#psychiatrist!fluttershy
Explore tagged Tumblr posts
Text
âit's not like I lay awake at night thinking about her!â
ââŚuh ohâ
#sorry bunni I stole the quote from you that you stole from gf xjhjgsjh#my art#mlp#my litte pony friendship is magic#my little pony#asylum!pinkie#psychiatrist!fluttershy#mlp au#art#doodle#drawing#digital art#toxic yuri
1K notes
¡
View notes
Text
About Me đŞ˝đ°
Hihii my name is Saleha !! Irl Madoka â. đ Ë
đŚI loooove Magical Girls n J-fashion !!
She/her, Isfj, 2w3đď¸
I am Pakistani by blood n Japanese born !!
I would love to be friends but Iâm a minor(15) so donât be weirdddd, please and thank you âŞ( ´â˝ď˝) DMs r open !!
Characters I relate to : Madoka Kaname, Nahida, Yayoi Kise, Basil, Tanjiro, Mitsuri, Sawako, Hachi, Yui Yamada, Serena(Pokemon), Rapunzel, Fluttershy đ°ŕžďż˝ďż˝
Interests !! đŠ°
ă
¤âĄŕžŕ˝˛ I adooore Magical Girls, fantasy, j-fashion, historical fashion, pink, girly stuff, Sanrio, Kikuo(Hana), Ali Project, Whimsical fairy type things, unicorns, psychology, dolls, vintage stuff, flowers, Alice In wonderland, oc making !!
ă
¤âĄŕžŕ˝˛ â some random interests - Crime, thrillers, mystery, obscure literature, Sofia coppola films, dark academia, ninjago, Starwars, Naoki Urasawas Monster, Steins; Gate, Omori
Fashion đ
đŕžŕ˝˛â¤ď¸đŕžŕ˝˛ - Himekaji, Dollette, Mori Kei, cottage core, shoujo, kawaii, coquette, cult party Kei, EGL(all Lolita sub cultures), Hime Gyaru, girlykei, ryosangata, princess, hyperfem, academia, Rococo, historical fashion, steampunk, morute
Hobbies n Dreams đŻď¸
- I am OBSESSED with writing !! I am currently writing a story w my ocs ^^ I would love if you asked about it !!
- I love drawing !! Iâm a bit embarrassed to share often tho TT
- my dream is to go to Oxford University, to become an author, and to become a Psychiatrist !!
Socials đˇ
࣪ Ö´ÖśÖ¸âž. all are AngelsTrash_ :)) !!
I am on Pinterest, Instagram, and Twitter(I am hardly active on it).
Other important stuff !! đ
â I am recovering from an ED so I am very sensitive around that stuff !!
â I am a very sensitive and anxious person ahh
â I am not the biggest on romance? I get very attached platonically thooo so pls donât get the wrong idea !!
Dni: zionists, Islamophobes, racists, antisemitics (basically anyone disrespecting religion or race), and people who mainly post NSFW
Main FandomsđĽ
When I tell you Iâm obsessed with Moriarty the Patriot and Puella Magi Madoka MagicaâŚ
- Madoka Magica, Moriarty the Patriot, Sailor Moon, Precure, Kimi ni todoke, mouthwashing, Naoki Urasawas Monster, (basically all magical girlsâŚ), shadows house, Steins;Gate, Ninjago !!
#coquette#dollete#girlblogging#mori kei#puella magi madoka magica#whisper girl#pink#poetry#writing#lolita fashion#sweet lolita#just girly things#im just a girl#himekaji#hime gal#pmmm madoka#madoka magica#madoka kaname#coquette dollette#angelic pretty#cottagecore#fairy aesthetic#about myself#intro post#introduction#blog intro#pinned intro#introductory post
51 notes
¡
View notes
Text
//Winning with an overwhelming 60% of the vote, Round 6 will be Narumi Osone Vs Himiko Toga from My Hero Academia!
//Honestly, probably the best outcome we could have expected with this one.
//The outcome of this next one though, is anybody's guess!
//As always, connections are under the cut.
Noire - Both of them typically have timid and socially awkward personalities, and come from abused childhoods which resulted in them having two-faced psyches. That side includes outbursts of anger and hostility to whoever bothering or threatening them. They feel they are a burden to their friends for how much they have to rely on them and often apologize for things that werenât their fault. They also tend to act obsessively toward people that treat them well and developed an interest for.
