#its the ruining of previously established lore and stories and plots
Explore tagged Tumblr posts
Text
i dont like acolyte because its contradictory nonsense! i think there are much better legends stories to adapt and the skywalker/solo families should be front and center. i also think they should cancel the rey series and give mara jade her own. it sucks getting lumped i witb people who hate it because "woke"😭😭😭they dont evn know what they mean by it nor what it means lol. have all the queer, poc, women and cast with various body types thats great! thats not an issue nor should it ever be with these stories!!!! the world and galaxy are a vast place with all sorts of people so logically movies and shows reflecting that make sense!!!!!
for the love of god just bring back the shitty campiness that made star wars the bad kind of good in the first place!!!! practical effects and dumb stories that aren't contradicting previously established plots and lore.
#only issue i DONT have with rey os her taking the skywalker name#she did earn herself into the family#and i mean given the fact anakin became vader#palpatines right hand#because theyre space nazis#much easier to say 'hi im rey himmler'#opposed to being like 'hi im rey HITLER'#id much rather have my chosen familys name than my grand daddy space hitlers name you know?#but regardless#i hate being vocal and opinionated in this instance BECAUSE of the dickheads crying about woke#no no no#my issue lies not with women queers or poc#its the ruining of previously established lore and stories and plots#but regardless i will be vocal and opinionated because i am a deeply devoted fan to the franchise#all this to say dont put me in with biggoted dickheads!!!!!
0 notes
Text
thoughts on natlan's arc in genshin🌋
tldr: i'm pissed off!! watch me rant about storytelling under cut. please take your storytelling seriously and with love, jesus christ
this is long btw! this is what happens when you piss me off with your poor writing choices! i crave blood!
--
these are thoughts i wrote on my private twitter but i'll put them here too, why not.
i really, really don't like being negative towards anything anymore, chosing to embrace the silliness of poor storytelling and just grab what i do love, but man did the final act for natlan piss me off
I've been waiting for Natlan since the game came out because we knew it was going to be inspired by pre-hispanic America. Aztecs. México. (i'm mexican for context) and it was!!! with the inclusion of Maori, Peruvian, Lakota, Hawaiian and Yoruba. and it was done Horribly
Natlan is still mostly inspired by México though, I made a whole video on genshin's mexican rep, when it comes to overworld, food, names, music and lore inspiration yeah, the Mexican rep is done well and very fun! but it's still mixed with the cultures previously mentioned which is bad!!
and it gets WORSE because you look at the characters, be it playable or NPCs and nothing about them is mexican (or any of the previous cultures) nothing at all, and that's when the issues start.
I literally made a tumblr post a few days ago how I didn't think Natlan's story was bad, we just didn't connect with the characters due to character design. And while it still holds truth, this final act just undoes all the build-up it had in the previous acts, leaving no true conclusion and, therefore, ruining the story as a whole. a lá game of thrones.
Natlan in its first 3 acts was actually really well done, presenting the different tribe cultures, character personalities and how they mix with one another, and they had very strong set up for more world building and Very Important Lore Reveals (the Abyss having a "heart", dragons, THE SHADES, FALSE SKY?) I really enjoyed myself playing the first acts!
But the marketing makes you distance yourself from the characters, devs decided to push back the culture of the tribes in game and delay the next acts of the story, and you disconnect!!!
going back to the first acts and it's wonderful set up, then what is the point of having all this beautiful set up, only to just - not explore it in the CLIMAX OF THE ARC. and it was very very important lore and conversations to move the story forward and raise the stakes!!!
and they ignored it or barely mention it!!! yes having all the answers shown at you is not fun, and they can totally explore these aspects of the lore later on, but by the way Natlan was written from the start it was 10000% expected to have those conversations in THIS arc.
there's also the set up that's been there since the games release. None of this is explored, we don't know who "he" is, who's the crossed out name, what was the secret of the god of war. there's nothing, this is never explored.
NOTE: that it is true the story was revisited or straight up rewritten way after this material was released, it is something that can happen during production, it partially happened with sumeru already. the thing is when you make changes like these, if you already established in previous trailers or manga certain lore, you have to be extremely careful, as the audience is already expecting something like this to happen in the story. when you rewrite this and there's no pay off it causes confusion and frustration among the audience, as you are no longer following what you set up and it creates plot holes a throw away line about the muratans or murata would've done to connect the manga with the current natlan, but there's not even that.
They establish very important new characters, but don't explain their true role in the story beyond "evil" . What is Gosoythoth? why can it become a dragon? why are there voices around it? why are the former archons so negative? . Sure, we as an audience can make headcanons about it (and some answers were partially told, not nearly enough though) but it's information that needs to be talked about in the story, but the characters never question this and it's never explored.
and we KNOW they can write compelling characters and stories because Fontaine is right there!! it explores very important lore and intertwines it perfectly with the cast and their own personal struggles, what the fuck happened in Natlan.
it just pisses me off and makes me very sad, I was excited for natlan for many years because, for better or for worse, that's my culture they're taking to tell this story, and seeing them fuck up both frustrates me.
i'll keep playing because i still want to see how they wrap it up but aaaaa, i haven't been this mad since Inazuma, and i dont think Inazuma pissed me off this bad.
the following is things that bothered me personally and not something i can criticize from a storytelling standpoint:
the entire traveler parade after beating gosoythoth made me uncomfortable to no end. really really giving white saviour. it draaaged and everyone was kissing their feet and i was PRAYING for more depth in that but no! fuck me!
if you wanted to have the corny ass parade, okay, have it, but maybe show the traveler not being as happy? or carrying mental wounds after the battle??? GIVE THEM DEPTH OR SOMETHING?????????
you couldve expanded on the four shades, expanded on the abyss, expanded on the angels, expand on xiuhcóatl, expand on fucking gosoythoth since it was literally right there???? flesh out paimon, flesh out the main cast????
and totally flesh out capitano, he did absolutely nothing and he's the first of the harbingers, we just saw him get his ass beat by mavuika in the first act and then nothing??? (cutscene was great!) im not mad at the ending he got, it was very in character, i just wish there was more to him
natlan was set up as a nation of dragons and we learned nothing of them in the main arc, it set up the abyss having a personification and we learned nothing of it
this is mostly something i wouldve loved, but they set up the shades and time manipulation as we saw from mavuika, and no mention of istaroth??? hello???????????
also how did ororon know about nahidas power????
