#but. i dont think these things are really as comparable as you think
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I'm... In tears?
Look I live in Louisville Kentucky. I am a trans woman. Louisville is a city. It's one of the most progressive cities in Kentucky. It's largely anarchist. Leftist. Direct action kinda vibes. And our trans community here is HUGE because almost every trans person in Kentucky comes to Louisville, the most progressive city. But it's also.... In Kentucky. And for those who dont know. Louisville is the "Bourbon Capital of the World" and that's big right now. If you like those kinds of things.
I am a trans woman who is a tour guide at a distillery on the Kentucky bourbon trail. It attracts... Exactly the demographic you think.
So. I meet a lot of bigots.
But I meet even more Earls. So many more. To the point where talking to and meeting people who just ... Don't know what to do! People who are GENUINELY trying to figure it out. Who are curious. And nervous. And clumsy with words. And just genuinely don't understand. And OP is RIGHT. These are the people who are going to be the real allies. These are the ones standing up for us.
Because some of my most trusted friends are Earl. They are the most Kentucky folks you ever could meet. And yeah, they really don't get it. They don't get the culture, they'd be kinda anxious at a drag show, they don't know the words. But also, they are so... Right? For that??? These folks have a mentality of "look I ain't got a goddamn clue why you'd wanna be a girl but I'll call you whatever the hell you want cause it don't bother me a lick" and like. Idk that's really refreshing compared to "oh my God you are SOOOOOO brave"
Sure. My buddy at the dive bar might look at a transphobe and say "hey. He uses "she/her" pronouns" but id rather have him at my side in the fight than the one who tells me "being inflammatory and confrontational is a bad representation of the movement...." Ya know?
"The trannies should be able to piss in whatever toilet they want and change their bodies however they want. Why is it my business if some chick has a dick or a guy has a pie? I'm not a trannie or a fag so I don't care, just give 'em the medicine they need."
"This is an LGBT safe space. Of COURSE I fully support individuals who identify as transgender and their right to self-determination! I just think that transitioning is a very serious choice and should be heavily regulated. And there could be a lot of harm in exposing cis children to such topics, so we should be really careful about when it is appropriate to mention trans issues or have too much trans visibility."
One of the above statements is Problematic and the other is slightly annoying. If we disagree on which is which then working together for a better future is going to get really fucking difficult.
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contemplating the various reasons for xena being forgotten while its peers like buffy or the x files still have thriving fandoms.. its many factors but i think one it stopped being seen as a show on its own merits and became kind of a punchline and joke about lesbians in wider pop culture like it was popular it was mainstream it was regularly beating star trek in syndication and was regularly the most popular action show in international purchasing rights it was broadcast all over the world and now poof like it never existed i think a few of the problems are its been sparse on streaming for yeaars and thats how many people watch these shows secondly its not had an hd remaster and especially season one probably looks atrocious on a huge tv and the wonky old cgi probably doesnt help since so many sci fi fantasy fans seem to be weirdly difficult about bad effects anyways we need to work to get doctor who fans into xena theyre the only ones who wont say a peep about it but anyways the fact all its seen as is this lesbian show had i think two effects which is random straight viewers are not going to seek it out even if idk they loved the witcher or some other recent fantasy action adventure show its just not classed with that anymore so it loses that mainstream element it cant be part of general nerd fandom cuz its just that weird gay show and also frankly i think a lot of queer women watched the show not necessarily cuz they liked it but because it was kind of seen as like one of the few gay shows out there u see lots of women saying like now that i can watch the L word what do i need xena for when theyre like wildly different shows then compounding that with the extremely controversial finale that lead a lot of people to leave fandom feel totally heartbroken about it i think really didnt help the continuity and longevity of an already contracting fandom like season 5 was hated but also really hard to watch lots of articles on whoosh people discussing waking up at like 3am to record xena episodes cuz they were broadcast at crazy times and many countries tv networks stopped buying it or suddenly delaying release by like 8 months which was terrible for people involved in internet fandom now suddenly being way behind everyone else so way fewer people were watching the final seasons a lot more people didnt like major parts of them and it really splintered fandom as well as many people stuck by the show out of this sense of uniqueness but there were not long after xena a trickle of more gay characters and gay shows on television and with many people who felt toyed with and would be like oh they never confirmed xena and gabrielle and xena died horribly i prefer to watch the L word which doesnt toy with you about them being lesbians etc real opinions ive seen out there anyways i think these problems compound idk gay internet fandom is fickle and has often jumped between the various hot new things in a way that makes it hard to keep xena going it never really transitioned as a fandom into like the ff.net and livejournal era in a significant way and has struggled for relevance since and ultimately for reasons outlined above i think its struggled to be seen as anything other than that gay show and is viewed only in that lens its not seen as a fun complex action adventure show with fun meta elements and genre experimentation that boldly reinvents itself every few seasons but also it has failed to take hold in the one community it would continue to entice i do also think the fact of it seeming like a holdover and well the black stain of the concept of queerbait also perhaps didnt help it seemed out of date old fashioned compared to idk the hot new random gay characters on tv cuz nobody wanted to fucking tell people and remember how crazy insane and good and like bone deep thematically gay xena is and like is also just good fucking tv and also people just dont respect women thats the truth people dont care about stuff about women… ok my theoriez.. thanks for ur time
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Yo Bea,
What are the best sources for reading up about fromsoft lore? I know we’ve got your meticulously batshit blood borne book (thank you very much by the way) but what about the other fromsoft entries?
Also what’s your general opinion on the Japanese vs English translation with Fromsoft entires? How much nuance is lost/how many misunderstandings arise from the way things have been changed over? I distinctly remember people thinking that with Elden Ring the English ending monologue for Ranni made her goals sound way more sinister than the Japanese translation
this will have an unsatisfying answer: in my opinion, there really isnt any. bloodborne is the most centralized of them all, imo, and i really chalk this up to it being a more self contained and western narrative (at least on the surface level) compared to games that are either spread across multiple games (dark souls) making them fuck huge to consider or they're elden ring which is also fuck huge lol. theres just a lot of information to process. these stupid games and the collective understanding of their story really comes from disparate random reddit and forum guys who just pipe in with their evidence and its up to a jury of their peers to decide if it passes the smell test or not. its an imperfect system that allows some crap through. but as the whole, the collaborative research efforts have proven to be an excellent example of a community coming together to solve problems that don't matter at all lol.
unfortunately the research method is usually looking up questions and characters as they come to you and seeing if anyone else noticed or followed your own train of thought. trawling a wiki until you see something that makes you go "hey what is that all about" and seeing if anyone else knows or at least has a lead. and then you go from there.
HOWEVER: shetani's lair has the best sekiro breakdown i have ever seen in my entire life and greatly influenced the bloodborne doc. her work is phenomenal and REALLY gets in the nitty gritty of the translation work. i don't think people can do much better for sekiro than her work. its very good and very long. great reading imo.
this kind of dovetails into translation: i tend to look at both translations when i look at the games. this is because of a peculiar oddity in how the games are made; most of the games (sekiro excluded) are intended to have english voice acting. so at least a major part of the game's text is english only and was intended to be that way. as is inevitable with any translation job, some nuance gets lost. it is hard to convey a lot of the nasty doublespeak and pointed ambiguity in the original jpn item descriptions, which is why i try to hold the fan-provided japanese translations up to the english translations to see what carried across, what didn't, and if anything was missed.
but this doesn't mean the translations are bad. if anything they are shockingly good considering the conditions the translators have to work with (the japanese they translate is is like. archaic apparently lol. with tight turn around before launch). sometimes i am blown away by the translator's ingenuity at threading what must often feel like an impossible needle. ranni's ending speech is def way crazier than it was intended to be and might be the biggest example of a scuffed translation in a from game. she says some insane shit implying she's about to annihilate all life on earth with the cold instead of taking the cold away with her lol. oops!
and as always, if you have questions i would love to try to answer them. or at least say "i dont know" lol
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what are some of your interests that would surprise yr followers or maybe that you just dont post about? are all the things you are passionate about interconnected in your head?
I think I talk about most of my interests at least a little, but one thing that might surprise people is that I’ve always been kind of interested in fashion. I really like making photo compilations of clothes that my characters wear, I like shows like Project Runway and games like Covet, and whenever I had dances or formal events in high school I really enjoyed getting to go try on fancy outfits.
That’s something that always felt very disconnected from my other interests, and I was a tiny bit ashamed of it growing up because it seemed like such an unusually “girly” thing compared to the rest of my very androgynous vibe. But I’ve realized that it’s actually tied into my love of costumes and cosplay! I loved wearing fancy prom dresses for the same reason I love wearing my plague doctor attire; because it’s a costume. It’s a crazy statement outfit that you wouldn’t normally wear and I think that’s really fun, especially when everyone around you is also wearing crazy statement outfits. Honestly I didn’t even care about the dances, I just enjoyed dressing up and taking pictures with my friends. Which is basically exactly what I do when I do cosplay photoshoots, and it’s still super fun!
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Actual Ultimate Classpecting Guide
For real this time.
Buckle up, this is a really long one. For everything that's posited, I can provide textual evidence; that being said, I'm not going to be including the textual evidence within the essay itself, because it's already long enough as-is. As such, please feel free to ask for clarification or sources on any assertion, and I'll do my best to provide.
Before we begin, there's some things to discuss about how we're going to be approaching classpect in the following essay. In numbered list form for our short attention spans:
1. There is a concept Hussie talks about multiple times in his book commentary, "personality alchemy" - the idea that there are these "platonic ideals" of certain characters, which can be mixed and matched with others, in order to create new characters. The examples he gives are of how Eridan was a proto-Caliborn, how Kanaya has shades of Jade, how Nepeta was a proto-Calliope, and how Sollux and Eridan have shades of Dave in them. Classpecting is fundamentally a form of this personality alchemy:
2. Class describes the character's arc and emotional hurdles, while Aspect describes the character's base personality traits by which this arc is experienced.
3. For example, all three Seers struggle with hubris: Rose's need to be the smartest person in the room led to her being manipulated by Doc Scratch, Terezi's obsession with meting justice led to her engineering a situation where the only option was to kill Vriska, and Kankri's desire to be seen as a spiritual leader amongst his friends led to him furthering their divisions and harming them.
Then, when their pride is shattered, they cope by inflicting willful self-blindness: Rose turns to drinking herself stupid (the opposite of Light's sway over knowledge), Terezi gets down with the clown (the opposite of meting out Mind's justice, as it's a Gamzee W), Kankri goes celibate (Blood L) despite his clear romantic feelings for certain teammates.
4. As for Aspect: note how all three Life players share the personality traits of optimism, stubbornness, and obstinacy. All three Breath players share an immaturity and naïvety, and are quite frankly irresistible to people for some reason. All three Light players share a need for the spotlight and a tendency toward long-windedness and persnicketiness. So on and so forth.
What's interesting is, if you start analyzing characters that share Classes and Aspects, these specific types of similarity crop up over and over - all our Knights struggle with insecurities and facades, both our Bards have a crisis of faith. All three Breath players have an aspect of immaturity and childishness to their characters, and all three Light players are deeply concerned with appearing intelligent and feeling important.
5. As a result, this guide is NOT intended for classpecting real life people, because we are complicated, we contain multitudes, and we don't have arcs. This is primarily an analysis of what Class and Aspect mean in Homestuck based on textual evidence, because I genuinely believe that you can basically figure it out if you read carefully.
