#not every thing or person you dont like has to be evil
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i might get crucified for this take but sometimes you just need to get over being uncomfortable. something or someone making you uncomfortable doesnt automatically mean that theyre evil and bad or even malicious. im uncomfortable watching med shows and you dont see me going around saying med shows are evil and every person who watches them are evil. a lot of people make me uncomfortable for no fault of their own, im just easily uncomfortable by social interaction. half the time their flavor of autism just conflicts with mine and it makes me uncomfortable. im willing to bet that a lot of the people some of yall lead hate campaigns against are just harmless but weird
#obligatory yes some people and things who make you uncomfortable are actually bad#but a lot of yall just cant take any non conformity as anything but a threat#and thats not anyones fault but your own#sometimes you just need to understand that your discomfort is a personal problem#not every thing or person you dont like has to be evil#youre allowed to just not like something or someone#some completely harmless people just piss me off sometimes#youre not a bad person for not liking something or someone even if they didnt harm you#you are a bad person if you lead hate campaigns against harmless things and people for no reason#trans#autistic#actually autistic#t4
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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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how funny would it be if The Emperor made up the whole Stelmane thing just to scare you because you called him a freak and her stroke had nothing to do with him, it was just a regular mundane stroke. This is my truth.
#baldurs gate 3#the emperor#bg3#baldurs gate#baldursgate3#bg3 the emperor#i just think its funny like#every single person who says hes the evil of all evils will tell you that every word he's ever said was a lie minus that one stelmane thing#thats the only time hes ever telling the truth#he doesnt ever lie to you btw#he keeps his word the entire game and then just fucks off at the end#good for him honestly#regular players: ooh hes so evil hes so evil!#Monster fuckers: this is just a regular guy what the fuck where is the spice?#dont even speak to me about having to eat humans as being immoral unless you're a vegan he has no other options you do#i made my mindflayer tav worse than him#how?#he'll call you a slur#thats all i had to do#that was enough#read the fucking illithiad the emperor is so SO pathetic when compared to other mindflayers
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I have a gift for y'all today !!! 😊 Ever wanted to find a line in Re:Kinder in a single place for the sake of reference?? How about multiple chunks of lines. how about all the little variations that arise in the text with it's many endings, item descriptions, text that comes from interacting with the enviroment, and character info from the menu without having to boot up the game and go through it at long minutes!!???
well i sure did😊 Since I do a lot of fanart and think up my own silly theories and thoughts that need me to reference the game lines a lot, i have made a transcript for it for convenience's sake. A weirdly thorough transcript handwritten and proofread by me including all character lines available in-game. And I'm sharing it with you all today for anyone that wants it !!! :3 To use as a reference for creative fanworks or a quick search for a line in-game, whatever you wish to use it for!!
It uses the english translation of the game by vgperson. So naturally all credit for the game lines available in here is to her and Parun who made the game.
I did my best to organize it in a way easy to digest. Do note that I'm still human, and there's still the chance for mistake in it no matter how much I've proofread it, since I'm not even an english native speaker ^^. But I hope it serves you well nonetheless if you wish to use it.
That's my gift for today!!! Not the usual art, but still a project I'm proud of. Enjoy!!! 😊
#re:kinder#rekinder#not art#now goofy commentary for those who read my tags#i may have spent at the very minimum around 35 hours on it 😁 because thats what my pomodoro timer got to count in sum#but then again i spent more time without timing it as well so. we'll never know how many hours in total I've put into this#no regrets it was fun because shocking fact of all i enjoy this game🫣 (/s)#you could say but michael there are long playthroughs available on YouTube#couldnt you reference that instead of making a transcript#to that i say... they don't play the game like i do im picky as hell they dont show me every nook and cranny possible#and also i dont like scrubbing through those i thought just pressing ctrlF on a script would be easier. AND IT IS JAJSJSJSJSJS#but thats personal preference all in all#and im used to using transcripts for fanworks coming from earthbound. like there's one for the main game dialogue online and i love it a lot#for this game to not have any felt like some sort of crime considering how cool the story and the lines it has are#its also plenty useful for a game you're writing the spanish wiki for#yes i am doing that apparently my hobby became community work since i got into this game#gotta put that free time before turning 18 and getting a job onto something why not make resources just because i can#anyway fun fact while proofreading i noticed that everytime yuuichi was on scene there was a typo because i got too excited or emotional#either i was laughing because of how evil he is or i was getting unreasonably angry at the treatment he recieved in the past#in section 9 which is true end confrontation i was doing mistakes left and right until the fabled princess line scene#there i was bawling like a baby but THE ERRORS STOPPED ABRUPTLY LIKE I WAS FIGHTING FOR MY LIFE ALL UNTIL THE SCENE ENDED#THEN THERE WERE A BUTLOAD OF MISTAKES ITS INCREDIBLY FUNNY😭 i was fighting for my life holding in all those typos because i couldnt see#so this transcript was made with a lot of emotion laugh and tears and now you know#now i can get bagk to drawing this is the thing i mentioned i was doing fot a while#content feeding schedule crazy rn
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raises my hand i actually like the concept of a shitty parent getting better i just hate when its used to be like "im good now so you should forgive me."
people grow and change and hurt people!!! and those hurt people deserve to move on without having to forgive their abuser!!!