#politalks#oh boy and do i talk#voy a seguir jugando pero me ofende muchísimo#genshin#genshin impact#genshin 5.3#natlan#genshin spoilers#archon quest#mavuika#capitano
33 notes
·
View notes
Text
(Just FYI this isn’t meant to be a “How You Should Write Your Kirby Headcanons” post, its just me explaining reasoning for my own and I thought it would be fun to share!!)
So the way I’ve factored KatFL into my timeline of Kirby Ancients Lore is that all the background of the Forgotten Land happened before and/or separately from any events previously explained to be connected to “the Ancients.” I’ve basically read it as the Ancients being the people of Halcandra and Jambandra, and that the people of the Forgotten Land are precursors to them - the Ancients of the Ancients. But I’ve seen a lot of stuff online where people have the time of the FL and the Halandran Ancients mingle, like Galacta and and Elfilis being meeting or sealing Void and other stuff like that. It kind of made me realize, “Wait? Do I even have a concrete reason why I interpreted it like this other than vibe?” But I realized I actually do, and its a meta thing about how these games are written.
In a couple interviews recently Kumazaki and the dev team have stated that the series is entirely designed around gameplay first, which means any world-building and lore comes after the main elements of the game are in place. Every new game is built to be self-contained for the most part with the threads of details and basic character arcs connecting them so that they don’t have to fret over story while planning a fun game. That explanation is where that infamous in my mind “There is no canon timeline” quote came from. -
- What that probably means is that the plots of each game and therefore a majority of the lore of them is not planned before hand. Kumazaki just has a blueprint for basic aspects like the existence of the Ancients on Halcandra and the magic and science stuff, and then as each game came out he played by ear and built on top of what was done last. Which is really interesting - on top of not wanting to make the games bloated and wanting things to be open to interpretation, this writing style is probably why things are so vague. And with how this quote was in response to being asked if there would be a Zelda style mess of a timeline someday, I think its cool and functional to keep things loose like this so you can prioritize the gameplay and not make overly messy lore.
Anyways, this philosophy is exactly what was used for KatFL. The idea of the Forgotten Land as a whole didn’t start with wanting to create a new place for lore, but with environment and game mechanics. -
- And specifically what I’m getting at is that the Forgotten Land as a world likely wasn't designed to interweave heavily with previously established stuff about the Ancients. It feels like this was designed to be its own kinda bubble of lore outside of a lot of pre-established stuff, but to still relate back to it to flesh things out. Like they made this whole new ancient civilization deal, and then for lore they stretched back the timeline to plop the whole of this games backstory there, make it relate to pre-established material in fun ways, and then called it there - they built ON TOP of what was there. Which works surprisingly effectively though definitely my first reaction to this was “they just added more ancients kinda out of nowhere lol?” But I mean the way RtDL kinda just came out of nowhere with a whole laundry list of details about a random new ancient people too, this will probably be built on in the background of later games a bit.
Now that’s the dev lore side of it, but I also think its really fun thematically. I talked before about how the ruins of Halcandra and the ruins of the Forgotten Land are opposites of each other despite being related, and I think that dichotomy continues if you think of the latter as being complete pre-history to what we know. Not only are the current inhabitants of the Forgotten Land blissfully ignorant to the technological and magical riches of the planet’s ruins besides what innocent enjoyment they can get out of it now, but no one searching for that even knows the place exist because it is forgotten. Halcandra is the hellish plundered planet still looked back to in legend for its secrets and valuables, but the Forgotten Land was completely untouched by that until Kirby showed up. And Kirby and the Dreamlanders aren’t ones to really bother with all that glory and gold stuff so you know it will be safe with them (until Magolor or Susie come to visit). But I think its fun to think of its isolation as being one of that worlds many bittersweet blessings and beauties. Instead of being like Halcandra where the misery of its inhabitants and the legends spread about it turned the planet into a complete wasteland, its former greatness and industry is being naturally reclaimed by the planet to be recycled for the next inheritors of the land. Instead of continuing a cycle of greed and ruination its one of wonder and discovery and all that.
TL;DR - Kirby games are written with the basic structure of the world in mind but characters, plots, and most environments aren't planned in advance, they just build on top of each other. Which means that the FL was likely not made beforehand to interweave with pre-established Ancients lore, but built to be a self contained chapter of the universe history that just leads into what we know. It works nicely if you want to parallel Halcandra and the Forgotten Land and how one being legend and one being pre-history respectively effects how you interpret them as ruins - either as plundered remains or reclaimed wonders.
#kirby#kirby and the forgotten land#kirby lore#kirby headcanon#shinya kumazaki#shut the heck up#kirby lore rambles#kirby writing rambles#really proud of this one#also you should read all those interviews#im talking only about lore but all the gameplay stuff is so cool and i love hearing how much the team cares about all the details#and making fun accessible games with depth#i respect kids media made by really passionate people SO MUCH
7 notes
·
View notes
Text
In less than a week my feed has been plagued by the "hot takes" of entitled fans of the Hazbin and Helluva universe.
As a result, I know I promised some analytical information regarding what we know of Hazbin's version of hell thus far, which will be included in this post. But there will be some other things added as well to address some of the more frequently expressed "concerns" I have seen being (rather rudely) expressed in posts.
Some of the things I will be talking about in these posts, so while I will be utilizing quotes or things said in @total-mal 's very well articulated response post, I recommend going to read that response post in it's entirety. Like... now.
The complaints I tend to see typically fall along these lines.
So in this post I will be addressing these things and other things I typically see.
Story
As was very well put in the aforementioned post, the series of Hazbin barely has an hour of content. Yet for some reason people complain that it's a mess. How?
The Pilot itself is meant to establish the setting, who the characters are, what their relationships to each other are, establishing dynamic, and establish the premise of future story that is meant to follow. All of these things the pilot did exceedingly well. A pilot is NOT meant to drop dozens of hours worth of world lore and future plot points in one half hour segment. It is supposed to hook people into being interested in and watching the follow up episodes. Which, considering the rather quick cult following that preceded the pilot debut, I would say it did that and more even without the world lore dump people are demanding.
No story is going to give you every facet of the characters and the world they inhabit in the first episode or the first novel. No story worth it's weight in salt, that is. Any good story teller will tell you that content needs to be put on an IV drip as the story progresses, or else you will lose the majority of your audience's interest.
Helluva Boss is it's own standalone project set in the same universe as Hazbin, but it's job is not to provide lore for Hazbin. The kernel of lore we got from episode two was great. But that is very likely not going to be the norm every episode. Nor should anyone expect otherwise.