6. Duality, and the idea of "equal and opposite," are major themes within Homestuck - Prospit and Derse, Skaia (described as a crucible of birth and creativity) and the Furthest Ring (the literal afterlife). Which classes are involved in an Active/Passive split, and opposing Aspects, are the same way. This is the primary method I used to determine the Active/Passive pairings and opposing Aspects. After all, as Callie describes, both Thieves and Rogues are classes "who steal" - so, too, do I try to unify Classes by a common theme, even if they diverge wildly in how that theme is expressed (as Thieves and Rogues do). In the same way as the opposite of "up" is not "apple," but "down", because "up" and "down" are both fundamentally concerned with relative vertical position, so too can be defined concepts like Breath and Blood, Hope and Rage, Light and Void - as well as the reasoning behind Class pairings like Heir and Page, Maid and Knight, and Seer and Mage.
7. Descriptions for both Class and Aspect are left deliberately vague and up to interpretation within the comic itself, and this is by design: the actual manifestations of an Aspect can vary wildly given the Class, and even individual person, that it's tied to. Calliope even makes note of the fact that, under the right circumstances, someone can manifest effects that appear to be the opposite of their aspect. She's also careful to couch her language in "may" and "can" - because these concepts are intentionally somewhat nebulous and malleable. As such, while this guide certainly lays down what can be gleaned and inferred from the text, do note that Homestuck runs on a soft magic system, and as such, nothing stated is firm, 100%, must-always-be-this-way - just an overview of what we've seen.
8. There is often great overlap between Aspects, Classes, and Classpects - which Calliope herself notes. Heart and Blood are one of the most salient, as they both have a fixation on relationships, and Calliope mentions that under the right circumstances, a Classpect may even be able to manifest what appears to be the opposite of their Aspect. Again, Homestuck operates on a soft magic system, so this is a feature, not a bug.
ASPECT
There's a little less to say about Aspect, not because it's less complicated, but because "base personality traits" are much more nebulous compared to Class's sway over character arc. Still, Aspect represents the fundamental way a character is, and thus, color every interaction that character has. There's a reason Ultimate Selfhood is sought through Aspect, not Class - Aspect is the core of the character's being, what makes that person that person.
That all being said, Class has major sway over how an Aspect manifests, and certain classes can even invert the Aspect and even the character's role in the party. As such, these descriptions must be parsed carefully in relation to Class. Moreover, due to the soft magic system, there is at times overlap between unrelated Aspects, which can also be exacerbated by Class - Heart and Blood being the most obvious in this regard. Still, overall, you'll find the Aspects to be fairly distinct from one another.
Please also note that every Aspect can deal with its literal counterpart by default - Light players can wield lasers, Breath players can wield the breeze, et cetera. Because this kind of goes without saying, and because the non-literal stuff is more interesting to discuss, I'm not really going to go into too much detail about the literal qualities.
Finally, something interesting to note is that nearly every Aspect follows its own Hero's Journey cycle - full actualization for each one usually means reaching around to its opposite Aspect, and taking lessons from them - for example, Breath players need to learn maturity and responsibility, while Blood players need to learn relaxation and whimsy. Thus, an Aspect at its worst manifests in two ways - either a toxic overabundance of the Aspect's worst traits, or such a dearth of the aspect that it begins to resemble its opposite. Only by reaching into the opposite, however, can the player be tempered and reach full maturity - can they become more of who they are.
SPACE / TIME
Space and Time are both concerned with physical reality, goals, and the way one approaches them.
Space is associated with "the big picture" - with recycling, reproduction, and the interconnectivity of all things. The aspect also presides over the enjoyment of the journey over the destination - Space players serve as reminders that the present moment is as important as the end goal. Space is often a more passive Aspect, being the stage upon which the story is set. They're the hosts of the party, and the one who marks the ending.
Its players reflect these tendencies, often being feminine, with penchants for life-giving acts such as gardening. Their personalities tend towards frivolity and silliness, finding it difficult to stay on-topic or bring full gravitas to serious situations. Perhaps a better word would be "distractable;" when the aspect is so concerned with all things in connection with each other, it's easy to lose track of details, and it's easy to enjoy things simply as they come. Space players tend to be kind, patient, and forgiving, which is a strength as much as it is a flaw; it's easy for malicious actors to take advantage of this compassion, or for the Space player to find themselves in a poor situation by being overly permissive. They can easily be painted over by stronger personalities, and tend to struggle with romantic relationships, as they attract many with their kind and giving natures, and few are naturally so considerate of the Space player in turn.
"Passive" is a good word to use; at a toxic overabundance of their Aspect, Space players are trampled underfoot. They become enablers, servants to dark forces, or so lost in their own worlds that they neglect the one they live in. With their Aspect "inverted," a Space player becomes a demon of poor prioritization. Distracting not just themselves from their true purpose, but others, too, the Space player will wreak havoc by overemphasizing unimportant topics and ignoring important tasks. This superficially resembles Time, in that the Space player will become fanatically dedicated to their task, but note that the poor prioritization is still Space-esque at its core.
Still, within this nadir is a valuable lesson: the strength of self-assertion, and the determination to see a goal through. These will allow the Space player to weed their garden, separating good from bad, allowing it to flourish like never before.
Time, in contrast, is associated with "the little things" - with details, minutiae, and processes. Time presides over the struggle toward something greater, the endurance of hardship with an eye on the prize - the destination over the journey. Time players are the ones keeping track of the tasklist, marking off each item as it reaches completion; they are the tireless workers keeping the whole engine running.
Time players, thus, are ones whose lives are marked by struggle. They are highly goal-oriented; in contrast to how Space players can easily move from goal to goal, task to task, Time players feel bound to see things through to the end, finding satisfaction only when they've achieved their desired result - and only until they come across the next goal in their journey. A Time player isn't happy without a goal to work towards, a craft to polish, a prize to win - but this driven nature can easily be its own downfall, as it leaves little room for the player to admit to their own shortcomings, or ask for help from others. Moreover, their focus on minutiae can leave them blinded to the bigger picture, and it's easy for a time player to fall to despair, able to do nothing more but spin their wheels. They're prone to directionless anguish, frustration, and resentment towards the seeming futility of their actions, becoming destructive and defiant even when it doesn't serve them to do so.
At a toxic overabundance of their Aspect, Time players become explosively destructive. The ultimate "goal" of all things is death, with which Time is associated, and accordingly, Time players have a penchant for aligning themselves with futility and entropy, struggling so hard that their thrashing leaves a trail of annihilation in their wake. With their Aspect "inverted," Time players detach entirely - they can become so fed up with struggle that they simply opt to lay their weapons down and let the end take them. It's very easy for them to come to the conclusions that either everything matters, or nothing matters. This superficially resembles Space and its big picture thinking, but note that its framework of struggle, and whether or not a goal needs to be pursued, makes it a Time concern.
But the inherent meaninglessness of existence is, in itself, an important realization to make - that whether or not anything "matters" in the grand scheme, things can still be worth doing, worth caring about, and worth investing in. This realization allows the Time player to attack their goals with renewed vigor and greater clarity, which in turn means that the party becomes an efficient, well-oiled machine.
BREATH / BLOOD
Breath and Blood are both concerned with directionality, interpersonal relationships, and autonomy.
Breath is the Aspect governing freedom, liberty, and independence; it is a force that breaks shackles, clears out social norms, and refutes "the rules," whatever those rules may be. Breath players can't be tied down, whether by physical bonds, societal rules, or even the ineffable forces of the narrative itself. They are leaders of example, pioneers, and trailblazers, opening new paths for their teammates to follow.
Breath players are goofy and gullible, often with hearts full of childlike whimsy, naivety, and even immaturity. They are friendly and well-meaning, fond of simpler things, and easily swayed by others. They approach the world with a sincere and innocent good-naturedness, like a baby animal before it learns to be fearful of danger. Something about this sincerity seems to make Breath players irresistible to others, and they often find themselves the subject of romantic attraction. However, in this childishness is also the great pitfall of many Breath players - their natures are naturally conflict-averse, and egotistical the way a child can be, failing to see beyond themselves. They can be incredibly callous when not considering the consequences of their actions, or the viewpoints of others.
At their worst, Breath players are irresponsible and callous. They'll shirk the consequences of their actions, blaming anybody but themselves, or simply choose not to care who they hurt in order to get what they want. They may even choose to stop making choices for themselves, leading to the "inversion" of their Aspect - a voluntary loss of freedom and independence, derived from an Breath-like aversion to responsibility, which superficially resembles the bondage of Blood.
But if they are able to overcome these tendencies, a Breath player will learn what true responsibility looks like - responsibility for themselves, their choices, and the effect they have on others. Armed with this, a Breath player's ability to break bonds can be focused into a clear force for good, clearing away all obstacles and harmful societal standards, leading the charge into something new and beautiful.
Blood, in sharp contrast, is the aspect that governs bondage, contracts, and interdependence. It is a force that binds. Under Blood's sway are not only romantic entanglements, but familial, friendly, and societal ones as well. This aspect sees overlap with Heart, but the division is this: Heart concerns itself with feelings, and Blood concerns itself with compatibility. Blood players are diplomats, forces that remind us all that we are more similar than we are different, and that that similarity should bring us together when we are on the verge of pulling apart.
Blood players, reflective of their Aspect's association with bonds, tend to be neurotic and obsessive. They have a tendency to over-examine and overthink, constantly fretting over the infinite and infinitesimal variables that influence the shape of society and interpersonal relationships. However, this judgmental nature stems from a deep well of idealism and empathy; Blood players can't help but care about others and wish for the best for them. In a way, this makes them one of the most mature members of the team, being concerned with its overall well-being. Unfortunately, their prowess does not extend inwards, and their assessment of themselves is usually direly incorrect - all the worse because Blood players always feel responsible for those around them. Blood, being the Aspect concerned with interdependence, is the weakest one when all alone.
Thus, it's easy for the Blood player to wind up controlling - desperate to make sure everyone is moving according to their vision, they'll become iron-fisted dictators, with a "my way or the highway" approach to social interactions. It's easy for them to wind up pariahs of their own making, becoming so critical of others, or so adamant about enforcing their own will, that they inadvertantly sever their ties - something that superficially resembles Breath's independence, but is truly a result of Blood's neuroticism.
But with that space and separation can come great clarity. Blood players must learn to relax their grip, and allow people room to breathe - including themselves. Once able to grasp that sometimes bonds must be forged with a soft touch, Blood players' natural empathy shines through, allowing them to build something so much kinder and greater than the sum of its parts.
LIGHT / VOID
Light and Void are both concerned with knowledge, ontology, and "narrative relevance".
Light (as well as its counterpart) are perhaps best understood through the lens of "narrative" - this idea that, of all things that do and don't exist, and all events that do and don't happen, only the ones put to page are "relevant". Thus, Light is associated with knowledge and luck - that is to say, it's associated with the knowable, the objective, and the concrete, and the ability to determine "important" events. Light players have read the book they're participating in, and able to serve as luminary guides from one plot point to another, lighting the lampposts for others to follow.
Light players, naturally, are erudite and educated, possessing keen intellects and cunning minds. They are fond of knowledge itself, of markers of status and prestige - whether that's wealth, the adulation of the masses, or a massive library. They harbor a desire to be important, to be seen, to be acknowledged, and are happiest when they are looked up to. Conversely, they deal poorly with being looked down upon. Their confidence transmutes easily into hubris, and they struggle with having that pride challenged. As such, they tend to be volatile and unpredictable, quick to retaliate against those who threaten their egos, or obsequious to those whose acknowledgement they desire.
Their desire for the limelight can quickly spell disaster - they can become incredibly cruel, harsh, and egotistical in their pursuit of narrative significance. They forget, in their obsession, that they, too, are fallible and flawed, and the inevitable reminder can come very harshly. Light players struggle with moderation, and as such, when they feel shame, they'll often take drastic measures to cope with it - deliberately darkening their own influence or intellects, removing themselves from the "story" entirely - something which superficially resembles Void's penchant for the background, but which is firmly rooted in Light's obsessive need for drama.