Valentine - Both of them are nurses, that much is obvious, and both use medical equipment as part of combat (Mikan uses anaesthetic needles as weapons while Valentine uses a variety of hospital-themed weapons) Both of them are implied to have had rough childhoods and have scars and missing body parts to prove it. Both of them are also commonly known to have a dirty and sexual side, though a lot of the time it's just an act.
Fluttershy - Both of them are most notably very timid members of their friend group, while also being the best friend/potential lover (actual lover in Mikan's case) of the most out of pocket and crazy member of their team (Ibuki and Discord). They've consistently shown to be very caring and sensitive to the pain of others and aren't always looked upon with respect, nor with recognition. Despite this however, under their nervous wreck appearances, both have proven to be significantly stronger than people give them credit for.
Medic - Similarly to Valentine, both of them are very talented doctors who use medical equipment as part of their combat arsenal, while being a significantly helpful member of their team and patching up their cohorts at a genius level. However, despite their zany personalities and their profession, both characters have also shown to have a cruel and sadistic side towards their enemies and sometimes even their allies, and at their worst, are bat-shit insane. Also, despite Mikan's initial front which she drops with character development, both doctors have been shown to be rather impatient with their patients, especially in stressful situations.
Harley - Both of them have surprisingly similar backstories. Initially, they were both employed as medical professionals (Mikan was the Ultimate Nurse and Harley was originally a psychiatrist at Arkham Asylum) who dedicated their lives to helping people. However, both of them ended up being manipulated by a psychopath, and fell in love with them, leading them down a dark, evil path (Mikan was brainwashed by Junko into becoming Ultimate Despair and Harleen Quinzel was manipulated by the Joker into becoming Harley Quinn). However, in their most recent iterations, the two have moved on, regained some of their sanity and started fighting for a more righteous cause, also falling in love with another girl who treats them a lot better (Ibuki and Poison Ivy). Despite this, when push comes to shove, neither are afraid to weaponize that insanity and unleash it upon their foes.
5 notes
¡
View notes
Text
  Passing under the tree that leads to her friend's cottage,  she picks her way towards the front door,  speaking to herself so loudly that she sets the birds resting on some branches overhead scattering.  â  Why,  the brutality  !  Such beastly behavior...  in my shop  !  My shop  !  â  Her voice cracks on the final note.  Rarity's work is her passion,  but after today,  she is determined never to set foot into Carousel Boutique again.  Her face is covered in glitter,  her hair similarly dotted with coruscating discs of silver,  casting stark relief against the color of her mane.  She looks ridiculous,  of course,  but that isn't the worst part of it.  The worst part of it is that her good name has been besmirched,  and she's lost a customer,  perhaps even several,  forever  !  Not that she's sorry to be rid of somebody so crude,  but just because they're gone now,  doesn't mean the debacle is over with.  Some little spat with an unpleasant customer is nothing compared the amount of bad publicity her shop is about to receive  !  On reaching her friend's doorstep,  she enters through the door unbidden,  throwing herself into the other's hooves.  â  Oh,  Fluttershy  !  I do hope you don't mind my barging in.  I've had the most awful day.  Just awful  !  â  She totters a few steps further,  before dramatically splaying herself out across a proximate couch.  â  Please,  if you will,  some chamomile tea.  You always make the best tea and I need something to calm my nerves before I do anything  ...  unladylike.  â
@bvtterflieezâ
#* Â Â IC. Â Â ( Â Â Â MAIN VERSE#i like to think she went straight to fluttershy's because she's a great listener and her presence is just so comforting#i think fluttershy would make a great psychiatrist#everyone needs a fluttershy in their life
12 notes
¡
View notes
Text
headcannoning fluttershy as âsuspectedâ bipolar but cant get access to a psychiatrist tp actually find out
19 notes
¡
View notes
Text
Characters: Tearing Each Other Together
After the world-sweeping success of my previous article (forty notes on Tumblr, wow!) and being driven out of my house due to mold for the second time in two months, I think the time is right to add another essay to the subject of character design and writing. But whatâs left to say after having definitely solved the entire process of character writing the last time?