The comics were also their own projects, meant to strengthen an already existing narrative with Hazbin and establish both Angel and Alastor's motives for joining the Hotel. They are not meant to expand on the lore. Their existence could also very likely be overlooked by fans who only pay attention to what is popping up on Youtube or on their Twitter feed.
As for Addict, that began as a fan-created song Vivzie liked enough to animate into a music video which expanded on Angel and Cherri's relationship. It was not meant to be an entry to any Vivziepop Hell lore.
Hazbin is a story driven by its characters. This is why the characters are the focus and take up the majority of any screen time given to any entry of Hazbin. Mal puts it very well:
World
So this is where we will be getting into what we know so far about the world of Vivzie's hell.
So Vivzie's hell is, from what we understand, loosely based on Dante's inferno with other inspirations and deviations mixed in. For example, there are only seven circles of hell as opposed to 9.
In Dante's inferno only circle two through five are after the Seven Deadly Sins. Whereas in Vivziepop's version of hell, every circle is for one of the Seven Deadly Sins.
From what we understand so far, Pride is the top circle, or Ring. Sinners, AKA those who were alive prior to becoming demons, are only allowed to exist in Pride.
We do not know what "can only exist" means. As this doesn't imply that sinners can't leave Pride. Simply that they cannot exist anywhere else.
And also from what we understand, the big marker that differentiates each of the circles is the colors of the sky.
Pride, from what we have seen thus far, has a red sky.
While Greed has a green sky.
This is further confirmed on Twitter, however whether it was confirmed by Vivzie or one of the other official Twitters, I cannot recall.
Now, I know there are quite a few who keep asking this question.
And there are many who seem to think that this little detail means that the fact dump from official Twitters means the story and lore are ruined. This is actually false. Especially when you consider that Sinners are not a finite population. Nor is their influx a small trickle. So expanding Sinners into other parts of hell is only a temporary solution to a more overarching problem. It may slow down the necessity for purges, but it would also increase the number needed to be purged each time a purge was necessary. Further, it is doubtful that Lucifer would be keen on the idea of angels traveling deeper into Hell just as it is doubtful that he sees a reason to be exceedingly merciful to sinners- the creation he detests and is more or less what brought him to Hell to begin with. It also would erase any place to escape for Hell-born demons.
So in this regard, no. Nothing is ruined. People just aren't paying attention. The devil is in the details, after all.
As for what the difference is between circles and rings, perhaps this will shed some light.
Rings seem to be segments of a circle that separate sinners by the subcategory of their sin in each circle. Whether or not Vivziepop's version of hell follows this, I personally doubt it. Ring and Circle, from observation, seem to be used interchangeably. So the two could very well be the same thing.
The other bits we know are lore facts Vivzie has given previously that may no longer be true as the world exists now. For example, previously Alastor was scared of dogs. But more recently, Vivzie said that is no longer true and Alastor simply just does not like them. So any older facts should be taken with a grain of salt until they are reconfirmed.
Switching gears on the world, there have been complaints popping up that Vivziepop's hell is not "hell-y" enough because there is not enough fire and brimstone.
To take a phrase from total-mal once more, there are countless alternate depictions of hell as hell being other people instead of the place itself. The phrase exists from Sartre's No Exit, but has been revisited numerous times in other media depictions of hell to display that the definition of "punishment" can be broadened to a much larger spectrum than originally imagined.
In the Hazbin universe of Hell, punishment is the constant threat of physical and emotional harm from those around you, not unlike being in prison or living in a ghetto. You have the increased potential to be abused or taken advantage of if you show a moment's weakness.
And while some in the demon hierarchy might have it better than others, there is still the constant threat of being killed or overthrown by someone stronger or someone just wanting to prove themselves.
In the Hazbin universe of hell, you wear clues to your life, your sins, and your death on the outside for all to see (and in some cases, manipulate). You are thrust into a demon hierarchy one wrung up from the lowest class, unless you are lucky and strong enough to become an overlord. In which case, then you are two wrungs up from the lowest class. And your punishment is living every day with the constant threat of those around you. Of always needing to have your guard up because someone will take advantage of you or worse. That isn't even mentioning the annual threat of the purge.
Livestreams
This is another one that I see get mentioned and awful fucking lot in the complaint/concern/hot take posts.
There are always complaints about how the livestreams are useless, serve no purpose, or are just "jerkoff sessions." Mind, these same complaints almost always seem to come from the same people complaining about having no information about the show or having no lore surrounding the universe or the story.
Nevermind that Vivzie and the cast are all under NDA and cannot disclose much that isn't already known about the show and, where VAs are concerned, cannot do any voice lines that go beyond what has already been said in the pilot lines.
The Livestreams serve SEVERAL purposes, however. One of those purposes is to drum up interest surrounding Hazbin and Helluva, as well as to advertise and to disclose any lore that they have permission to disclose to the audience. Something to whet their appetites as they wait for the small Indie studio A24 to finish production of Hazbin's first season in the middle of a pandemic. Because that last bit people seem to forget is still ongoing.
Without those livestreams done by Viv and the cast, many of the impatient fans in this fandom would be practically breaking down the door on Vivzie's DMs demanding to know where Hazbin is or why she seems to have given up on it. Or at least, more than what is currently going on now anyway.
People need to calm down, let the Devs do their job, and pay more attention to the details given in what we have thus far. Vivzie has done a GREAT job at eluding to the bigger picture in her details. Particularly where her characters are concerned. And I for one am here for it.
#hazbin hotel#hazbin hotel fandom#hazbin hotel info dump#hazbin hotel discourse#hazvin hotel discussion#helluva boss fandom#helluva boss discussion#helluca boss discourse#vivziepop fandom#vivziepop#hazbunnies#entitled fans#impatient fans#toxic fans
402 notes
·
View notes
Note
Serious non-troll: What if you like the cop-outs and the scrambled bullshit plots and the nonsense towers of half-constructed ideas? I agree that for example Nomura is a goddamn crazy person but I find his convulsions fascinating and want to see more of them.
i mean, you’re entirely within your rights to do that. it’s just frustrating that there’s visibly no effort put into any of it, and he’s just writing for the sake of what makes the trailer look good, and that’s been 100% to the detriment of the story ever since he’s started doing it
i’m not even inherently opposed to ridiculous convoluted bullshit. i’m one of those pretentious fuckheads that unironically likes End of Evangelion and thinks it made perfect sense, obviously, duh, with all its absolute nonsense of adam and lilith and rei being a god-analogue from absorbing both the white and black seeds and allowing shinji to dictate the ultimate outcome of third impact in the culmination of a couple of really fucking long and extremely obtuse character arcs. i mean, hell, i’m 38 chapters into a fic that is running off nothing but weird high-concept ideas of how reality and parallel universes work and abstract metaphor andsleep deprivation. in any other circumstances, i’m fine with convoluted batshit nonsense.
