>
Director:
(The two of them cleared the stage with no miss!
But score wise, Kazunari-kun has the higher one…!)
Kazunari:
So that’s that, it’s my win!
Rude Man:
Damn it…! I’ll remember this!
Director:
Kazunari-kun, amazing!
Thank you!
Kazunari:
Hehe, you’re welcome.
I’ll be happy if Director-chan’s happy.
Banri:
Kazunari, congrats.
There you go, Director-chan.
Director:
Eh, Kareko-chan doll…!
Since when!?
Banri:
I thought Kazunari will win the game, so I took the chance to get it in the middle of it.
Kazunari:
Setzzer, amazing as expected~!
Director:
The two of you, thank you so much!
I’m really happy.
As thanks, for today’s and tomorrow’s dinner…
Banri:
Ah, I only got the doll.
If you want to express your gratitude, do it for Kazunari who won the dance game.
Director:
You don’t need to restrain yourself.
Banri:
I don’t.
Director:
Really?
Then as thanks, I’ll make the curry that Kazunari-kun likes tonight!
Kazunari:
Eh, it’s limited to curry!?
Don’t you usually let me choose something that I like here!?
Director:
Since it’s a thanks for Kareko-chan, I was thinking of making curry to the best of my ability, is it no good?
Kazunari:
…True that, today’s main character is Kareko-chan I guess.
Maybe I’ll take the curry offer after all!
Director:
I’m glad. Then, let’s go shopping on the way back!
Banri:
So it’s really curry in the end…
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Kazunari:
Well, isn’t it fine.
Director-chan looks like she’s having so much fun!
<End of Part 2>
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