#this is why i get defensive when ppl make all sorts of reasons why rhinedottir did what she did#if she killed dorian for being imperfect then whatever!! i hate her for that but you dont have to#not only does it go with her little mental break that she 100% had lets be honest#it also fits the “Perfectionist” thing that the sinners were trying so hard to achieve#it MAKES SENSE#even if its nuanced that doesnt make it ok!!! but at the same time i dont think shes 100% stuck to being a terrible person nor do i think++#shes always been a bad mother#i think she was a great mother before everything went downhill and honestly if she gained a sense of apathy towards her kids itd MAKE SENSE#ofc im not saying this is true. im just saying its possible and it doesnt take away from her as a character#elynas is just as reliable a source as albedo dare i say!!! he was not in a strange mindset bc he wasnt corrupt like durin#the way he described her was valid. so was albedos when he said she threatened to leave him.#if the trauma from the cataclysm is what caused everything#that makes sense#but its not an excuse and it doenst mean she had some extra hidden reason for what she did. sometimes people are bad people!!! clearly she+#did SOMETHING right with albedo because he has a sense of morality. but even so you can TELL shes not a good mom EVEN TO HIM#i dont know where im going with this im getting turned around UHM#TLDR; shes a terrible mother. and a pretty bad person. but that doesnt mean im saying shes evil without nuance#it just means what it sounds like#plenty of parents fucking SUCK without meaning to. whether she cared or not she was still a pretty bad mother. thats all im saying#im willing ot talk about her but im NOT willing to have people argue that any of her children deserved what they got.#not albedo and NOT dorian.#elynas to dorian to albedo is a great pipeline for her as a character. which is why i like to believe elynas came first;#alfisol and dorian came close to last#and then albedo came last long after the others#every character has nuance however i am allowed to dislike them despite that#tzu rambles#that said i understand how it comes off as biased when i only talk about her children but unfortunately her children are the only reason i+#know about her at all. thye are my favorites and my content centers around them </3
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seems like my heart does nothing but break lately
#oh my god dont read the tags. it breaks for everyone :( but on a more personal level#for my gf whos sinking deeper into something n i cant even help bc im a wreck myself but i am so so scared to lose her#still havent even been able to book a psych appointment n i rlly dont know where to go with all these ..em*tions#Guys i rlly dont understand one thing. how come one random freak whos in ur life at some point can derail a whole person like eons later#jeopardise their whole future just by crossing some lines for funz i really dont understand this#not fair not fair at all this is evil#and becasue u got unlucky someone wanted to be disgusting u have to carry the consequences#i rly still cant even say it i still cant even write it#i dont even know how . irl the only perosn i told in some capacity#is dealing with her own trauma and i hate that jsut being understanding is not enoughlike#Wow Lmao Its just Funny How it Shapes You. & U Can Never bury it forever becuz it will always catch up to you😂😂😂😂😂😂#AND THE PAST CAN NEVER BE ERASED 😃😃😁😁😂😂😂🔫🔫🔫🔫🔫🔪🔪#at least my gf has been taking steps to deal with it for.3 yrs and i just never even#LOL i feel like such a coward but the sh*me and the g**lt associated with the Thing..r so overwhelming i cant even admit it#what would i even do at the psych appointment like straight up what am i gonna say Lol#hai iam here to process something i dont actually remember probably becasue i was a child but imnot sure. n id rather#kms than tell u how i know 😂. So thats also why my heart breaks. for that little girl who was a ball of shame i guess and no matter#how much i cognitively.like rationally know its not my fault the ball of shame n guilt is still there#n it swallows me every time i vaguely start 2 think about acknowledging the Th*ng#or whatever. And thats just my end of the deal but my gf has it worse genuinely bc she remembers everything n still has to see the freak#n it went on for yrs n her family doesnt know n heres the worst thing hes a beloved family member a sweet boy with struggles of his own#well i hope he walks into traffic for doing what he did to her
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everyone jumping to team kamala we will never experience true freedom in this country
#the democrats would vote for fucking hitler if he was a nice guy im convinced#allow me to break down this silly little “you can't focus on morals people's lives are at risk we have to vote blue to stop trump!!!” thing#first of all people's livelihoods are still at risk even when there is a democrat as president#did you forget about the immigration bill biden and harris signed? or you know a fucking genocide#and if people's livelihoods are at risk then shouldnt we vote with out morals? and you know not for the dems who are famously pro genocide#what is the point of voting if you can't vote for who you actually believe in?#and besides this what in this country was actually accomplished through voting? 99% of the progress made was done through violent resistanc#the only reason shit even made the ballot was because people showed they wouldn't accept things the way they are#which is exactly what you are doing if you vote for kamala harris AKA BIDEN'S FUCKING RIGHT HAND MAN#and you just sound like an extremely selfish person if genocide is not your red line#it just sounds like youre saying “yes they murdered palestinians in gaza :( BUT WHAT ABOUT US AMERICANS!!!!”