But in experimenting with narrative insignificance, Light players can reach an epiphany - in their absence, others may shine, and that can be a wonderful thing. Light players, then, can learn to shine not just for their own sakes, but for the sake of others, allowing them to weave a story even more brilliant than any that can be weaved alone.
Void, in contrast, is the blank spaces between the words. That which is secret, subjective, unknowable - these are Void's domain. It's associated with taboos and hidden things, sexuality and pleasure. It's also associated with the empty canvas - the blank space before creation, and the oblivion to which creation is eventually destined for. Thus, it stands for infinite possibility, though the collapse of those possibilities into a reality removes that reality from Void's domain.
Thus are Void players ever cosigned to the background, though this generally suits them fine. Void players are very self-possessed. Where Light players tend to exaggerate and complicate, Void players are honest and simple, preferring straightforward solutions. They don't tend to think very hard, instead letting intuition and emotion guide them to where they want to be - which makes them one of the more stable personalities on a team. However, this simplistic, feelings-driven approach often leads to pleasure-seeking behavior, poor impulse control, and overindulgence in vice, and from there, to irrelevance, with which Void is so closely interlinked.
Void players are especially prone to vice, and at their worst, will become so drunk on pleasurable activities that they pursue them to the active detriment of the party's goals or the Void player's self-improvement - making them the ultimate irrelevant character. They can also very easily drag others into their mélange, with a forcefulness that resembles Light's illuminating guidance, but which is ultimately rooted in Void's pursuit of personal pleasure.
But there's a lesson to be learned in Light's domain: how to bring themselves into relevance and greatness. A Void player, once they learn to pursue not just personal pleasure, but a greater satisfaction for the collective whole, can drag the Void behind them, kicking and screaming, to where it'll be of use.
MIND / HEART
Mind and Heart are concerned with what it means to be a sentient being, with identity, and with why we do what we do.
Mind is the Aspect associated with logic, rationality, karma, ethics, and justice. To a Mind player, they "are" because they "think". They are keenly aware of the consequences of every action, and well-versed in cognition and behavior, such to the point of manipulating others with ease. Deeply concerned with the "effect" of cause-and-effect, Mind players are always cognizant of debts and credits, where justice is owed and where it has been over-meted, and their subtle machinations culminate, like well-placed dominoes, in grand and explosive finales.
Mind players are schemers - it's in their nature. They have a tendency to view the world as a puzzle or game, with themselves and the people around them as pieces on a board, and set as their standard rules the laws of ethics and karma - owed debts and overhanging credit - guilty and innocent. Mind players are wickedly cunning, and have an high success rate with every scheme they commit themselves to, but the grand downfall of all these tendencies is that they tend to lack in a sense of identity, and have a poor grasp on their own emotions or desires. While they may know how to provoke a desired reaction, they don't know how to change someone's mind. They often find themselves grappling very painfully with their own selfhood, with feelings of emptiness, inadequacy, or uncertainty.
Thus, a Mind player at the worst zenith of their Aspect is heartless and cruel. Leaving no space for empathy or even personal feelings in their plans, the Mind player will plot for an ending as heartless as they are. But a Mind player is never truly without emotion, and ignoring their own feelings causes them to manifest in terrible ways - Mind players have a tendency to seek toxic, codependent relationships, hoping to find external validation, subjecting themselves to the wishes of others, which can appear like Heart's fixation on feelings and desire.
But in recognizing their own need for emotional validation, and the importance of their own feelings, a Mind player can realize that there's an entire dimension to the game they've been playing that they've been ignorant of. When a Mind player learns to temper their schemes with empathy, compassion, and kindness, how much more success they'll see - and how much happier that grand finale will be!
Heart, then, is associated with feelings, motivations, intuition, the soul, and the self. To a Heart player, they "are" because they "feel" like they are - and they're keenly aware of the multitudes that are contained within themselves. Deeply concerned with the "cause" of cause-and-effect, they're drawn to desires, those of themselves and of others, especially where strong feelings are concerned. Heart players are gifted with an intuitive understanding of those around them, both their good and bad qualities, and are tasked with the grand task of bringing out the best.
It stands to reason, then, that Heart players have a firm grasp on who they are and what they want. For the same reasons, it's difficult for a Heart player to truly hate or condemn another person, because they are so adept at understanding them. However, this understanding comes with a price - because the Heart player is so aware of themselves, they can't escape their own worst traits - nobody self-loathes as accurately as a Heart player can. Nor can they ever truly be untruthful with another, making them poor manipulators. Capable of presenting a different facet of themselves as the situation calls for it, certainly, but just as it's impossible to lie to a Heart player, who always knows how someone really feels, it's impossible for a Heart player to lie to themselves.
With this sincerity comes vulnerability. Heart players wear theirs on their sleeves, and at their worst, this can make them demanding, needy, and sensitive - so eager to connect with others emotionally that they'll cramp themselves to fit others' desires. But they can't ever keep this up for long; Heart players have a tendency to withdraw from others after being hurt too often, finding it easier to be alone and silent about their feelings than to deal with the pain of rejection. They may even work to manipulate others, preying on their emotions and desires to force them to act in their worst interests. This superficially resembles Mind's cold logic, but unlike Mind's cool rationality, Heart's aloofness is a mask, an attempt to avoid pain by pulling away.
But this isn't purely a negative, because a Heart player can learn a healthier form of detachment, and separate out healthy and helpful desires from harmful and detrimental ones. Given this clarity, the Heart player becomes the team's emotional core, able to raise up each teammate's best qualities, while helping them deal with their worst, enabling everyone to be the best possible version of themselves - which the Heart player knew them to be all along.
LIFE / DOOM
Life and Doom are concerned with outlook, with journeys, and with trials and tribulations.
Life is an aspect concerned with healing, growing, and improving. It is associated with beginnings, optimism, and positive emotions. The very essence of Life lies in its healing abilities, in this idea of overcoming the odds and triumphing over hardship and difficulty. Life is action, movement, and motion, and its players can scarcely hold still. Life will find a way - and Life players harbor the same immutable belief; they are the most stubborn weeds in the garden, the cockroach that survives the apocalypse, and the beating heart that refuses to stop.
Life players tend to be optimistic and confident. They are self-assured individuals, with a stubborn belief that good things are on their way, and any hardship they face is not only temporary, but something that can be overcome. They can find the silver lining in any cloud, and enjoy themselves under any circumstance. They love to nurture, to care for others, though this love has a tendency to be one-sided. Indeed, Life's stubborn nature is its players' greatest pitfall; their persistence easily becomes obstinacy, and their confidence can become condescension. Their self-assured nature easily becomes egotism, and they can have great difficulty grappling with those who don't share their views - even coming to oppose those who bring emotional pain and suffering that can't be easily fixed.
It's very easy for a Life player to decide another person isn't worth their attention, and opt to leave them behind - after all, Life has to move forward, no matter what it tramples in the process. At their worst, they're stubborn to the point of not listening to anyone but themselves, confidence becoming blockheadedness. This focus on forward progress without looking back can even cause Life players to become harmful to others, so focused they are on their own growth that they don't notice that they're choking everyone else out. This may resemble Doom's death in its worst case - arresting everything else, eventually blocking even their own path with unruly, out-of-control fecundity.
Thus, a Life player needs to learn to more gracefully accept Doom's influence - to pause, slow down, and consider viewpoints that are negative, unpleasant, or difficult. A Life player, endowed with moderation, will be able to cultivate a bountiful garden, rather than an unruly jungle - a place for all to flourish and live in plenty, never wanting for anything.
Doom, then, is the aspect concerned with death, with rest, and with endings. Doom is associated with suffering and with negative emotions, with peace, with sleep, and with dreams. Doom players have a natural penchant for prophecy, and are often dual dreamers, able to take advantage of both Skaia's oracular clouds and the Horrorterrors' voices over Derse. All things must eventually come to an end, and not all times will be good; in these troubling times, Doom players shine, as they are the guides who call the murk home, and know best how to navigate rough waters, course-correcting until the storm passes.
Doom players tend to be deeply pessimistic. They experience, to a much more magnified degree than others, negative feelings and impulses, and it's difficult for them to see the world without seeing its flaws, first and foremost. They are not healers, but commiserators, those who understand greatest that sometimes there's no way to deal with tragedy but to simply sit with it and wait for it to pass. The counterpoint to Life's insistence on breathless positivity, Doom is a reminder that pain, grief, sadness, shame, and guilt are not unnecessary things - in fact, excising them can lead to terrible consequences. Doom players are the universe's martyrs, often taking it upon themselves to course-correct, to sacrifice themselves in order to give others a chance to continue on, to avert a terrible fate.
Unfortunately, this tendency also brings with it a tendency for Doom players to wallow in misfortune, or worse, to take themselves out of the picture, giving up entirely on seeing a better ending. As if energized by their own sense of futility, a Doom player at the "inverse" of their aspect may seem to echo a Life player's focus on forward progress and motion, actively spurring their team on towards an untimely demise.
A Doom player must learn to harness this sense of progress for good, rather than harm. A Doom player, once able to grasp the joy of life even in the greatest depths of despair, will be able to fill even the darkest hours with peace, meaning, and hope.
HOPE / RAGE
Hope and Rage are concerned with permission, and are the lens by which we define reality.
Hope is described by Hussie in the book commentary as being "framed as the most powerful aspect" because it is, literally, an aspect that defines reality. Its specific ability is lies in reducing the "fakeness attribute" of something, thus making it "real". Hope is associated with convictions, with idealism, with faith, order, holiness, and, of course, with magic - which Hope turns real. Hope is permission itself - a reality-breaking ability to look at the world and decree that it must be another way, a way in which the Hope player believes it ought to be.
Thus, Hope players tend to be hard-headed zealots, with no self-awareness whatsoever. Their inclination towards powerful beliefs makes them very difficult to dissuade from a path they've set their minds to, and their specific suite of abilities makes them terrifyingly likely to make their vision come true. Hope players are usually not particularly cunning, nor particularly intelligent, nor even particularly empathetic. Given the Aspect's focus on conviction and faith, it's usually very difficult for Hope players to notice anything occurring beyond their own minds and feelings. Thus are Hope players hopeless optimists, hopeless romantics, and hopeless in general - often great sources of embarrassment to their teams, as their naked sincerity is painful to witness. However, their ability to define reality does not leave them when their beliefs are faulty (which they often are, given Hope players are not particularly introspective, either), which is what makes a Hope player so dangerous.
A Hope player can easily be set on the wrong path - as convicted as they are, and as difficult to shake from that conviction as they can be, Hope players can easily march down a path of destruction, if not persuaded with a deft touch and gentle guidance. In the event that their faith is broken, Hope players easily become despondent and lost, floundering and wishy-washy, which superficially resembles Rage's self-consciousness, but is truly just a lack of direction.
But Rage has a powerful lesson to teach Hope players - that of questioning themselves, interrogating their own beliefs. Once their convictions have gone through rigorous scrutiny, revised into the best, brightest versions of themselves they can be, a Hope player is a worker of miracles - speaking into existence a beautiful future on faith alone, proclaiming that how they see the world is how the world shall be.
Rage, then, is the power of denial. If Hope reduces the "fakness" of a thing, then Rage reduces its "realness". Rage, too, is a means of defining reality, in this case taking a torch to the aspects of reality that it rejects. In more passive Classes, this works in subtler ways, stoking others towards destructive fury. Rage is associated with anarchy, chaos, revolution, destruction, anger, and nihilism. A Rage player will not suffer a world that does not satisfy them, breaking it to pieces, such that something new can take its place.