Well, suppose you can figure out the emotional state of one person. Thatâs well and good, and oddly harder for people than you might imagine. And I think the reason itâs so hard is because in virtually any show youâre not going to be given a character in a vacuum to learn that process from. They have some story, something theyâre trying to overcome, and other characters theyâre bouncing off of, and the actual process of conflict is more complicated than knowing who your characters are.
Hate, Love, or Indifference, Itâs All A Struggle
So whatâs the essence of a story? Thereâs some motive thatâs trying to be achieved. A conflict. And I canât stress this enough. Conflict. Because itâs one thing if you say your main character is a kid who wants to be the best Pokeâmon trainer and completely another to have that be a concrete objective with a satisfying story and conclusion. Wanting to be the âbestâ isnât actually conflict. Itâs a dream. Being forced to travel the known world to acquire eight gaudy pins that probably cost twenty-five cents each to manufacture? Thatâs conflict.
And not only do you have to travel the world, you do so with a shrill red-head who explicitly hates you because you trashed her bike, and a sex-starved pervert whose life dream is to make Pokeâmon mate with each other for a living. And thatâs important. Without Misty and Brock, Ashâs journey is a lot less interesting for a lot of reasons. Misty calls Ash out every time he messes up, and aside from being on a watch list, Brock is a helpful older character who tells Ash, and therefore the audience, whatâs what.
But letâs back up, because people understand the benefit of Brock and Misty at a basic level, but when youâre starting off, how do you know who those people should be? Well, every show, from sitcom, to comedy to drama, does its best to balance personalities against each other so thereâs always some sort of conflict possible between them.
Now, âconflictâ doesnât mean theyâre trying to kill each other. It could mean theyâre falling in love with each other. Maybe it means they donât have much in common but have to work together over long hours in isolation. The idea is simply that thereâs something to overcome between these people. Misty thinks Ash is stupid - thatâs a conflict which is often leveraged to push Ash forward. Brock, however, has a reactive role in the show, only functioning in conflict when a womanizer who grovels at the feet of ladies Ash is already helping anyway.
Itâs odd because if Misty were older she would be set up very well as kind of an âoppositesâ romantic torture device with Brock. Theyâre even depicted as professional equals, which would have made their levels of expertise and experience more balanced. Had they been closer in apparent age, a âwill they wonât theyâ romance would have fit adequately, with Brockâs constant hitting on other women serving as a major, hopeless, long-lasting roadblock to a serious relationship between them; it would work especially well because Misty is established to have an inferiority complex to her prettier sisters. It also might help explain why Brock hung around so long. But as it was, Brockâs main contribution to the inner dynamic was to act as a mediator, caretaker, and mentor.
But circling back to Brockâs dream of Pokeâmon husbandry. Well, on the meta level thatâs why he doesnât leave. Because itâs not a motive, heâs not taking steps towards it, and itâs not going to happen, itâs just a dream. Until it does happen, anyway, and then they wrote him out of the show - but weâll dig more into this later.
Balancing Imbalance
The best place to look to see good conflict set ups between characters are popular sitcoms. Consider the show âFrasierâ: it ran for eleven seasons and revolved mainly around the personal spats of Frasier, his brother Niles, their dad, and the dadâs caretaker, Daphne. Frasier was arrogant, Niles was insecure, Dad was an earnest roughneck, and Daphne was well-meaning. Frasier and Niles were also elitist pricks at times so they couldnât even always agree where to eat together, much less with their father who was happier having a burger with ketchup.
Every episode had some central motivator; an ice fishing trip, a joint investment, an awards ceremony - but these things were just catalysts to the main conflict, which was almost always something between characters. Weâd seen it time and again, that Frasier and his Dad would come to blows over differences in taste. Niles would try to court Daphne while torn by his commitment to his failing marriage, over and over. But the pithy banter and the way they resolved it would always be new, so people watched this show, episode after episode, for over a decade.
And the simple beauty of it all was that each of the characters had something to do with each other. Whether it be filial obligation, lust, sibling rivalry, friction between introversion and extroversion, or taste in food, they always had some source of conflict to make a show out of. Niles and Frasier were both psychiatrists, but from different schools of thought and different working environments, so they even had chances to butt heads academically and professionally. It was rich with writing opportunities and itâs not any wonder it lasted so long.