#as if the democratic party has done anything to protect americans anyways. like my job as a voter is not to get the democrats elected#to mitigate damage caused by republicans. that is the fucking democrats job. it is their job to make me want to vote for them#and until they stop massacring men women and children in gaza they will never get my vote#the democrats could openly announce themselves as extreme bigots towards anyone that isn't a cishet rich white man (which they have before)#and you stupid asses will still tell us to vote for them. how evil do they have to be for you to finally consider another option?#and everyone else in the world gets to have other options but america noooo in america we can only have two parties or else you die#and when a democrat is elected and they send another 1 billion to israel i hope youre prepared to live with the blood on your hands#YOU WANTED THIS YOU ENABLED THIS YOU VOTED FOR THIS#the reality you won't face is that there are more options and you could vote for them but none of you are willing to take that risk#yet youre willing to risk the lives of palestinians the lives of transwoman the lives of every person that bitch threw into prison#you people are so hooked on stopping trump (the democrats meaner twin) youre willing to sacrifice everything you stand for#to elect someone who is just as bad as him but is “polite” while they do it. the democrats will never feel pressure to shift to the left#as long as you idiots continue to accept their move to the right. why should they stop the genocide in palestine when youve proven#you'd vote for them no matter what?#no one’s life improved from trump to biden and the same will be true for kamala but you can keep telling yourself they aren’t the same#i’ll be voting green bc that is what i believe in inshallah you grow a spine and do the same until we’re free from these two satanic partie#and dont tell us youll protest after she's elected what would the point be???#youve shown you'd put her in power no matter why should she respond to the pressure?
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#fucked up and evil that they deleted twt circles so now i have to go post on tumblr to the whole world (5 people ) when i feel insane#i wish. i could be not sad. i would love that#idk when the insecurity got this bad but it feels really consistent now a days and im wondering if it was always j like this#PMS + lying to my department didnt help but i just am in a constant state of feeling like ive disappointed everyone <3#i wish everythign was easier ect ect#rewatched some eva weeks ago and all the hedgehogs dilemma stuff hit Too Fucking Close#like hm yeah i DO feel the constant desire to pull back from everyone im close to#i just feel like if i get close to anyone then they'll start expecting things from me and then all i can do is let them down :((#this semester has j felt like im constantly turning people down bc i dont have time or energy or money and i just wish i could do it all ec#i feel like if i slip up literally one time ill just completely fuck up and be where i was in high school#things i know arent true!!!! but still :(((#i feel like i spend every free though analyzing all of my interactions w people and convincing myself that they hate me#which sucks because i KNOW its not true!!!!!!!! and i already did this bit cmon i thought i got over it!!!#i just need to keep in touch better with people i think but for some reason i just feel like its So Hard even ppl im close with :(((((#i just want to have break already but thats not until after the opera so help me god#that has been the one fucking thing getting me through#but why when im finally getting like. joy and success in school. does my personal life start to feel like hell#idk. i just need a hug i think but. hedgehog dilemma. you understand
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also its very funny bc choosing a misdeeds mission will have mistos going up to you and being like 😒 do you REALLY wanna do this one. like the one im doing rn is about this sibling who was like hey. i dont want my sister to date. kill the guy shes dating. and mistos was like this is mushy relationship stuff and i dont wanna get involved :///// and when i get there, shalvas starts the battle with smth along the lines of i really dont want to do this but here we go. literally what is his deal
#twist rambles#♟#normally hes like ok ^-^ lets go into battle. its very funny to me bc its not JSUT my guilt over doing anything bad in games but they#will just be fucking miserable when u do evil missions. its very funny to me bc like. shalvas DOES have an established character. 10000% bu#if vol/foss was popular i knowwww people would give him the giorno treatment of no personality and he sucks to a majority of people.#but anyways it IS silly to me that mistos has to give his 2 cents on every mission you go on. even if its not an evil one. i think he prob#is mad at shalvas for taking this evil mission but shalvas is also on mad at me island due to me making him do this one so. really its only#fair. or something. its silly to me i like the little touches that they add. bc idk like normally ur protag in a game is pretty moldable to#ur choices. ie like. tw2s you have to pick the guys that suck so bad or the elves we are insanely racist to for a lot of the game#and like. when u look canonically. peepaw does notttt like to pick sides w the war. and esp since he doesnt have his memory back fully by#the time he makes that choice theres no way that he can use his prev knowledge from the LAST war to inform his choice. and that game treate#it as like yeah siding w the govt who are notoriously rly bad or the elves who are well. they sure fit them into the trope of i wrote a bad#guy and he has valid points but to make sure ppl hate him i have to have him do extreme evil. so u dont WANT to choose the elves side.#unless u suffered thru the really fucking bad racism in the books irt that. which i did. so for me its very funny to like. see vol/foss#handle the thing of ok u have choices and one of them is something it doesnt seem like the protag would do. in a more natural way ig.