i think the best way to explain the heart of the issue is to look at what happened to the matrix trilogy. or actually wait this is tumblr, everyone’s in high school and would’ve been foetuses or something when Revolutions came out. homestuck, then. we’ll look at homestuck.
okay so homestuck. remember when that was as big as it was? initially, the big stumbling block was the slow pace of act 1 where john just kind of fucks around throwing glass at clown dolls for a while and if you weren’t into that kind of humour that was where the comic immediately lost you, but what ultimately got the ball rolling was [S] WV: Ascend. the general metric back then was if you weren’t hooked by that one, you wouldn’t like homestuck at all, and for many people that was the point of no return. the reason WV: Ascend was as big of a deal as it was is that we’ve been seeing a bunch of disconnected nonsense happening all over the place, and this is the first time we see our first major time loop actually closed, with the promise of a few more being set up. all that supposed joke nonsense we’d been watching the whole time? it actually mattered, surprise! from there, the narrative spends a lot of time introducing a lot of new concepts – we have captchaloguing and paradox slime, and time travel, and doomed timelines, and exiles and future versions of planets from a parallel universe the metanarrative being perpetuated by the author being diagetic and fuck knows what other things i’m forgetting about. and then, to throw you for a loop twelve whole other characters show up on top of that. so then the narrative needs to spend time establishing who these people are and what their relevance to the story is – which it does, by having them be active participants in the first arc as things go on. this ultimately culminates in [S] Cascade, where we see all these different concepts eventually tie into one another because they were deliberately set up to, and it’s at that point that you figure, well shit we’ve hit a point where all the time travel stuff has finally come to a head. and with it, you’d expect it to also bring all the character stuff to a head too, but instead hussie has an entire extra act to go so we can’t have that resolve yet.
so in the meantime, here are 20-ish whole other characters doing some other things. but we don’t have time to establish what’s effectively the silmarillion by now, so we have to speed past it, meaning we aren’t given a chance to care about these new people. but we can’t have a chance to care about them either, because we still have to tie all this into 5 whole previous acts that are meant to feed into this. at this point, homestuck is visibly collapsing under its own weight. character arcs are forced to fart around in circles because the status quo can’t change because we still need to make it to endgame with these character dynamics more or less intact. but that’s boring to read so we’ll do this entire “what if” thing and then retcon it all out of existence, and then have the fact that you can retcon things suddenly become vital to the resolution of the coming in place of anything we’ve already established previously – not the time travel, not the parallel universe with the trolls, not even the whole thing with the Scratch leading to the alpha kids being here in the first place – when the mechanic was only introduced in the first place to sloppily patch a story together that had long since devolved into infodumps that served to paint hussie further and further into a corner as he was forced to define his lore to get the plot to keep moving forward despite the fact that the narrative wasn’t focusing properly on the people that could make that happen anymore because the story had since switched focus from those people almost entirely.
and in the meantime the damn thing got eaten up by filler, and suddenly characters from that filler are showing up like they were totally relevant to the main story the whole time even though literally nothing they did in their own subplot had any direct bearing on the story at large, unlike the initial 12 trolls. why yes, Alternate Universe Calliope was a completely necessary addition to the story! didn’t you see our important sidestory thing where they do Stuff, and then her showing up in the climax to resolve some other things that are sorta disconnected from the main plot anyway?
not to mention the shipping. nothing ruins a story faster than throwing in a love triangle or eight, and then immediately invalidating all the character growth that happened on top of that anyway by having it literally never happen. not that it would’ve mattered anyway, because remember, we never actually got to have any of this really developed to begin with.
by the time we hit end of act 6, there’s been so many new concepts haphazardly stapled onto the story and so many threads brought up and discarded entirely when we already established back with [S] Cascade that the story works best when they actually do this and it is doable, that it stops being merely complicated and off the wall, and starts being spread too thin, incomprehensible, and ultimately no longer part of a whole narrative deliberately comprised of interlocking storylines. shit’s just kinda happening at you, and rather than getting to see parts of a text interacting as a result of them coming from somewhere for the express purpose of then going to somewhere, you’re just being asked to accept that, yup, that’s a thing that’s going on right now. neato. sure is some stuff happening and whatnot. and in the end, for all that posturing, it didn’t even do anything. in pre-cascade homestuck that wouldn’t have even been a full flash. a bunch of nonsense happens, and then They Fightan Good, and then it’s over and there’s not a single time paradox or meta-interaction to be found. none of the stuff they built up to over all these years mattered, and neither did any of the stuff they just threw in, either.
i’m sure you see what i’m getting at with this.
(also he treats the women in his stories like shit and quite frankly i’m sick of it and even more sick that people keep giving him a pass for it because it’s practically reached parody levels at this point , so there’s that)
i have no problem with convoluted twisty bullshit in and of itself. but it has to accomplish something aside from just existing, and nomura doesn’t do that. by his own admission, kingdom hearts wasn’t planned, and it shows really badly. characters and entire story mechanics and plot lines are introduced solely for the sake of introducing them. they don’t go anywhere or build to anything, because they can’t, because fuck we have to stall for kh3 shhhh just keep adding more soras and hopefully no one will notice. i think the last time any of this actually mattered was kh2, and even that had a lot of the issues i’ve mentioned here. as a result of all of this, the character arcs suffer a lot, and you’re left with nothing but a big ball of plot twists that goes nowhere, and a bunch of characters that only somewhat have anything to do with any of it.
i don’t feel like it’s overly nitpicky to find this kinda gross and seriously insulting of the audience’s intelligence. it’s just lazy time-stalling. i get that people sometimes really don’t care about stuff like narrative and character development and are just here to see riku punching mike wazowski in the teeth or whatever, but i think it’s disingenuous to pretend that these aren’t nonetheless important parts of a game’s construction – especially a studio that used to openly pride itself on selling games with a focus on story.
and the genuinely frustrating part is, no one cares. people are gushing all over everything square puts out because it’s square, so they know they don’t have to put effort into their stories. i’m well aware i’m in the minority for saying that these games are bad. but i also thought we were done with treating, “it’s just a video game, bro! why do you care so much about the story having quality as a narrative? this isn’t an english class!” as a valid rebuttal.
maybe i should’ve used the matrix trilogy instead. most people hate movies 2 and 3 for the weird “YOU’VE ALREADY MADE THE CHOICE/EVERYTHING THAT HAS A BEGINNING HAS AN END NEO” shit and the bonkers christ-allegory ending. i hate it because neo is about as interesting as the rock that cracked goofy’s skull open.