Another sitcom, âNew Girlâ, which was about a group of roommates, had a good dynamic set-up between two characters, Schmidt and Nick. Nick is a messy slob and Schmidtâs a type A neat freak, creating a really obvious source of conflict to work with. But then they had a third character, Winston, who they lampshade as the token black guy.Â
Now, the joke that Winston is the âblack friendâ has pretty much no legs, so in the early seasons you see him acting as kind of a third party mediator, or maybe a wild card, and it winds up being funnier when Winston is unhelpful. So as the seasons went on, Winston gradually lost his damn mind. He becomes a cop and meets a woman so that heâd have some character growth and dynamic, but also develops into a man who would burn a building down as a prank. The writers had no idea what they were doing with him and he gradually flew further and further off the handle.
Donât get me wrong, I really liked Winston as a character. Aside from being funny in the show, watching the writers gradually unglue him from sanity was its own meta comedy above that. I knew they were doing it on accident, but having such a good time with it that it was just going to keep getting worse. In fact a major component of the finale for the whole show is an insane thing Winston does. They wrap the show on the note, âWinston is crazyâ. And it all happened because they didnât figure out what Winstonâs conflict was at the start. He didnât have a source of conflict with anyone, so the man became a living breathing embodiment of conflict in general.
Your Story Ends With the Conflict
Now, the catch is, in any type of fiction, whether a video game, a roleplaying session, or a sitcom, the story ends when the conflict does, because if the conflict is over thereâs nothing more to tell! It used to frustrate me to no end back when âMy Little Ponyâ was popular and the other nerds on the internet used to ask, âHow many times must Fluttershy learn not to be shy, or that being shy is okay? When will she overcome all that she is and eliminate the core element that creates conflict for her?â
The answer should always be that the character will learn their damn lesson when the show ends or when theyâre written off it. If you are sick of seeing a character and donât want to see them any more, the best thing to do is close out their issues, because once they have no conflicts, they have no story, and thereâs no point in doing a show about them. Asking Fluttershy to stop being shy is asking to say goodbye to her, because she's a cartoon and her job is to entertain kids by being neurotic and yellow.
People think theyâre so smart when they say theyâd solve all a characterâs problems if it were them. In the finale to the first season of Pokeâmon, for example, Ash decides to gamble his whole championship run on Charizard, whoâs a self-absorbed bitch of a creature that ultimately throws the match and leaves it an open question whether Ash might have won if heâd left the team primadonna sitting on the bench.
Some viewers see that and complain itâs the dumbest possible thing Ash could have done, but itâs probably one of the single most brilliant things the Pokeâmon writers did in the grand scheme, because think about where it left us. Ash didnât achieve his goal of proving heâs âthe bestâ, but it feels like a fluke and if he got another shot, he might make it all the way. This gave the show a gateway to more episodes with Ash still having something to prove and a dumb mistake indicating he still had a lot to learn. Because he didnât win, his story hadnât ended.
In some cases shows can end characters just by addressing some dream goal theyâve been expressing since the first season. In the case of Brock, they intentionally removed him from the show by introducing him to some girl who was willing to work with Brock in the animal husbandry business. Heâd been traveling all this time, his dream opportunity fell into his lap, and he was gone. What reason would he have to refuse, and why would anyone stop him? And of course, Brockâs dream job was incompatible with the central plot elements of the rest of the show, so that was it!
The Format Informs the Conflict
If you want to write something but you arenât sure when itâs going to end, you need a concrete, long-term conflict thatâs not just going to go away. For example, in âScooby Doo and the Thirteen Ghostsâ, there were thirteen ghosts. By design, that show should have ended after Scooby Doo found all thirteen ghosts. It actually ended earlier than that because it was cancelled, but you get the idea. When you have a finite goal, your run time is going to be finite as well.
At least in theory. In âJoJoâs Bizarre Adventureâ they establish at the beginning of one season that everyoneâs magic powers were based on the Tarot. Now, I donât know the Tarot off hand, but as the show went on I knew that sooner or later theyâd run out of Tarot cards, and in my mind I assumed the season would be over when the Tarot ended. But then I got a good chuckle when a guy showed up and his powers were based on a totally different theme, because I knew the writer had realized heâd stumbled into something good and wasnât ready to end it. He invented a cheap excuse to keep going! And I think if âScooby Doo and the Thirteen Ghostsâ had been successful theyâd have managed to unleash a whole lot more than thirteen ghosts because Hannah Barbera was not exactly a studio with a lot of shame.