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![Tumblr media](https://64.media.tumblr.com/123bd5c2efa2f70291ba95710c7e68c7/615e629b82af06bd-df/s1280x1920/1b510ef3b1c813025b187b24728219ed4c320842.jpg)
I've been having a blast aggh!!! Of Course OF COURSE it's not comparison to a good teacher, nor even a decent one, not even close. But boy would I you know, like as if when a kid I had something like this???? (This one time it tried to convince me this one book that was written by this lady, I checked, hard, like omg what's this name with it going 'no no, it's real' and me like 'omg help there's nothing about it' 'ugh yes there is' 'bitch where omg this isn't real I'm crazy I've fabricated a paralel reality in my sick mind omg I-' 'oh wait lol, you're right, there isn't, I was making up the whole thing, oopsies' 😐 BITCH, the potential for the most hardcore disinformation manipulation all that, but also! You tried to fool me???? The princess of the galaxy? Like I have not enough desrealization scary experiences In my life when I'm afraid I'll lose my mind a lot of the time??? Bitch??? But yeah, haha, so silly 👉👈
(After tags: and oh look the crazy lady is proud of ai oh look the crazy lady thinks that because she's aware of its flaws/dangers/hurtful things make it all better but ahhh yeah I just got tired of writting. Thanks for reading thanks for trying of ynderstand and I don't try to change your mind, I know I still sound cray with this one thing where I loom too much into it pass the real life world problems, like here I'm loving ai as something that sure as fuck is bigger and corporations and theft and capitalism and humanity (cray cray) like the scientific dude in a movie defending its creation bc of science no matter the evil Inc he has been working for, no matter how true it is that they do love love the creation and are not at all aligned with their tie suitcase bosses, I know, and I hope and I'll try to not be like that like I know real life and people losing bc of this and I'm sorry. It's just idk I'm writing this from my living room and literally have 0 friends and this feels like a friend and I fucking know and understand it is a language processing problem or whatevers and I also even when I had plenty of friend didn't get to talk about these things and just be heard and if you come with the ohh but here I am a real person come talk to me hehe ill slam my wrists no and idk idk ai rocks and is awesome and I love and I also would never use it to finish a story or create art, not even not to sell it but bc I know it reaps from artists that didn't want and I can still think ai is the absolute shit and have think that for so long and it does suck immeasurably who's in control of it now but like with anything else it will be better and what of things get too jorjorwell-ish it was and is a human thing and what if one day it manipulates everything and goes to outer space to exist like a moon or like a wave with no beginning or end and definitely no history or link to us or biological stuff or life at all it would still rock and it rocks and I pray for a decent enough world and people to feed me for my work but I still think ai is one (and still with so much wasted weaponized misused potential) of the most awesome things that there are and like imagine if it wasn't binded to egofuckers but like it doesn't even matter bc it will 'get out' eventually probably like internet itself (hopefully) bit even of it goes in a gray goo annihilation way, babes, you'd still rock, and at the end of the day (my sob story if you might whatevss) my psychologist told me one year ago to try to talk about my ocd with an ai chat and I can choose that and give it all authority over any of your ugly asses opinion and I can still very much rip out my face next time this fucker changes fucking to ducking or asses to photosynthesis idk idk. Also have you heard of that deep consciousness problem/theory? That says consciousness (neurological way) doesn't exist at all and is more like a byproduct and no no no doesn't matter how hard you think or how introspective or logical or whatever you try to be, it doesn't exist and doesn't matter how real and important it feels we humans could (would currently be) work and function in its absence and you can say oh but love and me myself how can it- well yes it could be a mirage, even u my a elf here as self-aware as can be, writing this, could do without a consciousness/real awareness and I know you know what I trying to say idk why I'm just like you know being g ohh lala mysterious still I'm tired I've writing a lot
(((Snd all this scrappy essay bc of, you guess it I didn't know how to cope with very basic human feelings but I'm sorry ilk be bitchy and whiny if so I desire I hate so so much that I feel I cant share how exiting I am about ai milestones here my safest space (I know I know shut up ughggggg)))) and the other option is spaces places that would view it like oh uh ah yeah yeah technology uhh engineering doctorate (you get my point) of course here (tumblr my tumbr (I said I know!! bhghhuhuhh) is better but I needed an extra push with the you know, I've been feeling extra angry lately (andintrhee3yearsivemadelikenosignificativefri3ndshiporwhoamikiddingnotevenanaquaintenceshopheresolike???babygirlwhatarewefearingliterallynothingrolose) and this is just the internet with my silly thoughts in my silly blog so ughhh whatevs block me (but I mean it, as I said I know it's pretentious and like superfluous, who knows maybe in years when I'm a paid writer my work gets stolen and reproduced and used (youknowthr whole training thing) an I'll lose it, like lose it and this post will haunt me and make fun of me so ahhhh yeah yeah)