#asks#kangdan horfs#do i put this in the discourse tag even though its's not vii?#squid alienates kh fans#that's a tag now#hamsteak#Anonymous
4 notes
·
View notes
Note
At least Birth By Sleep didn't have Ansem as a bunch of different guys, didn't ruin Tifa, Cloud, Sephiroth just to promote the Compilation, and didn't have Chicken Fucking Little.
Don’t know who you are, random anonymous KH2 hating BBS stan, but to your remark I say, at least KH2 didn’t have Xehanort as a bunch of different guys, didn’t thoroughly demystify and cheapen the lore behind the Keyblade, didn’t have its heroes always acting like dumbasses or have all its characters spewing out badly written dialogue, didn’t make the heroes seem too awkwardly inserted or nearly uninvolved in Disney world plots most of the time, didn’t pull retcons and/or decreases in significance to previously established canon left and right, didn’t prioritize “dramatic, surprising” plot beats and story turns over character moments and emotional investment, didn’t make Sora out to be a total Messiah from birth or Riku out to be some wise, strength seeking, special and super mature little snowflake, didn’t spam “light”, “darkness”, “heart”, and other such terms in its script nearly as much, didn’t set a tone of grimdark edgelord misery where characters are fated to suffer and fail regardless of what they do and how much they struggle, nothing positive that gets accomplished ultimately matters in the long run, and only Sora, Riku, and Master Xehanort truly reign supreme in importance, and didn’t have a godawful secret ending video that reshaped the entire series narrative and changed everything for the worse: by contrast, it actually gave us a definitive happy ending to a completed story, and was a more satisfying game experience for it.
Also, KH2 got the best Final Mix edition, BBS got the worst. Suck on THAT!
#Disney#Kingdom Hearts#KHII#birth by sleep#comparison#opinion#criticism#bad writing#fandumb#misaimed fandom#anti nomura#anti square enix
5 notes
·
View notes
Text
Dragon Quest-ions Answered: Fujimoto-san Talks Dragon Quest Builders
Hi hi, everyone! Theresa from Treehouse here. Hope you’re still having fun saving the world of Alefgard, and keeping it out of the Dragonlord’s clutches.
With all of these sconces and braziers, you could say I have a thing for fire…
The Dragon Quest series is a powerful force in the world of Japanese RPGs, and Square Enix has quite literally rebuilt the experience from the ground up, creating something exciting for fans and newcomers alike. As for me, I’ve had the wonderful opportunity of working with them leading into the launch of Dragon Quest Builders on Nintendo Switch, and as a fan of the game myself, I took a moment to ask the game’s producer some burning questions…
Theresa:
This game takes place in the world of Alefgard—the setting of the very first game in the Dragon Quest series. Why did your team decide to return to this important location in the Dragon Quest franchise?
Fujimoto-san:
We felt the objectives and setting of the game would be intuitive if the world from the first Dragon Quest had fallen into ruin, and you were tasked with recreating it as you saw fit.
The final boss of the first Dragon Quest, Dragonlord, has a famous line, “I give thee now a chance to share this world and to rule half of it if thou will now stand beside me.”
If you answered “Yes,” the world would fall into darkness. Game over. But Dragon Quest Builders takes that world clad in darkness and allows you to rebuild it as you see fit. This game challenged us to create an alternative, hypothetical world, one that progressed differently in important ways.
Also, we used graph paper when we were creating the 2D pixel tiles of Alefgard’s geography in the original Dragon Quest game. So, in a way, Dragon Quest Builders revives the original game world with both 2D and 3D blocks, and we hope everyone will play this reborn vision of Dragon Quest.
It’s difficult to pull off that look and look regal in an evil throne room.
Theresa:
The cities you rebuild, like Cantlin, are from the first Dragon Quest game as well. How did the development team go about choosing which specific cities players would get to rebuild?
Fujimoto-san:
We had an idea to reverse the order in which players visited cities throughout the original Dragon Quest story. The flow we ultimately chose starts the player out near the Dragonlord’s castle, sending them off to rebuild surrounding cities and finally revive Tantegel Castle, the starting area of Dragon Quest, only to return to the Dragonlord’s castle across the sea.
Theresa:
On the subject of building, this is a pretty significant step away from Dragon Quest’s traditional gameplay style. Why did you decide to reimagine an established RPG franchise as a building game?
Fujimoto-san:
The Dragon Quest numbered series continues to be created in the tradition of classic RPGs in which the hero saves the kingdom. While we use those traditional RPG elements as the focal point for non-numbered Dragon Quest games as well, we also use those titles to experiment with other ways to play in the Dragon Quest world.
With Dragon Quest Builders, we sought to create a play experience that had never been accomplished before��a marriage of Dragon Quest RPG elements and sandbox elements that lets you freely create things.
Sandbox-style games are not something that most Japanese players are deeply familiar with, and we developed Dragon Quest Builders with this in mind.
My immediate reaction to anything that was once dead and comes back to life. *insert repeated attack button presses*
Theresa:
Looking at this game, some people might think that it’s simply a building experience, but there’s actually a really engaging story here too. Can you please tell us more about how this story was developed, and how the building elements were integrated into it?
Fujimoto-san:
From the very beginning, we decided that the overall story would be about getting caught up in the Dragonlord’s trap at the end of the first Dragon Quest game, having the world fall to ruin, and then reconstructing the world. But we knew that charting out the plot and the building gameplay elements simultaneously would result in a half-baked, non-cohesive game. So, instead, we focused on designing the gameplay first, basing the mechanics on what we wanted the user to create at various points and what tools they would use to accomplish these builds. That way, even just the simple act of playing is fun and highly motivating. Finally, we then thought up details of the plot that would work well with these mechanics as we fine-tuned the gameplay.
The goddess has spoke-eth—I shall rebuild this land and claim it my own! …Err, fine, I’ll claim it for the people, I guess.
Theresa:
Since the game’s original release, how have you seen new players, as well as Dragon Quest fans, react to this “classic RPG-meets-builder" style of gameplay?
Fujimoto-san:
It feels like we’ve allowed Dragon Quest fans who haven’t played a sandbox style of game to easily discover the fun of this play style through this carefully crafted mix of RPG and sandbox elements.