Character conflicts like those in sitcoms are a great way to have conflict perpetually, because people donât really change that much and thereâs no reason why most of the fundamental friction shouldnât be there indefinitely. But of course, character-driven conflict is going to be secondary in an event-driven show. âJojoâ actually does have a lot of character conflict, but the plot is primarily about the battles and the journey - if all the fighting ended Jojoâs characters probably couldnât carry a sitcom, at least not without some serious hard work, a little genius, and a touch of elbow grease.
For event-driven conflict, youâll want to establish a target - a moving target if you don't know when the story ends, and that can be pretty difficult. Old action shows and comics used to do it by having a rotating cast of villains, so that after one was defeated another would show up tomorrow, and it was assumed these guys regularly broke out of prison, or they escaped in rocket pods, or whatever, and theyâd be back later with a new goofy scheme. In these cases you tend to find reactive heroes; they patrol the streets until a lunatic in tights and a garden-themed hat shows up and transforms everyone into people-shaped topiaries somehow.
For active heroes, you need to establish something that requires a lot of structure, like Ashâs journey to win the Pokeâmon League. In every country he visits, they all have this asinine rule that you have to go to eight unique locations and kick the ass of someone who disadvantages themselves with an easily-countered mono team that all have the same exact weakness. You canât be accepted into the League if you havenât proven you own a water Pokeâmon to utterly flatten the fire gym! Letâs be real, this nonsense is probably designed intentionally as a money gate - most people run out of cash before they qualify. Either way, it ends when Ash wins the league, and he lost the league so the show could keep going.
For roleplaying games, the same rules apply. With your players, youâre either going to establish a reactive goal - an adventuring guild hires a bunch of colorful salarymen with silly accents to go to a dungeon as part of their nine to five job - or you need players to set an active goal for themselves and keep the realization of that goal beyond their reach until youâre ready to end the game.
The Active Hero Acts
In my younger years, I learned to roleplay in almost exclusively player-driven games where we were expected to come up with our own goals and pursue them ourselves, but Iâve discovered that is stunningly rare in most roleplaying circles. Your typical D&D player likes to play the salaryman with a funny accent who doesnât have to worry about the venturous part of adventure. His boss told him to go to the Cave of Everlasting Wonders and Torturous Screams, recover the Sword of Bad Portent, and then hand it over to the department of magic items where theyâll file the paperwork to get it delivered to the patron that wanted the sword for some reason. No need to have your own motives.
But what if you want to play a crime fighter who actually, you know, busts up all the crime? Clearly you canât just wait for crime to happen passively - youâve got to go after people. Act instead of being reactive. Purse snatchers are small time and in a more grounded setting the guys youâll catch by being passive are just grunts being hired out by someone - usually kids in a lot of cases. You have to seek out the bosses.
Making an active character to fit into any setting can be challenging, and Iâve seen quite a few pitfalls. I think one of the funniest motives is always âthe guy who wants to go homeâ due to its obvious failure condition. A lot of stories are about everymen who just want to get out of trouble, but those stories end when they get out of trouble! In many books, movies, shows, or roleplaying games, youâre almost always going to find opportunities to send that guy home, and youâll have to either conveniently ignore it, switch motives and decide not to go home, or end the whole story with going home. These characters only work where the story is happening to them and it's all out of their control.
Iâve also seen my share of the âquirky genius inventor/scientistâ. When someone designs a character mistaking a dream for a motive. They dream of building a better mouse trap, you see. Thatâs their inner conflict. And while this is a real world conflict, itâs difficult to make it a good story because actual science and invention involves a lengthy quantity of controlled experiments. You breed hundreds of fruit flies, expose them to nicotine, and try to isolate the gene that causes nicotine resistance. It can be fascinating work at its level but sometimes the most exciting part of your day is when you give yourself a steam burn cooking the fly food. The âquirky scientistâ in fiction is usually more of a mentor, and if he insists on staying in his lab doing his work then heâs not even a main character - heâs a guy who explains fruit flies to the audience and then is never heard from again. Other times heâs the asshole who invented the storyâs whole problem.