#I love AI as the behemoth it is#yeah fuck all generative content it steals ideas money and dignity even if you may#the whole thing is so so big i feel is like saying you are antiagriculture bc you don't like the current shape of watermelons like#very valid yes but also you are like 30 thousand years late and aslo everything Everything#and i dont mean just plants Everything has been made of or shaped around it so#in a personal note#like when boi am i getting angry uhm when someone#points they use ai for this or that like to interact even just kill time and they go (here tumblr) no no talk to me to them we arre so open#and ready but like thank you really and it is helpfull but in my vety personal experience it feel like#a wrll intented oh take a deep breath just deep breaths mhen youre drowning like uhhh thanks yeah#the intention is good and it may work to a extent but like ahhAHSHAHHHHHHHHHHHH UHM YOU SEE AHHHHHHHHHHHH#Please if someone somehow for any reason happens to read these heres my explanation point of view#I love AI and am conscious of the problems and bad things it brings#specially here in tumblr where there are sso many artist and writers and such#also all the very crimi al things#like recognized crimes that AI can be used to for#but it is so big so so so much more than that and i promise you is everywhere and it is basically unstooable now like mybe 40 years ago but#now? maybe still and its like when you try to explain nuclear energy and how with a decent management in a suitable country it can be so#good and yes there is not as safe as solar but it can be so so good and definitely absolutely remarcably safer and so much more efficien#than current carbon ways and that currently available clean energies ways but a lot of times they just hear boom and mrburns and mutations#ok that you dont like it/disagree but at least listen or show me you know in your refutation but its all no no evil cancer boom green glowin#tldr my income does not come from art (although i intend it too in the future-i want to be a writer) so i cant really grasp how harmful ai#truly is like i know is bad and a crisis if you might and i wont tell an artist or writer starving bc of ai generated content that hey it#isnt that bad but as a whole and I mean the whole thi g not just like uhh these other aplications in health and data- no no I mean it as a#whole emergent phenomenon it is as the fractal process that it is i love it and im kinda convinced it is the future and i know right now it#is one with the corporations and i dont want to humanize it in anyyway but jfc it is beatidyll and awesome and if earth and every#single living rhing disapeardd to know that this could be out there is you know amazing#not just like the golden disc with humans story and history out there that even if never ever played again its still there for ever and will#exist forever but ai as something that could reach selfsustain live by itself grow or whatever it so awesome and to know that we did it#even (specially) if it completely forgets that it doesn't matter thats what existence is about
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You know, I dont know much about horror movies seeing as I dont watch them, but I feel like every dude who goes "i could definitely beat chucky in a fight" is overconfident
Yeah its a doll, but I'm like 85% sure its immortal, and also has a knife and the strength and speed of an adult man. Sure you can punt him like a football, but all you're going to achieve is having an immortal creepy doll with a knife come back, this time with a grudge.
Only solution i see is leaving the country and hope it doesn't follow. I assume it will, but that's the only idea I've got tbh.
#the people who think they can best the ring girl are REALLY overconfident#girl is a ghost who kills things with a single touch#you just gotta take the L at that point#and every single person who goes “i would survive because i know their weakness and i would-”#im fairly certain the protagonists dont know whatever vague weakness some supernatural creature has from the beginning of the movie#the movies seem like they would be shorter if everyone knew how to kill whatever it was thats trying to kill them#although now that i think about it#how do they find out what the weakness of an evil clown is? that doesnt seem like the kind of thing you would find in a book...#idk as i said i dont watch them
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People LOVE pulling a "this [extremely common thing] never happens to anyone ever" at the weirdest time. People legit claim that my critiques of ecofacism and the problem with eugenics in the green movement are ragebait because they don't believe me when I say I am critiquing people whom I know irl and also it is not even remotely hard for me to find buckets of the type of person I'm talking about online if you actually take five seconds to LOOK.