This is the same type of reaction we received when the first Dragon Quest game expanded the appeal of the RPG genre in Japan 30 years ago.
Theresa:
Since Dragon Quest is such a long-running series, there was a lot of deep lore for the development team to draw upon while working on this game. What is your favorite surprise or Easter egg hidden away for fans to find?
Fujimoto-san:
There’s a lamp that you’ll need certain building material to craft. If you make this lamp and place it in a room, some sort of change will happen to the villagers. In Dragon Quest, this is a household element and one minor, fun item.
The Slime with the little beanie hat is my personal favorite throwback in this room. Super cute!
Theresa:
While knowing Dragon Quest lore certainly adds to the experience, players don’t need to have played previous Dragon Quest games in order to follow what’s going on and enjoy it. How did the development team ensure that this game would be so accessible for new players?
Fujimoto-san:
For Dragon Quest itself, the game designer, Mr. Horii, always chooses mechanics that the player can instinctively understand, and puts his heart into creating something that anyone can relax and play without having to look at the manual. When Mr. Horii playtests a game still under development, he always plays it as if he was a brand-new player. Then we revise all the stumbling points.
Dragon Quest Builders was developed with similar tests in mind, ensuring that even those with no knowledge of the Dragon Quest series can freely enjoy the game.
Theresa:
It’s an interesting design choice to have the player start each chapter from what is essentially square one, as they teleport to the next town with the most basic equipment and no access to their previous materials and constructions. What made the development team decide to structure the game in this way?
Fujimoto-san:
Actually, the initial plan was not to split the game into standalone chapters, but rather to have everything connect in one overarching flow. But during the development process, the director, Mr. Niinou, suggested that we make a big shift in this plan. He proposed that we split the story into more distinct chapters to address a problem that occurred when all of the pieces of the narrative were more interconnected.
To illustrate this problem, imagine that you’ve just rebuilt the town of Cantlin and moved on to the next area. If you’re still able to access the location you’ve completed, then collecting the resources you need for the work ahead will be a very simple task. And there goes the challenge of the game! We realized that it would be too easy of an exploit to harvest new materials by continuing to build up Cantlin throughout the game. For this reason, we changed direction and split the story experience into chapters, so that the player would be able to create each area with a refreshed outlook.
In making this change, there was a concern that you wouldn’t be able to revisit your experiences from chapters you already played*. So, we designed it so that, as the chapters unfold, some sort of progression occurs. It’s a spoiler, so I won’t say any more than that… (laughs).
*Spoiler-Free Note from Theresa: Discovering fun details in Story Mode is really fulfilling! Normally, sleeping in a game is a simple act to restore health, but in this game, there’s something more to uncover. Also, after completing a chapter in Story Mode, you’re able to unlock similar areas within Terra Incognita, so you can gather and build things that you’ve encountered previously.
There’s a satisfying feeling in creating so many things, and that over time, you’re able to build better and more complex creations. And in doing so, you feel this nice progression for your skills in the game, which sets you up for the ultimate challenge near the end.
I hear the next town’s gonna be a real fixer upper…
Theresa:
Fair enough! (laughs) Let’s change topics, then… This game features music from a wide selection of Dragon Quest games. How did the team decide which tracks to include?
Fujimoto-san:
Well, to start, since the game is set in the world of Alefgard from the original Dragon Quest, we created arrangements of all of that title’s music. From there, since the game was developed with creation at its core, we pulled in songs from the numbered series that are relaxing. And for the emotional story scenes, we used stirring music from across the series.
Theresa:
What was the thought process behind adding the Great Sabrecub and Dragon Quest Game Pak as exclusives for the Nintendo Switch version?
Fujimoto-san:
Terra Incognita (free-build mode) is a vast land, so we thought it would be fun to enhance the player’s ability to move about quickly, take down monsters, and gather materials. That’s where the Great Sabrecub mount came in.
In Dragon Quest, the Great Sabrecat often appears as a mount, but in Dragon Quest Builders, its head didn’t look quite right, so we decided to use the cute Great Sabrecub for the first time.
We also have completely recreated the look of the original Dragon Quest game’s cartridge on the Famicom. We had an idea of placing it in the land of Dragon Quest Builders, and from there, thought about the possibility of creating retro Dragon Quest themed blocks and objects.
Pouncy! Pouncy! Pouncy!
Theresa:
As a follow-up question, can you tell us more about why the development team decided to make this exclusive content only accessible in Terra Incognita?
Fujimoto-san:
If you use them in the story mode, it breaks the balance of the game. Since strange blocks and objects exist in the landscape of Terra Incognita, we made sure the exclusive content was only usable there.
Theresa:
Thank you so much for your time today! As we wrap up here, do you have anything else you’d like to say to the fans?
Fujimoto-san:
We’d love it if you used the in-game feature to upload the cities and landscapes you’ve created in Terra Incognita. We are very interested in seeing what sort of world you have created in Dragon Quest Builders. I’m sure there are those who have beautifully revived the cities, or others who’ve completely destroyed their world’s mountains and cities and everything... (laughs)
We are working hard to develop Dragon Quest Builders 2, so we hope you are looking forward to it.
Also, for those of you who haven’t played Dragon Quest Builders yet, please go try the demo.
Ever feel like your day is just taking you around in circles?
Theresa:
Thank you so much to Fujimoto-san and the rest of the team at Square Enix for providing us some of the gritty details behind the development of Dragon Quest Builders. For me, this game has been a great intro piece to the Dragon Quest franchise and a comfortable gateway into building-style games. I hope you all get to experience it and share your stories—as well as your building masterpieces!
That’s it from me for now. Tune in next time, fellow gamers! ^^
—Theresa A.
52 notes
·
View notes
Text
PECULIAR PLACES
A collection of my current open RP plots, summarized
(I've noticed interest in some of the plots I've made in Wildstar, but I haven't done a great job of compiling their lore / backstories into an easy to find format. To try and fix this I've summarized the lore of each of the locations I've completed up to this point, so hopefully they can enhance the RP experience a bit. More places to be added once I feel like being productive and finish those too)
Plot Name: The Eldan Fried Cubig Protobar Plot Owner: Grumlen Dangerpants Roleplay Hooks: space exploration, social eating, faction conflict, small groups
Nestled in the valleys of a cavernous asteroid sits a previously abandoned space station, now home to the barely-notable fast food "protobar" establishment calling itself Eldan Fried Cubig (EFC). EFC has made its name almost solely through commercials frequently airing on late night holovision slots.