Therefore, Rage players are prone to harboring anger and resentment, discontentment with the status quo, and faith only in that what currently exists must somehow be dismantled. However, unlike Hope players, who can't help but be pathetically sincere, Rage players are incredibly self-conscious, and often try to mask and hide their embitterment and anger. This, ironically, leads to further ostracization, as others can tell they're being inauthentic. This only further compounds their sense of alienation, and drives them further into smoldering resentment. This makes Rage players sound volatile and dangerous, and they are - but the same fury that moves them is the fury that ignites revolts and tears down oppressive regimes, a necessary and vital well of energy and momentum. It takes careful handling to ensure that the team's Rage player can channel this energy towards righteous causes, rather than marking all as a target for their destructive ire.
In the worst-case scenario, the Rage player turns that rage out indiscriminately, deciding that there is nothing worth fighting for - only unpleasant things to be brought to ruin. This is Rage at its toxic overabundance. Conversely, a Rage player can retreat so harshly into their mask that they allow others to dictate their beliefs, taking them to heart - an action motivated by Rage's destruction (this time, turned inwards) that superficially resembles Hope's convictions and faith.
The true path for a Rage player is a healthy balance - to allow themselves some of Hope's sincerity, and by doing so, to become more sincere and true. This will let them release the pressure of their mounting ire, such that it can be converted into productive, rather than destructive, energy - the heralds of a revolution, razing away the faulty, corrupt old systems such that something better and new can take their place.
CLASS
As previously stated, Class governs a character's character arc - the character's starting circumstances, whether their conflict is primarily internal or external, and what major aspect of their Aspect becomes a hurdle for them to overcome.
In the same way an Aspect's sways tie into the character's base personality, the character's Class abilities tie into the kinds of struggles they face, and have great influence on how their Aspects manifest.
That being said, a character - and their Class - are always subject to their Aspect, as their Aspect is tied fundamentally into who they are. Thus, it can be said that a Light player will always have an affinity for knowledge and provide Seer-esque guidance even when not in a Seer role, a Doom player will always have prophetic abilities even with a non-prophetic class (note that Mituna, an Heir, still had prophetic visions, despite those generally being the realm of Mages and Seers), and a Life player will always have a penchant for healing, even paired with a destructive Class like Prince or Thief (the Condesce, after all, could still extend life; a Prince of Life would likely manifest not as one who causes plants to wither and die (this would actually suit a Prince of Doom), but one who destroys in the way of nature overtaking an abandoned shack, or a forest breaking down a body).
This means that when a character's Classpect inverts their Aspect, it doesn't mean that they suddenly become a hero of the opposing Aspect - rather, it means that, at their very worst - at the nadirs of their character arcs - they will lean so much into their Aspect's worst traits that it will superficially appear as the opposite, when all it really is is an absence of themselves. Dave, a Time player, usually so attentive to detail (despite his disaffected facade, he's always paying rapt attention to Karkat's rants, and noticing all the clues pointing to his destiny of defeating LE), at his lowest emotional point (arguing with Grimbark Jade after sobbing about his lost childhood whimsy), states that he doesn't think Lord English is that big a deal, and never even did anything directly bad to him or his friends - when he was literally directly haunted by LE via Cal his entire childhood. Similarly, Rose drinks herself stupid in order to cope with her mother's death.
Note how, superficially, this almost appears to be an invocation of Space's "big picture thinking," its passivity and permissibility, or how Rose's case appears to be Void's tendency to indulge in vices and pleasure - but they're not. Time's worst traits superficially resemble Space, Light's resemble Void, and vice versa - Grimbark Jade is the Condesce's taskmaster, and Porrim at her worst was as much of a nag as Kankri, trying to do a Time player's managerial job. Horuss and Equius at their worst won't shut up and won't stop talking over their partners. So on and so forth.
Finally, Calliope tells us a couple things about Active/Passive pairings. The first is that Calliope introduces the idea of paired classes with the idea that both Rogues and Thieves "steal" (and later, that both Princes and Bards "destroy"). This presents the idea that both classes can be roughly summed up with the idea that every pairing can be summed up with a common theme.
The second is her description of what makes a Class Active versus Passive - that Active Classes move their Aspect to benefit themselves, whereas Passive Classes allow their Aspect to be moved in order for others to benefit. In a way, they're like active and passive voice in grammar (to tie in with the way Classes and Aspects are so tied to ideas of narrative and character arc) - an Active Class performs their Aspect, and a Passive Class allows the Aspect to be performed "by others" (the famous piece of advice regarding telling the two apart being that a sentence written in passive voice can have "by zombies" tacked to the end of it - eg, John is attacked "by zombies", as compared to active voice - John attacks).
Thus, the Class pairings, along with their basic themes, are as follows:
KNIGHT - / MAID +
"One who controls."
Knights and Maids are paired together through two key factors: the first is that they both hold leadership or managerial roles; the second is that both classes carry the connotation of serving a Lord. Fittingly, they are both struggle with the control of malicious forces - Knights with prophecies indicating their role as heroes, Maids with direct usurpation by malicious forces.
PAGE - / HEIR +
"One who inherits."
Pages and Heirs are paired together because they both fundamentally deal with the great inheritances placed before them. Pages can come into incredible, limitless power - but they must struggle and work hard for it; Heirs begin the game in societal comfort and wealth, and must learn to defect from their decadence.
THIEF - / ROGUE +
"One who steals."
Thieves and Rogues are highly adaptable, as Thieves are capable of fantastic on-the-fly adaptation, whereas Rogues have an infinite toolbox at their disposal. They are both provocateurs, shakers of the status quo, though the Thief does so for personal gain, while the Rogue does so to right injustice.
MAGE - / SEER +
"One who guides."
Mages and Seers are tied together by the gift of prophecy and future sight. Seers are privy to the endless branching paths that the future may take, while Mages are gifted with the ability to outright determine a future that will certainly happen, appearing to be prophecy.
WITCH - / SYLPH +
"One who changes."
Witches and Sylphs are individuals blessed with great magic, but poor judgement. Sylphs heal and nurture, but are drawn to those with strong desires, and enable them to cause great harm; Witches, meanwhile, possess strong emotions, which they often use as moral guidance, for better or worse.
PRINCE - / BARD +
"One who destroys."
Princes and Bards are representatives of society - the one who determines its course, and the one who recounts its passing. Princes suffer from a toxic overabundance of Aspect, and are prone to spectacular meltdowns, whereas Bards are always poised for a crisis of faith. Both are responsible for catastrophic failures - but also breathless victories.
INDIVIDUAL CLASSES
KNIGHT
"One who controls [Aspect] or controls using [Aspect]."
Knights are frontline warriors, rallying points behind which the party falls into line. Although they are often leaders, just as often, they are logistical planners, strategists, or simply the team's beating heart. They are almost always thrust into positions of narrative significance, often carrying grand destinies or even outright heroic prophecies on their shoulders. The are the party's rallying force, its center, and a guiding light - the one to lead the charge, behind which the party will follow.
The primary character struggle a Knight will have is with crippling insecurity. Knights are prone to self-loathing and imposter syndrome, and will often adopt a façade in direct opposition to their aspect (ie, their fundamental personality) in order to cope with their feelings of inadequacy. Thus, their relationship with their aspect becomes love/hate - though they're naturally drawn to their aspect, and even naturally skilled at utilizing it, they have a tendency to become their own worst enemy, as their insecurities make them push their façades, and their façades distance them from their aspect.
"Controlling their Aspect" means that the Knight has easy access to their Aspect, wielding it like a tool or weapon - for good or for ill; "controlling using their Aspect" is what grants Knights their leadership abilities, able to dictate how others ought to act in accordance with the Knight's Aspect - whether their understanding of their Aspect is high or low, whether their advice is good or bad.
Therefore, at their worst, a Knight will fall prey to their insecurities, retreating into their facades, rejecting their Aspect, which will allow disharmony or misuse of it to proliferate throughout the team. They may even wind up deliberately twisting their Aspect's presence within the team so that they never have to be confronted by it; these distortions ripple outwards and eventually culminate in major catastrophes, all on account of the Knight's negligence.
But at their best, a Knight is a shining beacon and guiding light; when they come to terms with themselves, and allow themselves to be comfortable in their own skin - when they no longer allow themselves to be ruled by their insecurities and anxieties - they ensure that their aspect is harmonious wherever it appears throughout their party, and can wield it expertly as a weapon, as if it were their own flesh and blood.
MAID
"One who allows control through [Aspect] or allows [Aspect] to be controlled."
Unlike Knights, which take positions of frontline prominence, a Maid is a managerial presence in the backlines, though no less crucial for the smooth functioning of a party. Just as the invisible hands of the hired help keep a household running, the Maid will be called upon to provide vital services to keep the game stable, even if those services are more noticeable by their absence than their presence. Maids are often the party's unsung heroes or even shadow leaders, tugging at invisible strings, fingers on the pulse.
A Maid's primary character struggle will be that of escaping oppression. Maids tend to start the game in positions of subjugation or subservience, especially to malicious forces, and their abilities often end up being exploited to serve their masters' ends. Therefore, one may even have the impression that a Maid is ruled by their aspect, held prisoner and slave - at least until they're able turn the tables.
"Allowing their Aspect to be controlled" means that Maids are capable of directly dispensing their aspect unto others - a Maid of Time can dispense time unto foes, pausing them in their tracks; a Maid of Life can grant so much life that they can revive the dead. Their boons are great and direct, straightforward in a similar manner to Knights. "Allowing control through their Aspect" grants them their uncanny managerial abilities, as their aspect dictates the realm in which nothing occurs without the Maid's knowledge or permission, a realm made available to whomever the Maid's allegiance lies with.
Thus, at their worst, the Maid becomes a saboteur. Exploited by malign forces, their abilities to allow control over others through their aspect, or control of their aspect, makes them perfect vehicles by which their aspect can be hijacked or usurped, and made to turn against the party, and they often find themselves placed into these positions through no fault of their own. It takes the party banding together to shake off the forces that would keep a Maid in bondage.
However, at their best, Maids ensure that the party can never go too far off the rails. There is a place for everything, and everything will be in its place; a Maid is a supply line, a safe haven, and a promise that everything will be neat and tidy when the party returns from war. When the Maid belongs to themselves, their homestead becomes a fortress, and nothing occurs under the Maid's watchful eye without their express permission.
PAGE
"One who works to inherit [Aspect] or inherits [Aspect] for themselves."
Pages are a class defined by promise. As the name suggests, a Page begins weak, but has the great potential to develop into one of the most powerful players in the game. The exact nature of a Page's powers are vague, not because they are insignificant, but because they are so great that it's difficult to encompass them all. At the apex of their arcs, Pages are capable of miraculous feats, overpowering even Lords and Muses - if only they could reach that point and stay there.
A Page begins the game weakest of all, reflective of their long journey of growth. Where most classes only fall into deficit of their Aspect at their lowest emotional points, Pages begin their arcs in deficit - exhibiting character traits opposite to those their Aspect normally encompasses. Moreso than any other class, a Page must learn to grow into their Aspect. Weak-willed, naive, and easily hurt, Pages require careful nurturing if they're to come into their own.
"Working to inherit their Aspect" describes the endless journey of growth the Page must undertake - one with many missteps, backslides, and setbacks along the way. Still, they "inherit their aspect," meaning that their full potential, when realized, is overwhelmingly great - practically becoming their Aspect in humanoid form, capable of utilizing it to its glorious full potential.
However, their nature defeats them, and even if they can attain this state, the Page usually can't stay there for long. At their very worst, the Page's deficit of their Aspect's better qualities can turn the Page into a gravitic well of misfortune - an albatross about the party's neck, the centerpoint, if not inciting incident, of a massive disaster, as their team is sucked in by the Page's natural weakness.