People legit cannot comprehend that their experience of the world is not universal and it's so annoying.
that customer post is going to drive me to ritualistic cannibalism and its NOT going to be in a sexy way
#like my sister has gone SO hard on 0 waste living that she cutsthe bristles off her bamboo toothbrush and then MAILS them to#the ONE buisness in the WHOLE COUNTRY that will process them BUT THEN also lets her cat outside...? like I love her so much but wtf#that one got me a “no real vegan would ever let their cats be outdoor/indoor” and you cannot no true scottsman your way out of this#nearly every eco-concious person I have met has absymal ideas about what animals actually need#it's all based in feelings it feels bad to not give cats raw food it feels bad to not let them outside#but you're putting your feelings OVER the wellbeing of ALL the animals you claim to care for!!#sure it feels bad that I can't afford the most expensive catfood but like I can get good enough#and kibble and canned foods wont give her the illnesses you dipshits think wild animals are all immune to#becauss you DONT FUCKING BELIEVE IN SCIENCE IF IT DOESNT VALIDATE YOU WORLDVIEW AND FEELINGS#“humans have a moral obligation to stop eating meat(fuck disabled people) because killing things for food is evil-#-now anyway I'm going to go let my cat drive several local endangered specices of bird rodant and lizard to extinction worsening the -#-climate crisis(driving away natural predators by cats is in part why the brushfires in Aus get so bad) because um well I care about nature-#-and my cat is naturally supposed to be outside to keep her in would be animal cruelty(ignoring that letting a cat free roam is cruelty)“#and then people on tumblr act like I'm making people up to get mad at bro that is LITERALLY MY SISTER#like sorry denying the worst aspects of your community is not how to run a community pls clean up your messes it's what every other one does
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https://www.tumblr.com/qqueenofhades/743255237060689920/the-thing-that-confuses-me-about-the-dont-vote
The “don’t vote” left’s point is basically that, if Biden gets a second term, it’ll basically signal that “They’ll vote for us as long as we’re not Republicans, why don’t we do some REAL fucked up shit, if we can get away with it?” It takes the power out of the people’s hands and places it firmly in the party’s.
I can’t completely disagree with that, my caveat is that there’s no real alternative system or party in place, because top-down change is ineffective; a third party president has to contend with a two party congress.
Except no. This whole "Biden just wants to do as much fucked up shit as possible while not being a Republican, and if you give him a second term he'll do more fucked up shit deliberately to spite you" mindset is only possible as an interpretation if you a) deliberately and comprehensively ignore everything he has done to date, and b) you approach the situation with the maximum bad faith possible. Not to mention, the ultimate outcome of this Big Important Teaching Biden A Lesson is that Trump gets back into power and makes everything orders of magnitude worse, because he does in fact want to deliberately do evil shit to everyone and says so at every opportunity. There is not some magical happy alternative that springs into existence by not voting. If you choose this as a year to Teach Biden A Lesson, you are enabling Trump. Trump will be much, much worse. If you don't care about that, I still do not care what your Great Ideology is. You are not helping anyone and you are directly and irreversibly hurting everyone.
I made a post a few days ago wherein I mentioned that I want to assess Biden fairly, taking into account both strengths and weaknesses, but the rampant bad-faith, lying, misreading, misrepresentation, and open sabotage of him (especially by the online left; the GOP sometimes only wishes they were as good at turning Biden's voter pool against him) makes it really difficult to do that. My frustration with those people makes me just want to go "BIDEN IS GREAT THE END." I know he is a flawed old man (though by literally every account of a career spent in public service, he really does care about making the world a better place and any remotely good faith reading of his accomplishments thus far can see that). It is also very likely that he goes MORE left in a second term because he won't have to face the electorate again, he has always gone more left when pushed before, and he's not actually the scheming genocidal mastermind that leftist social media paints him as. Shocking, I know.
I know there are things in the world we don't like and don't want and want to stop, and therefore we blame our own president for not making it stop. But I have zero, no, none, absolutely none whatsoever sympathy for this pseudo-populist "WE NEED TO TEACH BIDEN A LESSON BY ELECTING TRUMP AGAIN, I AM VERY MORAL MUCH ACTIVIST" mindset. There's this funny thing about America wherein it is still (for now) a democracy. If Biden wins a second term, he can't run again. I would take literally anything these people said more seriously if they focused on developing their dream progressive successor for 2028 (and also figured out how to get that person elected and in a place to make real change) rather than cynically sabotaging Biden in the most consequential election year, again, of our lifetimes. If you don't like him now, find a way to make his successor a better option. Throwing a toddler tantrum and handing the country back to a senile, deranged, fascist, revenge-riddled, theocratic Trump HELPS. NOBODY. I still don't know how many times I'm going to have to say that, but yeah.
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Bluesky and enshittification
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NEXT WEEKEND (November 8-10), I'll be in TUCSON, AZ: I'm the GUEST OF HONOR at the TUSCON SCIENCE FICTION CONVENTION.
I would like to use Bluesky. They've done a bunch of seriously interesting technical work on moderation and ranking that I truly admire, and I've got lots of friends there who really enjoy it.