I once played in a game with âthe quirky scientist who wants to go homeâ, and man was that a frustrating ride. The game itself was about occult magic and demons, and for most of the game the scientist was experimenting with teleportation magic to go home and was focused on that above the goal of finding and eradicating demons (the gameâs premise). And when he finally met a boss demon that could teleport him home to his lab, he went! We wound up retiring a character who, to be honest, was barely even interested in the main subject of the story. Had he been in a film or a show, theyâd have cut the character after the first draft because he served no purpose and wasted screen time.
So how do you make sure your character has a working, proactive goal, in a nutshell? Establish a goal that can be achieved by the character within the framework of your story through action by leaving his house (or after burning his house down so he canât go home), and then make sure the goal is big enough that it will take many broad steps to get there - those steps need to be concrete and visible, not things that would happen off-screen. Most importantly, tie that goal into the main premise of the story, so that reaching the end of the story generally may achieve what the character wants.
If You Arenât Trying, Itâs Not A Trial
Okay, I understand that last bit probably requires more unpacking. But think of it this way. Thereâs a writing structure referred to as the âHeroâs Journeyâ. Basically it goes like this: the hero is forced into adventure, he meets friends and goes through trials, he hits his lowest point, he is reborn into a better man, he ends the conflict, story over.
What Iâm talking about specifically right now are the trials. The âwacky inventorâ is usually presumed to do all his research off screen because most media likes to focus on the results of the invention and the conflict. But if you were to focus on the trials of a scientist, itâd actually be about procuring research grants and potentially materials. You wouldnât watch a show about a man who checks gene A-235 for nicotine resistance in flies, then goes on to A-236, then A-237.
If I were to write a story about a researcher, hereâs one thing I might do: the researcher fails to find what heâs looking for in gene A-235, and when he goes to seek a grant to look at A-236, he finds one of his colleagues has convinced the university that the protagonistâs research is a dead end. Hearing this, the researcher realizes heâs about to lose his lab, so he writes a bit of a lie into his report on A-235. He says it may prevent cancer.
Now, the protagonist is, deep down, a good man. He thinks this will generate some buzz at the university and get him more funding, but heâll do a follow-up and show the data doesnât hold up. After that heâll ask for money for A-236 and everything goes back to normal. But disaster strikes. His article, which was only supposed to show up in an obscure research journal, gets picked up by a major news network and winds up being spread all over. Suddenly heâs âthe man who cured cancerâ.
And as heâs trying to figure out how to navigate the issue, another researcher comes out and says that under peer review, he was able to replicate the results. He too shows that A-235 cures cancer! Now the hero isnât sure. He becomes a celebrity and simply lies about his research because he has no real data, but try desperately as he might, in private he just canât get the results the peer review insisted were there.
He struggles and struggles, coming to blows with his colleague whoâs scrutinizing his research notes. Throw in a love interest whoâs impressed with what this guy did, and actually I think Iâve just described the plot of some movie I saw a long time ago about faking cold fusion. I think Albert Einstein was a supporting character in it. In my version the twist would be the peer reviewer was also trying to get a grant by lying. Point is, the central conflict of the film certainly isnât the scientific process, itâs all the crazy crap that happened on the way from point A to point B.
The story is in the trials. If nothing changes, if the character doesnât have to change their way of life or go through anything special, itâs either not a story or itâs not your typical story. There are plenty of experimental films or well-regarded books that can make a certain banality become interesting. Stories that explain the simple struggles of day to day living for people on hard times. But the trials, the palpable challenges, thatâs really the meat of it all. When you think of what your character should be doing throughout the story, he should be going through these efforts, these steps, these trials, all in the name of whatever his broader goal is.
Where You Start Affects Where You End
It also matters quite a lot when and where characters are introduced. A lot of tales follow some basic notes, and one of the more common elements is âcrossing the thresholdâ, which prevents your characters from going back to their life before the adventure. Itâs used because it compels the characters forward, as they have no other direction they can go. It can be anything: the characterâs home town is destroyed, the character commits a crime, he accepts a contract, his mother dies - so long as it prevents him from going back. Itâs especially useful in roleplaying games where you really need everyone to be driving forward.