The asteroid itself is home to a strange array of flora and fauna, the latter of which often seek refuge in shallow caverns and crevices; excluding the more prominent burrowing worms, who can be found dotted along the landscape as they tear through the space rock's surface. A previous ikthian presence can be noted with further exploration, though the cause of their sudden disappearance is unknown. A crystalline cavity nearby the ikthian camp reveals a subterranean living organ with clear artificial tampering, hinting that this celestial body may actually be something more. A recent rumor spread by the stations locals says the asteroid is haunted by the ghost of an old eeklu captain who was swallowed by one of the worms.
The upkeep of the station leaves something to be desired, and the denizens that frequent the location do little to maintain the trash that seems to forever accumulate in the hallways. Still, EFC does well enough to have the attention of a few Dominion and Exile pilots who are "in the know". Both factions have been granted a shoddily segregated landing platform with which to make orders (along with another opposing hangar for freelance customers), on the terms that they remain neutral during transaction... Although it's not uncommon for the more trigger happy few to give into urges every now and then. In any case, there's a trash compactor just down the hall to deal with the mess.
The station's only two functionally intact docking bays are populated by a few odd characters, but cobbled-together signs and lights point potential customers to the real action aboard the EFC fast-food ship. The presentation of the ship's interior is a good indication into the quality of the food, but the business owner, Grumlen Dangerpants, doesn't claim to be advertising anything more than food that's made fast. He also claims to be backed by Protostar, with their likeness being plastered in almost every nook and cranny, but the proof is dubious at best. Low ceilings and even lower standards limit EFC's target demographic to something less than desirable.
Plot Name: The Jabbit Hole Plot Owner: Jabbit Tooth Roleplay Hooks: slum life, low income living, underworld interaction, hiding from the law
"The Jabbithole" is a location seldom mentioned outside of a small underworld community. They say one only needs tune their matter transmitters to the right frequency to gain access, but any further information on this is a closely guarded secret. It's a place inhabited by those who are wanted by the law or unwanted by society, aimless wanderers and adventure seekers. The Jabbithole is unsurprisingly lawless, though it sees minimal conflict, seeing as the space is shared equally as a last bastion of escape from the shackles of the outside world.
The ruins and rubble tell the story of a city that once was. Stories change depending on the muse, but most agree that something clearly catastrophic happened previous to its current iteration. A dark and ethereal miasma clouds the view above, and no star chart or GPS to date has been able to pin point the location of the Jabbithole.
Visitors are first greeted by the glowing image of an AI caretaker, connected to the city through a large subterranean network of wires that stretch further than what has even yet to be explored. The central network hub is a cobble of scavenged materials set in the tunnel of a dead subway system. A collapse further ahead gives passage into a portion of the old sewer system, which in turn leads into the back alleys. Here the sparse community has set up a smattering of lowly vendors and shacks, enclosed by walls of broken buildings left in the wake of fallen space rock.
A lone draken, dressed in weathered marauder garb and going by the title "Jabbit Tooth", looks to be the main figurehead of the Jabbithole operation, and rumored to be one of the original inhabitants of the city prior. Though he's no ruler, most say he "speaks for the city". Jabbit Tooth is seldom seen outside of his occasional hologram appearance, but any newcomers to his domain will know his voice by the repeating low quality voice recording that welcomes them forward.
Plot Name: Backwash Bay Plot Owner: Beedar Reebil Roleplay Hooks: tropical setting, beach vacation, underworld interaction
With a plethora of makeshift bungalows built upon a rock face and scattered along the dried beachhead below, the outpost "Backwash Bay" is a part of its greater pirate community within the Sinkhole Sea on a distant, feral planet of Marauder space. It's mostly known (if at all) through the galaxy as a questionably affordable destination resort. Those gullible few who are swayed with the promise of an island getaway are often sorely disappointed to find a only ragtag group of pirates and thieves greeting them and their pockets with open arms.
Being in closest proximity to an industrial complex also bordering the coast, the already shallow and polluted waters often wash ashore garbage and discarded materials which the locals enthusiastically use for their own benefit. Flea markets are running almost constantly on the docks, while more inland, reluctant visitors can at least attempt to enjoy the local amenities like open bars, food vendors, and lodging.
A chua by the name Beedar Reebil, while not directly running the show, brings in a majority of the outpost's business thanks in large part to his literal underground brewing operation. Backwash Bay is usually a traveler's first destination upon arriving to the Sinkhole Sea.
((sinkhole sea community plot coming soon tm)) lol yeah rite
#wildstar#wildstar online#player housing#skyplot#grumlen#grumlen dangerpants#jabbit tooth#beedar reebil#wsrp
69 notes
·
View notes
Text
Let’s Play Dungeons and Dragons: Introduction
So, I think I’m going to go ahead and post the D&D stuff I was talking about earlier. About three months into the campaign, I started keeping notes on each session. I’m thinking of releasing a session or so worth of notes regularly (probably a couple times a week) until I catch up with where we are now, and then just posting updates whenever major story beats wrap up (probably every 1-3 weeks. Sometimes boring things take a long time). Of course, there’s a very obvious problem with that idea: there’s three months of lore between the start of the campaign and when I started taking notes! Thankfully, one of the other players was taking care of that at the time, so I’m going to try to summarize it as best I can.
Let’s get started!
The story began in the town of Valen, a port city located on a peninsula off the southern Sword Coast of Faerun. Three adventurers, Lucas Valeroyant (played by Rich), a recent graduate from the arcane academy of Candlekeep, Ser Graham Broyer (played by Rich’s boyfriend Jake), a trans man who ran away from home and began travelling under his late brother’s name, and Rolen Amastacia (played by Ludovik), a disgraced elven noble and holy man, were summoned from their homelands to a tavern by a mutual friend, Rockseeker. The trio received a mysterious black box from the innkeeper, and were told to deliver it to Rockseeker himself in Waterdeep. The magnificent corvette The Spirit of Fire and her crew awaited them in the harbor, ready to set sail for adventure.
While in town, Lucas met Greg, a dancer at a local bar. Greg robbed him blind and fled. Later that night, some bandits make an attempt on their lives, and were revealed to be assassins. The inn they were staying at was burnt down shortly thereafter, and Graham identified the attackers as the Sisters of the Night, a cult of ne’er do wells bent on causing chaos in Faerun. The party tracks down and captures Greg before fleeing the city on the Spirit.
On the boat, they meet Escrima (Rap), a strange young man from Calimport who was involved with a cult worshipping a lovecraftian creature known only as MOTHER. The party was attacked by some cultists, including villain apparent Sister Elsa. They defeat the attackers handily, though the sister escaped to fight another day. Lucas and Rolen (and Rich and Ludo) began to butt heads frequently, and a rivalry between the two was formed both in and out of character.