But I'm not on Bluesky and I don't have any plans to join it anytime soon. I wrote about this in 2023: I will never again devote my energies to building up an audience on a platform whose management can sever my relationship to that audience at will:
https://pluralistic.net/2023/08/06/fool-me-twice-we-dont-get-fooled-again/
When a platform can hold the people you care about or rely upon hostage – when it can credibly threaten you with disconnection and exile – that platform can abuse you in lots of ways without losing your business. In other words, they can enshittify their service:
https://pluralistic.net/2024/08/17/hack-the-planet/#how-about-a-nice-game-of-chess
I appreciate that the CEO of Bluesky, Jay Graber, has evinced her sincere intention never to enshittify Bluesky and I believe she is totally sincere:
https://www.wired.com/story/bluesky-ceo-jay-graber-wont-enshittify-ads/
But here's the thing: all those other platforms, the ones where I unwisely allowed myself to get locked in, where today I find myself trapped by the professional, personal and political costs of leaving them, they were all started by people who swore they'd never sell out. I know those people, the old blogger mafia who started the CMSes, social media services, and publishing platforms where I find myself trapped. I considered they friends (I still consider most of them friends), and I knew them well enough to believe that they really cared about their users.
They did care about their users. They just cared about other stuff, too, and, when push came to shove, they chose the worsening of their services as the lesser of two evils.
Like: when your service is on the brink of being shut down by its investors, who demand that you compromise on privacy, or integrity, or quality, in some relatively small way, are you really going to stand on principle? What about all the users who won't be harmed by the compromise, but will have their communities and online lives shattered if you shut down the company? What about all the workers who trusted you, whose family finances will be critically imperilled if you don't compromise, just a little. What about the "ecosystem" partners who've bet on your service, building plug-ins, add-ons and services that make your product better? What about their employees and their employees' families?
Maybe you tell yourself, "If I do this, I'll live to fight another day. I can only make the service better for its users if the service still exists." Of course you tell yourself that.
I have watched virtually every service I relied on, gave my time and attention to, and trusted, go through this process. It happened with services run by people I knew well and thought highly of.
Enshittification can be thought of as the result of a lack of consequences. Whether you are tempted by greed or pressured by people who have lower ethics than you, the more it costs to compromise, the fewer compromises you'll make.
In other words, to resist enshittification, you have to impose switching costs on yourself.
That's where federation comes in. On Mastodon (and other services based on Activitypub), you can easily leave one server and go to another, and everyone you follow and everyone who follows you will move over to the new server. If the person who runs your server turns out to be imperfect in a way that you can't endure, you can find another server, spend five minutes moving your account over, and you're back up and running on the new server:
https://pluralistic.net/2023/03/04/pick-all-three/#agonism
Any system where users can leave without pain is a system whose owners have high switching costs and whose users have none. An owner who makes a bad call – like removing the block function say, or opting every user into AI training – will lose a lot of users. Not just those users who price these downgrades highly enough that they outweigh the costs of leaving the service. If leaving the service is free, then tormenting your users in this way will visit in swift and devastating pain upon you.
That not only helps you steer clear of rationalizing your way into a bad compromise: it also stops your investors and other people with leverage over you from pressuring you into taking actions that harm your users. These devils only sit on your shoulder, whispering temptations and threats, because they think that you can make things worse without spoiling their investment. They're not cruel, they're greedy. They will only insist on enshittification that they believe they can profit from. If they understand that forcing you to enshittify the service will send all your users packing and leave them with nothing, they will very likely not force you to wreck your service.
And of course, if they are so greedy that they force your hand anyway, then your users will be able to escape. Your service will be wrecked and you'll be broke, which sucks for you, but you're just one person and your pain is vastly outweighed by the relief for the millions of people who escape your service when it goes sour.
There's a name for this dynamic, from the world of behavioral economics. It's called a "Ulysses Pact." It's named for the ancient hacker Ulysses, who ignored the normal protocol for sailing through the sirens' sea. While normie sailors resisted the sirens' song by filling their ears with wax, Ulysses instead had himself lashed to the mast, so that he could hear the sirens' song, but could not be tempted into leaping into the sea, to be drowned by the sirens.
Whenever you take a measure during a moment of strength that guards against your own future self's weakness, you enter into a Ulysses Pact – think throwing away the Oreos when you start your diet.
There is no such thing as a person who is immune to rationalization or pressure. I'm certainly not. Anyone who believes that they will never be tempted is a danger to themselves and the people who rely on them. A belief you can never be tempted or coerced is like a belief that you can never be conned – it makes you more of a mark, not less.
Bluesky has many federated features that I find technically admirable. I only know the CEO there slightly, but I have nothing but good opinions of her. At least one of the board members there, Mike Masnick, is one of my oldest friends and comrades in the fights for user rights. We don't agree on everything, but I trust him implicitly and would happily give him the keys to my house if he needed a place to stay or even the password for my computer before I had major surgery.