But this is only true as it contrasts to a Page at their best - having grappled and won with the greatest of all weakness, a Page is poised to come into the greatest of all strength. Shown kindness, compassion, and support, a Page at full power reflects a party at their best. A Page at full strength is breathtaking to behold, an unstoppable force of nature, their Aspect made manifest.
HEIR
"One whom [Aspect] grants inheritance or inherits [Aspect] for others."
Heirs, in contrast to Pages, start the game strong. They usually belong to the upper echelons of their respective societies, a position of great wealth, leisure, and comfort, and are set to be inheritors of even greater wealth. Similarly, their Aspect comes to them as if of its own will - it is powerful, but difficult for the Heir to control, reflecting the wealth and status they've enjoyed as birthright.
An Heir's main challenge is that of examining their privilege, and learning where they wish to spread the gift they've been given. Because of their positions of sheltered comfort, Heirs are not particularly world-wise, and often harbor massive blind spots to the suffering of others and the ills of society. As such, they tend to be fairly aimless, given great power but no strong motivations, and have a tendency to simply indulge in their Aspect without contributing great help or hindrance to their team at all.
The Heir's Aspect is practically an independent entity. Being one whom "their Aspect grants them inheritance" refers to how the Heir starts powerful, able to summon their Aspect to perform great, miraculous acts. However, it is highly intuitive and difficult to control. The Heir's challenge lies not in attaining great power, but in attaining control over, and the ability to direct, their existing abilities. Once they do, they can "inherit their Aspect for others" - Heirs become a conduit through which their party can experience their Aspect, making it a usable pool of wealth for them all to draw from. However, because of their comfortable positions, many Heirs end up dallying, finding no pressing need to do so.
But this dallying hides a ticking clock. An Heir's inheritance will come to them, one way or another, and if they aren't ready to receive the great responsibilities that come with such great power, then the power will eventually consume them. An Heir with no clear direction will eventually become lost to their Aspect, entirely removing both from play. Like how wealthy inheritors simply become part of the status quo, so, too, does an Heir disappear into their Aspect, fixing it in place.
Thus, Heirs must learn where they have been blind, where they have been foolish, and what it means to be underprivileged. Then, once they turn their energies towards addressing those injustices - to taking responsibility for building a better future - when their wealth comes to them, they'll be able to distribute it where it's needed most. An Heir, fully-realized, brings their Aspect to heel, and makes it a resource available to their entire team, as if welcoming them all into the family.
THIEF
"One who steals [Aspect] or steals using [Aspect]."
Thieves are, as the name suggests, greedy - much of their arc revolves around a desire to amass wealth, though what's considered "wealth" varies based on the Thief and especially their Aspect. They tend to be callous people by nature, capable of ignoring or trampling over the feelings of others in order to take what they want, in the hopes of filling an emotional void the Thief may not even be fully aware of.
The Thief's playstyle is one of careful resource management. Reflecting a natural tendency to take "wealth" from others, Thieves are unable to use their Aspect without first "stealing" it - a subtractive act which leaves the victim bereft of the Aspect, weakening them in the process. Because of the finicky nature of these abilities, it takes great cunning to be a Thief, and the Class both demands and requires the player to be adaptable, flexible, and quick on their feet, able to effect complicated schemes and engineer the perfect situations for their powers to have the greatest effect. Thieves aren't necessarily strong, but they have a very high victory ratio, because they're experts at turning a situation to their own advantage.
"Stealing their Aspect" refers to the fundamental way in which the Thief class is played, this resource management game; "stealing using their Aspect" reflects how the Thief often becomes a malignant force within the party, viewing their own teammates as caches of wealth to plunder. Thieves are naturally prone to hurting others for their own purposes, craving drama and attention, and being of such callous dispositions that they're able to perform extreme acts of cruelty given the right motivations.
Thieves often become a target of ire within the party, disruptive forces whose quest for personal wealth and fulfillment comes at the cost of those around them. At their worst, they can bring so much heat down upon their own shoulders that the party feels the need to treat them like an enemy, which is disastrous for party harmony. Moreover, it's disastrous for the Thieves themselves, as Thieves seek wealth to compensate for some emotional emptiness, and making enemies of their friends only serves to deepen their ennui.
Thus, a Thief must be taught that true happiness and fulfillment doesn't come from the struggle for wealth, but from the building of something better with those they care about. A Thief, thus turned to heroic purposes, becomes the party's pinch hitter - an adaptable spy, an unpredictable maverick, an element of surprise - and above all, a reliable ally, capable of turning any tide in the party's favor.
ROGUE
"One who steals from [Aspect] or steals [Aspect] for others."
Rogues, on the other hand, call to mind such figures as Robin Hood, stealing from the rich to distribute to the poor. Rogues are at their best when they're agents of a well-planned heist, as they possess an unlimited toolbox - their own Aspect - to play with. Their Aspect is a treasure trove, just waiting for the Rogue to plunder it and share its riches - if only the Rogue can figure out how.
Rogues are forces of revolution. They naturally carry a rebellious spirit, one which bristles at injustice, takes a stand against authority, and questions the status quo. Their ideas are unfocused, however; they know they must rebel, but usually don't start with a clear idea of against who or what. They know that their society is injust, but they don't know how to address that injustice. They know there are villains, and may even know these villains' identity, but they don't know how best to defy them. In a similar way, they're often lost as to how to utilize their Aspect beyond its most basic applications, and usually require external assistance in order to bring out its full potential.
Rogues' true potential lies in "stealing from their Aspect" - an additive act, rather than a subtractive one, as a Thief's stealing is. Rogues are capable of removing their own Aspect's sway over another entity, allowing it to exhibit the characteristics of the opposite Aspect; a Rogue of Void can create things out of nothing, a Rogue of Heart can tease out behaviors and actions. They can also "steal their Aspect for others," allowing them access to their own Aspect's suite of abilities as well. This allows the Rogue incomparable flexibility, their abilities - like their dispositions - rebellious and subversive.
But their rebellious spirit, coupled with their lack of understanding as to who their real enemies are, is dangerous when left unchecked. Rogues often suffer from a failure to start, giving up on trying to understand the deeper implications of their abilities, and of the society they can't seem to find contentment in - but they can also suffer from a worse fate: rebellion without a cause. Rogues' free spirits can lead to them bucking the status quo in ways that actively harm others, performing acts of taboo or poor taste just because that rebellious energy needs to be put to use somewhere. These can have disastrous knock-on consequences, as some things are taboo for good reason.
Thus, Rogues need to be guided - to make connections with others, and come to a greater understanding of the world at large. Once they know their target, and what needs to be done, the Rogue makes sure there are no obstacles along the way - no safe is uncrackable, no prison inescapable, and no problem unsolvable, so long as the Rogue is there to work their magic.
MAGE
"One who guides [Aspect] or guides [Aspect] for themselves."
Mages are prophets, of the "always correct" variety - or so it seems. In actuality, Mages don't "predict" the future, they "choose" it - in a setting where the future is mutable, the Mage's ability is to speak into existence a future they desire, to tip the scales of causality and collapse possibilities into a single definite course. Their Aspect is the lens through which their "prophecy" occurs, a realm in which they command the fabric of reality itself.
As if to karmically balance this incredible power, Mages are afflicted by deep and terrible sadness. They start the game miserable, having been subjected to the greatest injustices their Aspect can offer, tormented by guilt, shame, and self-loathing. Their worldview has been shadowed with a lens of suffering and anguish, and so, too, is their view of the future. Mages usually begin the game having already set several prophecies into motion, and these early prophecies are usually obstacles that the party must overcome.
Mages "guide their Aspect" - this refers to the way their prophecies, that is, their chosen futures, always come true. Their visions may be limited to the sway of their Aspect, but it remains a powerful ability nonetheless. "Guiding their Aspect for themselves," then, outlines the Class's Active nature - the futures the Mage picks must be ones the Mage believes will come to pass.
Unfortunately, Mages have a tendency to pick ugly futures. This isn't out of malice or anger; this is because Mages start the game sad, and without intervention, grow sadder. They're prone to spirals of negativity, self-loathing, and depression, and as their outlook dims, so, too, do their forecasts. Mages suffer, but even suffering can grow familiar - can even appear comfortable or desirable, if the Mage suffers long enough. It's easy for them to grow so accustomed to misery that misery is the only outcome they can see - spelling doom for the rest of the party, one prediction at a time.
But a Mage whose party shows them kindness and forgiveness, compassion and empathy, can pull them out of their misery. How beautiful, then, the future appears! A Mage who believes in a brighter future is a force to be reckoned with. When a Mage can bring themselves to say, "and everyone lived happily ever after," you had better believe they did.
SEER
"One who who is guided by [Aspect] or guides [Aspect] for others."
Seers, meanwhile, are the true future-sighted, able to see the myriad paths the future could take. Like Mages, their Aspect serves as the lens by which their vision is colored; the Seer can sense, with fine accuracy, which paths are closest to the sway of their aspect, and which paths will take them further away. As if gifted with a guide to the game, their intuition is tied directly to the mechanics of SBURB, and they serve as the party's guides, a role indispensable in a game with so many moving parts.
Seers will struggle with blindness, first by hubris and ego, and then by self-harm. Seers begin the game quite full of themselves, proud of their prowess in their Aspect - usually arrogantly so. When this pride is inevitably shattered, Seers have a tendency to deal with their feelings of shame and guilt with willful, self-induced blindness - as if flipping a switch, they become ashamed of the pride they once placed in their Aspect, and seek to place as much distance between it and themselves as possible. There's comfort in ignorance, even if it renders the Seer useless.
Seers are "guided by their Aspect" - able to sense its presence, they gravitate toward it, and towards futures with it in abundance. And, in the same way, they "guide their Aspect for others," lighting the way for others down the path of greatest reward. Seers truly love their Aspect, no matter how much they may misplace their faith in it, and seeking it out is a great joy for them.
This is why a Seer at their worst is so tragic. By inducing intentional blindness within themselves, they are functionally deadening the strongest part of their soul. No matter the temporary relief this brings to the sharp, jagged pain of shame, it invariably deepens the Seer's suffering, as they deny themselves not only their own joy, but their ability to help others - another act which inherently delights them.
Thus, a Seer needs to be made to deal with their shattered ego head-on, to accept their own shortcomings, to become at ease with the idea that they don't have all the answers. Once their vision becomes clear, and their view becomes honest, the party nevermore has to fear becoming lost or straying from the path - the Seer will see to that.
WITCH
"One who changes [Aspect] or changes [Aspect] in others."
Witches are the winds of change, tweaking reality all around them until it suits their desires. A Witch is presence that commands both fear and respect, and their Aspect bows down before them, reduced to a mere minion in the Witch's presence, ready to attend to all their needs. In a way, the Witch's powers are straightforward - they can manipulate their Aspect as they desire, changing its qualities as they see fit. "How they see fit," then, is where the issue lies.
Witches are usually of "outsider" status, never truly being part of the society from which the rest of the party descends. Free from the same rules and common sense that govern the others on their team, Witches instead operate on a value system heavily reliant on their own emotions. What a Witch deems to be correct, to be true, or to be righteous, are often based not in any objective measure, but in subjective, emotional bias - and they're emotional creatures, indeed. Prone to fits of great anger, Witches can be benevolent one second and malicious the next, and their abilities let them imprint, to a greater degree than any other Class, their desires onto the world that comes after them.
Witches "change their Aspect," as in, the crux of their abilities lies in manipulating the qualities of their Aspect in their surroundings - extending, shortening, magnifying, shrinking, growing, removing… so on and so forth. It's a fearsome power. They also "change their Aspect for themselves" - their Aspect is hapless but to obey their desires; Witches change the world to suit themselves, and their feelings of how things "should" be often become how things "are" in short order.