In between sessions, Jake posted on /r/transgamers to recruit players, and I joined the gang.
The gang stopped over at Lucas’ alma mater, Candlekeep, to do some research about the Sisters. While there, they ran into Constanza de Catarina (Kim), a tiefling cultist masquerading as a human noblewoman gathering information about the Sisters for her own organization, and Coy (Max), a dragonborn Big Boss expy wandering the world after the dwarven complex he called home was sacked by an angry dragon. The pair quickly hooked up with the party, comparing notes, and running errands for the locals. Along the way, Lucas and Greg formed a close emotional bond. In the countryside, the gang ran into a giant army of drow, orcs, bugbears, gnolls, and Sisters dragging an adult dragon out of its cave and loading it aboard a massive airship.
The party eventually learned of a secret library below Candlekeep, and set about searching for it. After a dank journey through the partially submerged ruins below the academy, the gang found what they were looking for, and discovered the Sister’s master plan: resurrect their old leader, Overseer Minnia, and summon the demon god Yeenoghu into the material plane. They also found a handful of nifty magic items and a ton of funds, and promptly stole them, because adventurers are bastards.
Among the treasures was a key to a nearby portal to Sigil. Constanza, Graham, Rolen and Escrima accidentally triggered it, and were whisked off to the wild and dangerous city. They met a sapient rat hoard, known as US, and became involved with a murder mystery, meeting Narcovi, a dwarf working for Harmonnium, a guard force in the city, and eventually tracked down and nearly captured Sougad Lawshredder (known within the party as “crazy eyes”), a Believer of the Source who was trying to ascend to godhood by killing lawful folks across the outer planes. Sougad escaped, and Narcovi rewarded the party by helping them locate a portal back home.
Meanwhile, the opening of the portal triggered some sort of alarm in the Candlekeep security, and Coy and Lucas narrowly escaped through the use of a helm of teleportation and some potions of invisibility. They fled Candlekeep, sailing towards the province of Amn, where they believed their missing companions would likely turn up, if they ever did at all. Along the way, the crew encountered a band of slavers and rescued a child slave, Akim. The pair ascended a mountain outside the village of Amswater where a derelict gate was said to stand. Sure enough, the party popped out of the portal shortly after they arrived, and much rejoicing was had.
(Both of those sequences happened in separate sessions due to scheduling snafus. JP, our DM, is a fucking saint for even bothering to set up something like that)
While the gang caught up on the mountain, a company of drow, led by the Sisters sacked Amswater. The party pushed them back, and managed to rescue a couple of villagers from enslavement, though many others were killed in the battle, or carted away to the Underdark. The villagers, having nowhere else to go, boarded the Spirit of Fire with the party. Together, they stopped off at Athkatla, a nearby port city, and Constanza entrusted the refugees to the government there, explaining the situation in the countryside. This earned her the first of several legitimate noble titles that she didn't have to forge.
The adventurers set sail to Waterdeep at last. The sea voyage finally granted them some time to themselves, opportunities to get to know each other, and hone their skills. Graham and Constanza bonded over dragonchess, Escrima attempted to indoctrinate Graham into his cult, and Lucas taught Coy some minor spells in exchange for draconic lessons. Akim bonded with his savior, and essentially became Coy’s adopted child. Constanza established dominance over Escrima by cleaning his filthy ass off. Along the way, the crew captured and sort of tamed a live Wyvern, christened “Lupe,” who the adventurers tried desperately to find some use for besides venom milking.
Eventually, the gang arrived in Waterdeep and met with Rockseeker himself. The man was ostensibly a dwarf, but was quickly discovered to be something more, though the party couldn’t say exactly what. Rockseeker retrieved a parchment from the mysterious box, and explained that contained within it was a magical map that marked the locations of artifacts that could annihilate the Sisters for good... though, the map was encrypted, and the party was going to have to carry the map to Neverwinter, where a talented friend of Rockseeker’s could help them.
While in the city, the gang did much shopping and sleeping around, the latter of which clued them in on a plot to assassinate the Visible Lord of Waterdeep, John Merrow. Supposedly, the ambitious Lord Hier was planning on having him taken care of at an upcoming celebration at his estate. Coincindentally, Rockseeker had some invitations just lying around, so the party had an easy in.
However, the party was still a few days off, and the gang busied themselves with shopping and taking care of small jobs for the locals, as vagrants of their sort are want to do. They uncovered a small vampire infestation, but events conspired such that they never quite got to the bottom of it.
(Scheduling snafus raised their ugly heads again, and Rich ended up doing a solo session)
At this time, Lucas decided to go track down his old mentor from his student days, Gandalf (no relation to the lesser deity from LotR, we swear!) to see if he had any insight on the events that were unfolding, and possibly a way to get Candlekeep to forgive him for his tresspasses against them. He met up with an acquaintance from Candlekeep, Eva (played by Jake), a young lass who had at least one shrine dedicated to Lucas in her home. The two tracked down Gandalf, and, to their horror, discovered that he had become a necromancer, turning most of the town of Proskur into his thralls. The duo narrowly defeated him, though not before Gandalf murdered Eva and blasted a chunk of Lucas’ shoulder off. Eva’s soul found its way into Lucas’ body. Lucas returned to Waterdeep, thoroughly shaken. This is how JP likes to handle multiclassing, by the way.
Since Jake wasn't around to take notes for the session that weekend with the rest of the party, I ended up taking over that day. For whatever reason, Jake basically decided to let me handle the note taking thereafter, so that’s what the rest of this tale is going to look like.
I kind of have a pretty strong emotional connection to this group and campaign. They’re the first group of people I ever met who didn't previously know me as a dude or anything, and because my voice was one of the only things I’d worked on at the time, I was able to just be myself without all the other baggage for a couple hours every week. I didn't really talk about my being trans at all for quite a while, and I’ve been led to believe that I was basically stealth to them for the first couple months of play... though I eventually got more involved with the trans community on reddit, and more open about it in general.
The group was also really my first foray into the LGBT community in general. My impression of LGBT spaces and the people that inhabited them was pretty negative at the time. I just had the idea that everyone was super outgoing and boisterous theater club types, a class of person that I struggle to relate to and get along with. However these folks turned out to be pretty down to earth for the most part, and the realization that there were people like me who I could actually relate to and enjoy being around really opened my eyes.
2 notes
·
View notes