In one such roleplaying game, I got in a spat with the guy who wanted to run the game because I was trying to make a leader character, but the game master wanted to base his game around a movie heâd seen with a single main character. Heâd elected another player to be that main character, and explained to me heâd be starting the game after that character had already crossed the threshold and had begun his journey. This meant that everyone else were supporting cast and could go back to their normal lives at any time, because they were coming willingly from where they were and not really facing any drastic changes to their personal status quo.
I eventually resolved not to play in that game at all, because none of the character dynamics I wanted were going to work. It was supposed to be a âwannabeâ superhero game, with the premise that everyone wanted to be heroes, except one player had already started the journey and it turned out another had already reached the end of that arc and was going to play a character that had been a hero going on years before the story began. There was no plan to really reconcile the narrative clashes.
If that game were to work as it was, without me being present, then the person playing the pre-established hero would have needed to take the mentor role. The other players besides the main character would have needed to be comfortable in auxiliary roles, and the group would have to play as though they were part-way into the story. Still learning to be a team but well past the initial stages of a plot, and theyâd all need to think up reasons to be in this group individually on their own, because the threshold had already been crossed and they didnât cross it together.
The friend running the game was actually dismissive of my advice here, arguing that I was overcomplicating everything with a meta analysis of narrative and structure when all we need is a basic drive to play, and I donât think he realized heâd set himself up with a much more complicated game and less cohesive premise by going about things as he had.
The already established hero couldnât be the mentor because a mentor character had already been created as an NPC. The auxiliary players werenât really informed at the outset theyâd be auxiliaries - especially not me whoâd wanted to play the team leader. The player whoâd been designated as the central protagonist didnât want to lead or be the central protagonist. It could have worked, but it would have taken a lot more planning and many more concessions than a typical game.
In a more recent game, Iâve got another bit of an issue with the start misleading the general goals of the players. Itâs a sci-fi game, and first, one player is doing âthe quirky inventor scientistâ; his current stated dream is vaguely to create transhumanist technology. He also wants to play the leader, so he established himself as the most important man nobody has ever heard of. He has spies in every major institution in the known galaxy and is a genius beyond comparison. Heâs currently based in a rusting pirate ship in the middle of the space boonies doing nothing with his life save being the most important man.
Meanwhile, I set up a disgraced military officer with a revenge quest against his own nation. But the pirate crew my character joined turned out to not believe in structure nor leadership and they killed their last commander to have a system of âdemocracyâ. My structure-minded character has tried to take the lead and drive us forward, but he runs into general deconstructive resistance and the âquirky scientistâ wants to be the leader, but hasnât yet expressed self-motivated goals.
Itâs not exactly my most harmonious game and thereâs quite a lot going wrong here, but hereâs how it could have worked: first, establishing that the crew of the pirates respects no leadership places the entire crew in the precarious position of being âchickenshitâ at the outset. That kind of incohesiveness is why a band of rogues gets easily defeated; itâs not the behavior of scrappy men of action, but hopeless men of inaction. A corrupted âdemocracyâ collectivises failure while awarding success to whoever actually has the most power in the group structure - it protects the weak leaders from responsibility and disincentivizes good work by allowing those same men to reap rewards while offloading the burdens to those lower on the ladder. In essence, âIf things are screwed up, blame the democracy. If things are good, I did it.â
What should have happened was the âquirky scientistâ should have been in charge to start with, because otherwise he has no reason to be on board the ship. Heâs the most powerful man in the galaxy, after all. If it were because he was financing the pirates to go on raiding and salvage missions relevant to his research, then it would make sense. Heâd have a purpose and a position of leadership just as the player wanted. It would also establish the pirates have some command structure and a level of respect for it that allows them to function.
And the power struggle between the disgraced officer and the scientist? Perfectly reasonable character conflict that would drive actual, meaningful roleplaying and story. The scientist may bankroll the operation but the officer is the tactical talent and the two pull in opposite directions, as power-hungry men often do.