Thus, a Witch who has been swayed toward evil entities and nefarious ends is a truly dangerous opponent - and it is unfortunately easy for this to happen. Witches' social isolation means they tend to trust their emotions, and a force that flatters these emotions can easily win a Witch's trust. By the same token, those that fail to flatter the Witch are often considered enemies, even if they're benevolent forces. A Witch's morality can thus become warped and topsy-turvy, which has grave consequences for the world that the Witch then shapes.
Therefore, a Witch's struggle lies in learning to see beyond their own emotions, to take in the opinions and assistance of others even when it seems superficially unpleasant, to move beyond the childlike rejection of that which is uncomfortable. Once able to see a more nuanced form of right and wrong, once able to tell evil from good, Witches can build even utopia.
SYLPH
"One who allows [Aspect] to change others or changes [Aspect] for others."
Sylphs are nurturers and healers; they bring to mind fey folk whose very footsteps cause plants to grow. Wherever they go, whatever they touch, all becomes suffused with the Sylph's Aspect, which flourishes under their careful cultivation. Sylphs adore their Aspect, and their Aspect adores them; Sylphs generally feel at peace with themselves, surrounding themselves with what they like.
A Sylph's main challenge - or rather, the main challenge that Sylphs wind up posing the rest of the party - is that Sylphs are enablers. They're attracted to those with strong wills and extreme dispositions, amused by the havoc they wreak and pleased by their attention. Sylphs love to pick out favorites and lavish them with care and attention, excusing any wrongdoing on their behalf and shielding them from consequences. At the same time, those who don't strike the Sylph's capricious fancy find themselves discarded in the Sylph's mind, shut out from the boons the Sylph can provide.
A Sylph is "one who allows their Aspect to change others" - this almost always manifests as healing, as it's an additive ability (that is to say, the Sylph can grant more of their Aspect to someone). "Changing their Aspect for others," on the other hand, explains this enabling nature of theirs - the Sylph will intervene to make the world into a playground for their favored individuals, even to the point of turning other, less "interesting" teammates into playthings for the Sylph's beloved.
Thus, while the Sylph themself isn't particularly prone to wild mood swings and acts of malice, their influence can still cause disaster by allowing unscrupulous individuals to flourish - even encouraging their worst tendencies. A Sylph's touch is subtle, but that subtlety only lends it an insidious quality, as the Sylph quietly works against the good of the many for the cruel, selfish pleasures of the few. At their very worst, the Sylph can deem themselves their only favorite, and render everyone else a minor character in their one-man show.
Thus, Sylphs must be challenged. They must be made to reckon with the fact that favorable treatment is not necessarily kindness, and that bias can easily become harm. When a Sylph is able to grasp the difference between bias and doing good, and tune their approach toward that greater good, uncolored by bias and personal preference, then there is no place safer, kinder, and more conducive to growth than the Sylph's embrace.
PRINCE
"One who destroys [Aspect] or destroys using [Aspect]."
Princes are the most anxious, psychologically anguished members of a party. They suffer from a toxic overabundance of their Aspect - its traits are taken to an extreme, and not only the Prince, but those around them, are made to suffer for it. Princes are naturally set on a path of self-destruction, the culmination of their uncontrolled accumulation of their Aspect, and their meltdowns are spectacular, taking their Aspect - and whoever is unlucky enough to be in the same room - with them.
A Prince's challenge, therefore, is as simple to understand as it is difficult to overcome. The Prince needs to learn how to calm down, relax, and find inner peace. Princes are terribly prone to circular thinking and downward spirals. Their natural inclination is to feel anxious and responsible, like they carry the weight of the world, and this causes them to act out in extreme and aggressive ways. Eventually, others pull away, put off by the Prince's intensity. This only deepens the Prince's malaise, and Princes are - pushed by this hovering sense of urgency and catastrophe - willing to employ drastic, desperate measures to enforce compliance with their wills. They wake on their moons early, reflective of their driven natures. They're determined to a frightful degree, and no sacrifice is too great, no work too dirty, if it means achieving what they see as the greater good.
Princes "destroy their Aspect" in this way - by presenting their Aspect at its worst, they make others take distance, ruining it for everyone else. Their hard wills, intense emotions, and unshakeable drive to do what (they feel) needs to be done - at any cost - is their source of power. Thus, Princes "destroy using their Aspect" - their toxic overabundance of Aspect lets them channel it into a pure, annihilatory force; what they lack in the delicate utility of the other classes, they make up for in raw, ruinous power. Princes can easily deal the greatest damage in a combat scenario, their ability to destroy overriding nearly everything that would stand against it.
Thus is the problem with Princes. They're ticking time-bombs of anxiety and frustration; when they finally go off, they carve a path of destruction, before ultimately self-destructing, leaving no trace of their Aspect behind. Not only that, but it's very difficult to defuse the bomb early; Princes have finicky, aggressive, and complicated personalities, and tend to react poorly to straightforward attempts to calm them down and reason with them. They often appear to be their own worst enemies, marching inexorably toward their own destruction.
But Princes not only can be saved, but must be saved. They must be saved because kindness and compassion must exist for their own sake, and a Prince rescued from their own worst tendencies is living proof of the truth of that sentiment. A Prince, given the peace they need to reorient their priorities, will not rest until they see a brighter future realized. They will be the first to rise, and the last man standing, banishing - as if by royal decree - all obstacles, all enemies, all misfortune, and all ills.
BARD
"One who invites destruction through [Aspect] or allows [Aspect] to be destroyed."
Bards are the wild cards of a party, responsible for both improbable victories and catastrophic defeats - sometimes both in a single session. The methods by which a Bard works are a mystery to even the Bard themselves, which make it easy for the party to dismiss their powers - and, by extension, the Bard themselves. After all, who would expect there to be consequences for something so ridiculous as a Bard?
Bards are usually targets of abject ridicule by their teams. They can't help it - they're religious types, or at least types that hold great, lofty, ridiculous beliefs near and dear to their hearts. A Bard's primary struggle invariably winds up being a crisis of faith. Bards begin the game with a positive, "correct" faith in their Aspect; however, something will inevitably occur that shakes the Bard's faith in this viewpoint to its core. In this state, Bards are incredibly fragile, and it's very easy for them to succumb to whispers of cruelty and destruction, for their beliefs to warp, and for the Bard to come to serve the worst aspects of the society they represent.
A Bard "invites destruction through their Aspect" - their powers are subtle, but have catastrophic effects. Bards are instinctively drawn towards causing the first flap of a butterfly's wing, which cascades into a grand, impossible karmic backlash. They "allow their Aspect to be destroyed" by being the conduits for the forces of their faith - whatever faith they hold - to wreak unimaginable consequences across the game.
Thus, a Bard must not be allowed to fall into darkness. The cost is too great. They must be treated with kindness, patience, and sincerity, and given a chance to re-establish their faith in a better, brighter future. If this can be done, then at the party's direst moment - in their darkest hour - they will find that kindness paid back a thousandfold, as an innocuous act by the Bard that no one remembers balloons into a miracle.
#homestuck#homestuck analysis#classpect#classpecting#classpects#homestuck classpect#this essay is 10k words long#you may be wondering why i didn't split it up into smaller essays and the answer is pretty simple#so many of these ideas are interconnected and interrelated that it's not actually useful to hear about JUST Hope or JUST Maids or JUST Heir#like even aside from the equal-and-opposite splits#(which is how some of the less thoroughly explored classes and aspects need to be understood)#there's things like how pages actually start in deficit of their aspect personality-wise#jake has few convictions and is wishy-washy - tavros lacks freedom and independence - horuss lacks simplicity and emptiness#this isn't something you would “get” if you didnt know about the way aspect is tied to personality#it's fascinating because if you compare characters that share the same class similar things keep jumping out#but yeah again i have textual evidence to support every claim so please feel free to ask#i just couldn't justify doubling or even tripling the length of the essay to include things like#'ever notice how karkat - the BONDS and FRIENDSHIP knight - has a big Leader Who Dont Need No Friendship persona#and how dave - the Details and Minutiae knight - has a disaffected coolkid who doesn't give a shit about anything persona#and how latula - the Justice and Cunning knight - has a loud dumb obnoxious gamegrl nice-to-everyone persona#which she even admits is a persona she uses to hide how smart she is out of the apparent anxiety that people won't like her otherwise#i know people will object to the heir thing because 'mituna was oppressed on beforus' but let me clarify here#heirs are set to inherit comfortable lifestyles and wealth *by the standards of their society*#john is literally the heir of crockercorp and equius is blueblood nobility#but if you really think about it those aren't necessarily happy outcomes either#john would've had to become a stuffy businessman like Dad (and an evil capitalist lol)#and equius is also Still Oppressed and would've had to become a murderer cop#but it's still a position of wealth and comfort *for their society* - mituna would've been culled (like sollux)#but that would've meant being pampered and provided for#which is a great deal by the standards of his society regardless of how good or bad (bad) it actually is in practice
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im adding my tags here so i can respond to prev's
mine:
#id always assumed it was yknow just a mix of things #and like nuance disclaimers thats still true yada yada thats not the point rn #but im thinking now that its more about. the weight #you have to be perfect. you have to be the ideal. you have to carry yourself perfectly and embody every principle youre trying to teach #you are responsible for other peoples ability to be happy‚ not just in how your action effect them here and now but #in what ripple effects any and everything you say could have #you are the authority figure‚ other people will listen to what you say‚ you can change the course of their entire lives #of course that would weigh on a person. how couldnt it #and how could you ever turn it off #how could you ever let yourself just be a person‚ messy and imperfect‚ when you know so intimately the ramifications of things like that? #and yet how couldnt you when you know that no one can be 'on' like that all the time? #do therapists actually go to therapy? or do they go to a support group in everything but name? surely the person #theyre talking too feels the same pressure‚ if not moreso #a part of me wonders how much it can really help‚ then‚ preaching to the choir. but a bigger part of me knows better #knows that the only difference between the choir and the rest of the congregation is the willingness to sing in front of others #either way‚ your audience already knows and agrees. its just a question of which direction youre facing
and prevs:
#I think this pressure exists in many careers #The truth is that we are each a node in a network #And have tremendous power to influence other nodes #So in for example #Tech support #People come to you when they need help and trust your word as the expert #They change their plans #Reorganize their day #Alter processes #Based on your recommendation #And sloppy work can have ripple effects through out a whole company #Destroy a website #Lose data #All kinds of things that are so important and so fragile #And other people trusting you to be kind and do what's right and have their best interests at heart #How important to be loving as a banker #As a chef #As a teacher
i wanted to respond to these because while i feel like this is kinda getting what i was going for, it's missing the big main point. because like, yes, we should be kind bc we never know who it could effect. but like. an IT expert is an expert in IT, and thats all you expect from them. and yes, things can ripple effect, all actions have consequences, but itll still probably stay within that sphere. a banker is an expert in banking, a chef is an expert in cooking, a teacher is an expert in teaching but each of those are for a specific subject. whereas a therapists job is to teach people, like. the "right" way to exist. How To Be Happy. if a banker is an expert in banking, a therapist is supposed to be an expert in... existing correctly. if your IT technician gives you bad information, you might break the thing youre trying to fix. but if the thing youre trying to fix is your Entire Life, that is. an entirely different set of expectations.
a broken appliance can be replaced. a dead patient cannot. and even without those stakes, you can still fundamentally alter the way a person views the world around them because They Will Trust That You Know The Best Way To View The World Because You Are A Therapist And That Is Your Job. your banker can have an influence on your worldview, of course, but you dont go to them for the purpose of changing your life, you don't go into it EXPECTING them to fix you. and if they give you bad life advice, oh well, theyre a banker, its not their job to be right about those things.