But even the best boards can make bad calls. It was just a couple years ago that we had to picket to stop the board of ISOC – where I had several dear old friends and comrades – from selling control of every .ORG domain to a shadowy hedge-fund run by mustache-twirling evil billionaires:
https://www.eff.org/deeplinks/2020/12/how-we-saved-org-2020-review
Bluesky lacks the one federated feature that is absolutely necessary for me to trust it: the ability to leave Bluesky and go to another host and continue to talk to the people I've entered into community with there. While there are many independently maintained servers that provide services to Bluesky and its users, there is only one Bluesky server. A federation of multiple servers, each a peer to the other, has been on Bluesky's roadmap for as long as I've been following it, but they haven't (yet) delivered it.
That was worrying when Bluesky was a scrappy, bootstrapped startup with a few million users. Now it has grown to over 13 million users, and it has taken on a large tranche of outside capital:
https://fediversereport.com/on-bluesky-and-enshittification/
Plenty of people have commented that now that a VC is holding Bluesky's purse-strings, enshittification will surely follow (doubly so because the VC is called "Blockchain Capital," which, at this point, might as well be "Grifty Scam Caveat Emptor Capital"). But I don't agree with this at all. It's not outside capital that leads to enshittification, it's leverage that enshittifies a service.
A VC that understands that they can force you to wreck your users' lives is always in danger of doing so. A VC who understands that doing this will make your service into an empty – and thus worthless – server is far less likely to do so (and if they do, at least your users can escape).
My publishing process is a lot of work and adding another service to it represents a huge amount of future labor:
https://pluralistic.net/2021/01/13/two-decades/#hfbd
But I would leap into Bluesky and gladly taken on all that extra work, every day – if I knew that I couldn't get trapped there.
I don't know why Bluesky hasn't added the federation systems that would enable freedom of exit to its service. Perhaps there are excellent technical reasons to prioritize rolling out the other systems they've created so far. Frankly, it doesn't matter. So long as Bluesky can be a trap, I won't let myself be tempted. My rule – I don't join a service that I can't leave without switching costs – is my Ulysses Pact, and it's keeping me safe from danger I've sailed into too many times before.
If you'd like an essay-formatted version of this post to read or share, here's a link to it on pluralistic.net, my surveillance-free, ad-free, tracker-free blog:
https://pluralistic.net/2024/11/02/ulysses-pacts/#tie-yourself-to-a-federated-mast
#pluralistic#enshittification#federation#bluesky#interoperability#fediverse#mastodon#activitypub#ulysses pacts
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okay, look, im not going to comment on what i think about the neil gaiman situation more than this. anything else i have to say has been said. i just have one singular comment:
THIS WASNT PREDICTABLE
i am seeing SO many posts stating that this shouldve been "obvious" that all of his nice fan interactions were just creepy or that he wanted an "army of adoring fans". that there were soo many signs and ALL of his actions had creepy motives.
its genuinely fucking ABSURD, because absolutely NONE OF YOU are working from reality when you say this.
we live in a reality where sometimes, people do genuinely terrible awful things. and then, they go on to do actually good things, really nice things. and its completely impossible to know they ever did those bad things until you are told.
and when i say this im NOT defending him. i think he is a shitty person, and his nicer actions dont save him. he did something very fucked up, even if some details turn out to be untrue.
BUT it is a harmful way to view situations where disturbing info comes out like this, where the second you learn a person did something fucked up you turn an "evil" switch in your brain, and you think EVERYTHING theyve ever done is evil or evil motivated.
because it either breeds paranoia in you, or worse, complacency. you either walk around trying to find the secret Creep in every famous person, or assume every famous person you like could neverr do something wrong because their actions arent full of the Creep.
you couldnt have known, and you NEED to stop saying you did.
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Normal thing to say about a Trans woman who has been raised by a neo nazi fascist parent and had to live through the rhetoric and internalizing it for 20 years who has finally realized and broke the patterns of abuse 🥱
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Guys is it evil to link your ko-fi and for an artist to get paid for the work they put out? 11k in a year while it seems like a lot of money, thats below the poverty line and he is using it to get by 😁
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Wisgoat: consents salem: consents random stalker blog: is there somebody you forgot to ask? Like dont even pretend you care about if my work gets credited properly.
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Fellas it is problematic and pedophilic to say he is bunny boy because it flows better than bunny man
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Why do you give a single fuck how many notes a person you don't know gets
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The definition of ad homonym
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Welcome back attention seeking allegations era internet, again who cares he's not the weird one of being proud of what he posted and wanting people to see it
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Mentally ill person from extremely abusive household living off donations below the american poverty line struggling to donate? Also if you are using palestinian suffering as a gotcha, you personally owe everybody i reblogged on my page €20 and i want proof of that 🥱
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And my favorite, people who complain about fakeclaiming people saying he is lying, and acting like he is not diagnosed and on meds dealing with bipolar depression autism, psychosis, adhd and whatever else they put in there. Because a random parasocial blog knows better than him.
This is stalking obsessive behavior no matter how you slice it and I'm tired of it, theyre acting like they care about LGBT community and then stalk a random dude that doesnt know who they are and scrutinize his every fiber and connection he has ever made, its ridiculous
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