However, the opportunity to start with a sensible and meaningful social dynamic has passed, and on top of that the âquirky scientistâ keeps his galaxy-wide power a secret, so itâs all kind of messy and âbadly writtenâ in the sense that most audiences would be generally rooting for the crew to fail, and theyâd find the grand reveal of the scientistâs galactic power to be frustrating and unrewarding because itâs more of a plot hole than anything. So close on so many counts and yet so very far, and the opportunity to pull it together eventually is present but a more challenging and uphill battle than getting it right at the outset.
In The End, Did We Even Learn Anything?
Creating a character is easy, in my opinion. Creating a working story with a group of self-driven characters can be a lot harder. This is especially true of roleplaying games or of cooperation with multiple writers, where you need to be on the same general page with a committee. It can help a lot to establish the exact conflicts at the beginning, but as can be seen with Winston from âNew Girlâ or the later seasons of âMy Little Ponyâ, what you have can morph beyond your control as things go on.
Sometimes you never had control in the first place. Sometimes you lose control because you conclude the original conflict of your story and struggle to find a new one - the brand is too successful to let go. Maybe an executive comes in and injects an idea that throws the entire balance of everything totally out of whack and now nothing works. Sometimes your friend thinks story structure is overrated. Itâs a difficult juggling act.
So at the end of this essay did we even learn anything? It depends a lot on what youâre trying to do and what you wanted to learn. If youâre the more typical Dungeons and Dragons group, you donât need to think much about this. Just make your characters and passively react to activities handed out by Dungeons, Dungeons & Co - your conflict is event-driven. Are you writing a sitcom? Well, balance a tangled web of conflicting character habits and write the ensuing disaster. Want to make a complex film about a group of highly motivated, proactive people with sophisticated individual goals that ultimately converge while still respecting their rich, conflicting, inner politics, and do all that writing as part of a team? Well, good goddamn luck, but with the right start and enough care you can make it happen.
34 notes
¡
View notes
Note
Iâm not sure if this has been asked before, but are blackouts required for DID vs OSDD-1b? I remember weâve had mixed answers as some systems think OSDD-1b means no amnesia and others say it means no blackouts. Iâm really confused.
Full blackouts / losing time between system members is not required. The criteria for a DID diagnosis only require some kind of amnesia, with specifics left up to the psychiatrist making the call. That can be blackouts, or it can be âwe all share the same memory pool but are also all highly forgetfulâ or anything in between.
As for OSDD, the copy of the DSM Iâm looking at doesnât list nice bullet-point subtypes, only says it âmay be distinguished from dissociative identity disorder by the presence of chronic or recurrent mixed dissociative symptoms that do not meet Criterion A for dissociative identity disorder or are not accompanied by recurrent amnesia.â
That looks to me like two very different things lumped into a single sentence, which I guess would be the subtypes. Missing âcriterion Aâ means not even plural, only amnesia, or on the other hand entirely, you can be plural but have no amnesia at all and still apparently count as OSDD. It certainly looks to me like you donât need any for the OSDD subtype, blackouts or otherwise.
To summarize: Blackouts are not required for either, amnesia of some form is required for DID but not for OSDD.
-- Fluttershy â Flamesong
5 notes
¡
View notes
Text
Maybe 2020 me was cooking something
#eyyy look i managed to draw something#maybe i am actually cured of my art block#mlp#mlp au#idk what to call this au#psychiatrist!fluttershy#thats a funny looking tag#asylum!pinkiepie#mlp fim#my art#art#doodle#drawing#digital art#flutterpie#pinkieshy#pinkie pie#pinkamena#fluttershy
2K notes
¡
View notes
Text
Her hungry ass could never be a brain surgeon
#my art#I'm not proud of that back leg but meh#traditional art#traditional sketch#art#doodle#drawing#pinkie pie#fluttershy#mlp au#mlp#asylum!pinkie#psychiatrist!fluttershy#my little pony#pinkieshy#flutterpie#mlp fim
191 notes
¡
View notes
Text
Iâm going fucking insane why is this absolutely gorgeous??
(Bitchâs grin tho)
I got an itch
390 notes
¡
View notes
Text
Psychiatrist Fluttershy x Asylum Pinkie AU (sketches)
#art#pinkiepie#digital art#drawing#doodle#fluttershy#au#mlpfim#sketches#pinkamina diane pie#shipping
97 notes
¡
View notes
Text
omg this looks so good!!!
Maybe 2020 me was cooking something
2K notes
¡
View notes