your job as a banker is to bank. your job as a therapist is to teach people how to live their lives altogether. those specific expectations are what i was talking about here, not just the general potential to influence the lives of those around you. those specific expectations, and the knowledge that if you tried to discuss it with anyone outside of your group, the reaction would be... well, would be this. would be "oh yeah, we all go through that actually." and knowing that its not intended to be dismissive, knowing its intended as an attempt at connection over shared hardships, and THAT knowledge making it hurt all the more because those layers of knowing are exactly what makes it hurt in the first place. what makes it so heavy.
you expect a banker to be good at banking. if they do other things inefficiently or react poorly to something, you understand, because thats not their job. but a therapists job is life itself. thats what i meant by "how could you ever turn it off," is that if the people around you know that your job is teaching people how to handle life's problems well, then you. can never handle anything less than perfect ever again, because how could you expect yourself to be an authority figure when you cant even live up to your own standards? how can you not live in fear of "arent you supposed to know better? this is like, your whole job isnt it?" at the slightest misstep? how can you allow yourself to let go and lower your standards, be off the clock, when the whole point of your job is teaching people to be more aware of the world around them and their influence on it? how can you let yourself exist and make mistakes when every single day you so closely work with and witness the aftermath of things like that? how could you not be constantly on edge trying to micromanage the ripples you do send out?
im not saying other positions cant have wide influence. what i am saying, though, is that when a position has such intense influence built into its core purpose, that is going to have a very specific effect on a person that a less personal/powerful influence would not.
an IT guy can fix your computer. a computer has instructions and build specifications and standardization and backups and a specific way it is meant to run. people don't. and that looks, to me, like a different weight entirely. losing data, losing a day of processing, losing a whole company, these are all heavy things, but they are tangible things, replacable things, THINGS. the weight of a person's psyche, though, their whole entire self, right there in the palm of your hand? the way they view the world around them, the way they view themselves? what could be heavier than that?
its occuring to me what specifically it is that therapists go to therapy for
#origibberish#/long post#the only difference between the choir and the congregation is the willingness to stand up and sing. and‚ of course‚#the expectation to do it well.#of course you'd preach to the choir then. of course you would. for who else can actively feel the heat of the stage lights#the congregation can see them‚ sure. maybe feel the excess heatwaves hovering around you and assume thats as hot as it gets#and youd wonder if the audience even knows you can barely see their faces while they can see every inch of you.#you see a blip of their life and have to just. pray that you saw enough. that your advice will be good. that there isnt something youre#missing that takes your words and turns them into weapons#there is feeling responsible for your impact on others#and then there is your impact on others being entirely that you are responsible for them#idk#i hope none of this comes across as like. that your addition was bad or anything‚ i do think its very valuable to look for connection#over these things#but. i dont think these things are really as comparable as you think#bc seeing this in my notifs i just got hit with a wave of like... ah‚ thats why they dont talk about this.#'i know what youre going through' is a tricky one to use because when it works well it works really well but. when it doesnt. well#yknow#hence going to therapy about it. because its the once place they know for a fact their audience will indeed know exactly what#theyre going through#and hence also the thing about it being more support group than therapy#because what else could it be at that point but commiseration
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hmmm. thinking about how veilguard seems to subscribe more to the more traditional "video game as personal power fulfillment fantasy of heroism" than any other dragon age game, except perhaps origins, though origins does it more artfully.
#da2 certainly is not a power fulfillment fantasy#and inquisition seems like it could be on the surface#but under that surface is the horror of how power corrupts#and rots you from the inside and steals everything from you even yourself#maybe thats not true for a trevelyan#but inquisition at least has the opportunity to be played as either#depending on how the world treats your character as someone they are comfortable with having power#or not#which is a commentary in itself#origins idk#it has never stuck with me the way the other 2 games did so someone else will have to do that analysis#but veilguard is sooooooo hero fantasy fulfillment in comparison#you win in the end#nothing bad ever really happens to you at all#you tell everyone what to do and they listen and love you for it#no one blames you for anything ever#you are always right#you save the day!#compare that to leandra telling hawke their baby brother/sisters gruesome death is their fault#like JHERGJKHERGKJHREG#anyway its not necessarily a bad thing#but its a very... traditional#video game narrative path#that i dont think most of us were expecting or interested in#from a franchise who has deconstructed such things in the past#veilguard critical#mine
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Still always looking for ways to use this cardigan in things because I really like all the silly little pictures on it, but it doesn't match with much since it's such a bright pinky kind of color. but is similar to these very fluffy shoes lol
#mori kei#ish... i guess lol#jfashion#ootd#The ancient sparkle tights making a reappearance. I think Ive had them for like 12 years lol#Many of the stones have fallen off and been glued back on#self#oh if only I weren't the most hot natured person on the planet.. so I could actually wear such heavy coat things outside#I mean in daily life I am indeed layered head to toe even in the summer but like.. light layers.#I could NEVER wear a thick sweater or knit cardigan or etc. in daily activities. even in the middle of winter#It can be like 25F outside I will still start sweating if I have too heavy of a coat on.#I don't like being touched without clear notification and permission (no spontanous hugs or etc) since#I just dont like the sudden sensory jarringness of unexpectdly having someone in my personal space and etc#so I really don't make contact with others often at all even people I live with or etc#But occasionally with a close friend or family member our hands might touch for some reason (handing them something. comparing#hand size or color. etc.) and people are ALWAYS like 'wow oh my god why are you so hot?' or like 'oh your hand is so freakishly warm'#lol.. It is I.. the wizard with blood of fire... sadly cursed to never wear cool little cardigans and knit things..#also this is the primary root of my hatred for summer. Putting me in any environmnet over like 65F degrees is like... impossible for me#to stay cool.. .. wintertime my beloved... global warming my BELOATHED
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inspired by this post and others that have pointed similiar things out: the thing about sang-woo hunting the narrative in squid game season 2 is that he does it in two different ways
like first of all: gi-hun takes on the role of sang-woo. he does things that sang-woo did. he brings up the voting, informs about the red light/green light situation, but he also just acts more like him. gi-hun is more subdued than ever, and plays his cards closer to his chest. when his cheery friend from the outside world runs up to him he is not like himself. the friend notices but sticks to his side anyways. towards the end of the season, he gets into the "we need to make sacrifices" mindset. they need to win the game no matter the cost, the idea of winning is just different.
but also: in-ho takes on the role of young-il, who is not only similiar to sang-woo, but he's also sort of who gi-hun wished sang-woo was. intentionally or not. like they're similiar: collected, steady and focused. sort of the same hair and physicality. but young-il is also easier than sang-woo. he opens up about his situation unprompted. he'll apologize for stepping out of line. he states clearly how much he trusts gi-hun. he is the one who initiates teaming up. he asks for gi-huns opinions and plans. when young-il suggests something he checks if it's alright with gi-hun. he risks his life for others, especially the ones considered weak. young-il shares a lot of traits with sang-woo, but ultimately is not burdened or guarded in the same way. so young-il is both a stranger and something familiar to gi-hun. but also young-il is not real. not in the perfect way in-ho tries to present him. beneath it all there is that flawed and cold complicated person. gi-hun hasn't discovered that person yet, like he once discovered that side of sang-woo.
but sang-woo is still dead. he's haunting it in two different ways but also kind of a third one, which is arguably a combination of the two: he's simply a dead man and gi-hun wishes he lived. gi-hun has nightmares about his decapitated head. he looks after sang-woos mother. his money might as well be covered in sang-woo's blood. gi-hun looked up to him and admired him (feeling like he never could be as good as him, but maybe hoped). sang-woo failed and betrayed him, but was still redeemable (there was a good well-meaning person underneath but it was ripped away from him by circumstance). sang-woo was real but now he haunts the narrative and haunts gi-hun and haunts us all. but he's still dead.
#squid game#squid game spoilers#squid game season 2#cho sang-woo#sangihun#squid game blogging#IM SO NORMAL ABOUT SQUID GAME DONT WORRY YOU GUYS!!!!#im putting it in the sangihun tag alright it feels relevant#here's the things: people have been pointed out how sangwoo haunts the narrative.#but comparing sangwoo and inho/youngil it CLICKED#like idk if it's intentional BUT THIS IS IT TO ME#he tries to be sang-woo without the flaws#like important: this isnt a 'sangwoo is bad and inho is good' post#young-il is perfect to gi-hun but!! young-il as gi-hun knows him doesnt exist!!#i think parts of young-il ARE like in-ho but he iS STILL THE FRONT MAN#sang-woo was a rly messy person and like!! he tried to do a bunch of those good things young-il did!! but in the end he couldnt do that#or chose not to#but gi-hun still found him redeemable and important to him and he mourned him#and bc of that he stays in the narrative.#MAN IM SORRY#i will simply just have feelings about cho sang-woo after all these years#he feels so wildly mischaracterized and i feel like i understand him so 100%#and that in the end the emotional arc really landed to me.#so to see it actually (intentional or not) be so relevant to the storyline still??#HEY SQUID GAME SEASON 2 IS REALLY GOOD BTW??? HAVE I SAID THIS
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I hate the stretch lines in the front of Curly's uniform because that means the devs rushed to make a model in like a month or so and thought "They gotta at least know he has huge knockers, gotta know he's got back pain." Cause like what is the thematic importance of his tits having overhang?
What responsibility is that representing? Breast reduction? It shows an inherent greed in his character due to the excess and heshouldletmeholdone and that he clearly is blinded cause if he tries to look down his damn ladder all he's seeing is his own cleavage.
#this is my curly slander post ig#disclaimer i need you to understand i see all fictional men i like as like butches Curly is no exception#but like they didnt need to add that many polygons to his chest like its unnessary and honestly a little mean he already has so many things#to handle and you expect him to hold those boys up like that just aint right this is like something so stupid but i know you can tell im#having strong feelings about it cause like what was the point why did they survive the fucking crash it has to be a injoke at this point#with the devs it shouldnt make me this mad im turning into a misandrist but only towards large chested men#mouthwashing#curly mouthwashing#shitpost#suggestive#ig because this is just about his chest but like also they made him objectively pretty for no reason like yeah like ideal man and work ig#but they went over the extra mile like i have a right to be mad they did that much for a model we see canonically for like two seconds its#crazy actually how little we see of curly pre crash because we also lose his physical movements to help characterize him the way we see#body language with the other characters and how it gives way to their struggles and personalities and sentiments in certain moments#like all he does and how he emotes is stifled by the fact we always play as him until the last moments where he takes over to try and save#the ship and crew and even right before that the scene is so wrought with tension we cant tell what that look he gave Jimmy meant due to#the limitations of the models and how stiff Curly is like was it fear acceptance denial we dont know enought about how he acts himself#to tell and then everything else is charaterized by what Jimmy had done to where we dont really just get to see Curly as himself like Anya#and Swansea and Daisuke we have no idea how theyd act in a regular moment outside of a few glimpses and even then it is them doing#their jobs like grrrr we hate an unreliable narrator but also its the fact jimmy clearly does not interact with them or try to outside of#his position as copilot and then captain harkening back to the entire capitlist view of utility and how he views all of them as useless eve#Curly which fandom tangent the fandom also tends to do to Curly as they base every trait on what they think he failed to do as Captain#between Jimmy and Anya when the QnAs kinda make him out to be a rather open and willing person but still someone who isnt like a push over#just thinking of QnA three where it mentions hes very open to trying new things and you need to be an open minded person to open urself up#to failure like that and ig this is just the weird view that Curly needs to learn that or that theres redemption he needs personality wise#verses healing and learning from trauma like idk its the idea that people assume he did abosultely nothing when the games points out direct#and throught parallels he was taking actions its just wasnt enough and an over focus on absolute inaction vs ineffective methods used to#tackle the issues and themes the game grapples with plus wanting someone to take the blame and have to make it up to Anya even tho#i think it would mean nothing from Curly because she saw his efforts and would be disappointed it wasnt enough but the idea she would#disregard the attempts or not acknoweldge Jimmy as the epicenter compared ot Curly is weird and too focused on someone
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i'll bring these out to the public actually
#clemspaint#clemart#ttcc#toontown corporate clash#lil oldman#mac opsys#maintagged dont care we die like men#i think itd be really funny if they somehow knew each other#or you could even say be related somehow. both are funny situations to me. doesnt matter how.#since lil oldman is related to YOTT / the elders and I imagine there isnt a lot of technology andthen mac is yknow. entirely related to tec#also they both have some sort of connections to sellbots. lil oldman with minglers and mac with brian#also both cool-colored rabbits. Macs purple and Lil Oldman is technically a slate blue but my mind always reads it as a blue purple#i like to play around with the idea but i never actually do anything with it because i feel like thatd be crazy but my friend liked the ide#so i figure other people will as well. my visions.#these are kind of cornplating correlations that i feel can be easily explained away and hold no correlations to each other but#its the coincidences that are fun#if youre crazy and try hard enough you can compare almost any character#if theres one thing ive learned through the years its that
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lately, i've seen more people in the online autistic community acknowledging the struggles of people with higher support needs, which is of course an important development. but for some, that seems to come with the implicit assumption that low needs autistics "have it easy" or experience no stigma at all, which is just wrong??? people with low support needs are still disabled by their autism and still face discrimination because of it. sure, they are impaired to a lesser degree than those with higher support needs, but that doesn't mean you can just erase their struggles, y'know?
#sometimes i see posts that are like 'its unfair to say that autistic people have it easy and arent really disabled...' and go yes! exactly!#but then they'll continue like '...because not all autistic people have low support needs'#and i'm like. okay nevermind you dont understand this at all#i have comparatively mild autism (was diagnosed with aspergers back when that was still a thing)#and my autism has still significantly impacted and impaired my life#i think its important to acknowledge the huge range of experiences in the autistic community#and that many others have struggled much more than me#but that doesnt mean its all easy breezy for me and other lsn autistics yknow?#(i guess i would technically be considered medium support needs or something but that's because of my chronic illness not my autism)#i wish people would just. like. listen to other peoples experiences before just assuming that they know everything about their lives#ofc a huge part of this is also some lsn autistics distancing themselves from hsn people and pretending that they're not actually disabled#but not every lsn autistic is like that. and even the ones that are are usually (consciously or unconsciously) downplaying their symptoms#autism#actually autistic#actuallyautistic#this isn't really about the post i just reblogged btw it just reminded me of it#because some of the notes on it went in that direction
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a smile would be nice
#my art lol#persona 3#makoto yuki#minato arisato#p3 protagonist#kotone shiomi#persona 3 femc#hamuko arisato#aigis#aigis persona 3#p3 aigis#ryoji mochizuki#insert that audio like OH GODDDDDD IM SCAREDDDD!!!!!!!!! bc yes THATS HOW I FEEL RN AUGHHGHGHhhh. interpret that as you will#i s2g everytime i actually take the time to try and do a nice bg IT GETS COVERED UP BY THE CHARAS. EVERY FUCKING TIME#also bruh not THIS about to be the thing that forces me to actually properly draw ears. like i can technically but i dont like doing it#cus they look weird. but some of these character designs look really weird/wrong imo if i try removing/hiding the ears so GRAHH#its like how sonic forced me to reexamine anatomy in my feeble attempts to draw sonic styled charas. aughhh#granted i still think i suck ass at drawing sonic charas and my regular humanoid anatomy thangs aint that good either#but its considerablyyyy better i'd say comparing to my art from like 5-7 years ago for example. so thats a good thing ig?#anyways back on topic. upscaled this bc i accidentally made it tiny and honestly i still dont know if this looks that good#feel like smthns missing or the lighting looks weird but i think im just gonna stop looking at it otherwise ill go insane
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On the string propaganda
Heeellll yeah
Bestie is an entire PLACE
I look at those guys and let me tell you the soul of that thing ain't just in the puppet, it's in all the neurons carrying the thoughts and emotions, it's in the power rails that serve as the heart. All the memories in the memory conflux and all the numbers we see flicker across displays, the flux condensers, the puppet; a little avatar.
No way these massive machines see life the same way we do. They have their own experiences and senses and things they hold dear. A world we can't imagine, a way of living we couldn't even comprehend.
I could never tear an iterator apart to be just a puppet. Who am I to decide how's life supposed to be enjoyed or perceived?
You treat your creechurs however you want- I ain't gonna dictate that. But damn, hearing the thrums and buzzes of the linear systems rail? They are alive with so much power, these mechanical beasts are exactly what they should be.
#sorry im just a really passionate on the string believer#you cant tell me that these massive structures kilometers wide capable of things we cant even image would look at something thats#thats comparable to a speck of dust and be like#yes i would like to rid myself of practically my entire body to be that tiny#this aint no “if i were a supercomputer i'd be sad i couldnt see the sky like i do now”#thats only because you have something to compare it to#if i were to suddenly loose everything to be just some microscopic creature i'd be miserable but only because i know what im loosing#id be loosing the ability to think like i do now id be loosing the ability to enjoy the things i do now#i dont know what life is like as a microscopic creature but i wouldnt be willing to give up my life as i know it now#and i think with iterators are the same#just how different is their life from ours and what things can they see that we are missing out on?#give up everything comfortable and known and for what??#to feel the sun? they absolutely have various temperature sensors#see the sky? those overseers were made to see things those visuals are in 4k#other animal comforts?? what about computer comforts??#what makes a lil creature happy may not necessary make a massive supercomputer happy#sorry big rant in the tags um just wanna say this is no hate to anyone who wants their creatures off the string#these are fictional beings and you do whatever makes you happy take them off the string set them loose yess enjoy little robots running#around be happy i love reading ya alls off the string shenanigans#rain world#iterator#drawins#oc veil of dreams#rw talk#rain world oc#iterator oc
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I'd hate to sound pretentious or smth but I was watching a vid talking about media literacy when it comes to booktok and this idea with those girlies that thinking/engaging with something critically isn't fun and the only way to have fun is to turn off your brain... I don't think VG suffers from this as much as a lot of booktok shite but in comparison to the other games it rly does feel like you're not meant to be paying attention or thinking about your actions (cough not like you get to chose any of your actions COUGH), or the implications of anything? and I'm not trying to say VG fans are stupid or smth cause I think many Want something to think about, but I feel like I've seen a lot of people have to reach very far or just straight up make shit up to engage with the game? (Other games aren't perfect but I was immersed with the games enough to stop and think about how my choice will affect xyz, that didn't happen in VG) There's nothing to chew on in VG basically 😭
it's only pretentious if you don't mean it! but yeah i think there are a lot of parallels to be drawn here - i don't know how to say this without sounding like an annoying gamer bro, but now that gaming is more accessible, it feels like aaa companies do their best to cater to the widest possible demographic. market research probably shows that the majority of people don't want to be challenged or experience negative emotions, ask someone who plays games very casually whether they'd want to experience horrible consequences for picking evil actions in a game they'd probably say "um?? no? why would i want that?" but ask someone who plays a lot of rpgs and they'll probably at least understand the importance of those choices, even if they don't pick them personally. i don't think gaming is an old enough industry to have fully pinned down market research in the same way tv has - when you look at viewing figures, the most watched shows are soap operas and family sitcoms. that doesn't mean prestige tv doesn't have its place, it just means that the majority of people don't watch tv to experience the feelings shows like interview with the vampire want you to feel lol
dav doesn't actually ask any questions of the player. you're told what's wrong and what's right and not really asked to make any moral judgements. the bad guys that you kill are barely human so you don't feel bad about cutting them down (the antaam are dehumanised while the venatori are cartoon characters), the companion quests all end nicely no matter what choice you pick, the big act 1 choice is the closest you get to a negative consequence and it still feels very safe because you don't ever feel like you've done something wrong.
and yeah, it does feel like people writing analysis of vg are TRYING to chew on it, but so much of the enjoyment seems to be about coming up with your own fanon to play in a sandbox. which is fine. that's how i enjoy dai tbf. but it's sad to see after dao and da2, especially knowing how many other games there are that let you do this. SKYRIM is more complex than dav, and that's the game i always mention when talking about power fantasy sandboxes
the booktok stuff is kind of nuanced ofc, turn-your-brain-off rubbish has been available since the beginning of time and i feel like the real reason it's becoming more popular is self-publishing and people being more open about reading it on social media. i've written shitty 19th century porn and it was no better than whatever the mafia boss 50 shades ripoff writers are doing now. buuut also i think the way it spills out into other genres, and this increasing idea that fantasy/sci-fi should be about "escapism", is really fucking over people trying to get published while writing something complicated.
#ask#anonymous#imo it also doesnt help that bioware games are kind of 'fandom-y' and there seem to be a lot of people who dont play games normally but#are fans of da / me#the booktok thing is like... i also find these people really annoying but also if you want to a beach 20 years ago#and looked at what everyone was reading then compared it to today id bet the overall quality would be the same#like shitty crime thrillers that are churned out every few months. mills & boon. horrible scifi. definitely all things that have been#around for ages#usually i dont defend booktok because im a hater before anything else but in a way i think dav is worse than that#because it's entirellly corporate#ugh i wrote my dissertation on negative emotion and gender this summer. some of it really applies to dav but idk what will#happen to my brain if i reread it to recycle arguments and write a dav essay
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this nemesis ambition started out a little slow but I am getting closer to finding that bastard who killed my wife, and I’ll not rest a minute now that im far closer to on his trail
sorry got in character for a second
Anyways fun ambition so far very fucked up though
congratulations on joining the murder club anon!!!! depending on who you ask the name refers to either people who have murdered or people who have witnessed murder. usually both. actually extremely often both. it's a swell time you'll feel right at home (don't mind our collective skyglass knife collection in the back)
#im still not far into nemesis personally but im very much enjoying it#honestly in a weird way it feels like it's moving faster than HD did. which. is funny bc nemesis is like The gated behind item grinds quest#idk. HD was a fun slowburn where we adventured around gathering our rogues gallery before the action kicked in#nemesis on the other hand feels like im picking up halfway through a batman serial#fallen london#ask#it's WAY more fucked up right off the bat than HD was. honestly ive thought abt red honey for ages. that's so fucked up#and we LEAD with that?? Okay#definitely a horrors-filled ambition befitting caeru (the guy who's constantly going through horrors)#it really encourages you to get fucked up and freaky and in ur character's headspace at basically every step along the way#i only have HD to compare it too but HD was like. a lot more interpretative in comparison? at least to me. that's what it felt like#and i adore HD for that dont get me wrong here#HD just also waited until like. halfway through before it asked what the scoundrel actually Wanted out of its heart's desire#nemesis in comparison is right off the bat who died? who are you mourning? anguish. justice. there must be vengeance.#it's a delightfully different vibe!! i like it!!!#oh god sorry anon im doing the classic yin talking way too much in the tags thing again#i havent had much excuse to talk abt nemesis and what i think of it so far and of course its rp effects on caeru#but i do have a handful of thoughts on it#it's good. im liking it so far. it's starting very strong if nothing else. and i have no spoiler knowledge of what happens in the future#beyond the choice between rewards at the very end#and im SO curious how we'll get to that point. what horrors will we adventure through next? off we go to find out!#it's biggest glaring weakness so far is how horrendously grindy it is. and like. ive been warned and done my research ahead of time#im doing it on the same account im seeking. i knew what i was getting into. but also gots damn.#in comparison HD's 5-card lodgings and dreamgate feel like footnotes#anyway while im already way too deep into rambling did you know the honey trip gives you fate?? insane. why does it do that. hilarious even
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