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Tower and Chimney Scaffolding Projects | Commercial & Residential
Tower and Chimney Scaffolding Projects is a company that provides scaffolding services for commercial and residential clients. They specialize in providing customized solutions for tower and chimney scaffolding projects, ensuring safe and efficient access to elevated areas for construction, maintenance, and repair purposes. With a team of skilled and experienced professionals, they ensure that all scaffolding is erected, maintained, and dismantled according to the latest industry standards and regulations. Whether it’s for a small residential project or a large-scale commercial undertaking, Tower and Chimney Scaffolding Projects offers reliable and cost-effective solutions tailored to their clients’ specific needs.
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GAMES I PLAYED IN 2024: A LIST
Went looking through my Steam Replay thingy, and decided to type up some thoughts on my favorite games I played this year! Here they are in roughly chronological order:
Helldivers 2 rules. It nails the tone and atmosphere of its inspiration (the Paul Verhoeven masterwork Starship Troopers) so well that it renders me almost totally uninterested in the officially licensed and apparently quite good Starship Troopers games that came out recently! It's a perfectly absurdist, hilarious satire that's played so straight it almost becomes cool! Right up until you get into the game. Because yeah, when things go well, you can feel really cool and badass and like you're in an intense sci-fi war movie... but the real strength of Helldivers is its comedy, and I don't mean the writing. I mean the ragdolling, the constant, impossibly big explosions, the deaths that come fast and furious and reduce you to giblet gravy, and the respawn being a whole new, fresh Helldiver that airdrops in to replace the dead one. It either feels incredibly tense and tactical, or it feels like cartoon slapstick comedy, and there's almost no middle ground. It threads both needles simultaneously like no other game before.
Now, some folks might be mad when, say, the Democracy Space Station the entire community contributed to building does nothing but shell the shit out of whatever planet its orbiting, to the point that most missions on said planet become suicide runs that result in dozens of dead Helldivers. They might also be mad when the devs add mines with blast zones so large they kill Helldivers as much as enemies, or rocket launchers that airburst almost immediately and teamkill constantly, or a car with a manual transmission that handles like a drunk walrus when its tires get popped. But I think these things rule, because these things contribute to Helldivers greatest strengths: comedy and chaos.
I did fall off it for a few months, when it got a bit stale. There was a period where they nerfed a bunch of guns, and frankly I understand why they did, and equally understand why they rolled it back. The game has had controversies, live service problems, Sony-driven publisher nonsense and recently some microtransactions I thought were poorly priced, but on the whole? The galactic warfront has kept me in their discord just to know how things are going even when I'm not playing, and that's not something I do for basically any other game!
If you want a good time in co-op, and you like third-person shooting and some crackerjack production values, and you like to laugh (sometimes at yourself), you will love Helldivers 2!
Dragon's Dogma 2 is not a perfect game. It's not even close. It has a ton of issues with a lack of variety in its content, a story that struggles with pacing issues and maintaining interest, and some awkward AI that renders a number of skills less useful than they should be.
That being said, there is no other game like Dragon's Dogma. It is tactile and mechanically deep, with class customization built around a combat system that feels exceptionally satisfying to use. It has a genuine sense of multiplayer shenanigans and camaraderie in a single-player game, through its customizable NPCs that you summon from other players. It creates stories about being dragged away by wolves or carried away on the back of a griffon and ending up in another part of the world, encountering monsters fighting each other or attacking caravans... and there's truly nothing like emerging into a canyon, seeing a troll fighting a dragon, running down and climbing all over the beastie and stabbing it until it dies. The vibes are immaculate, and that carried me through most of the game on its own.
I still need to get through the ending (that's not an ending) and the new game plus (that's not a new game plus) but even without completing it, I have a lot of fondness for this weird, weird game. I wish parts of it were better -- like a LOT better -- and I still think it has content issues that could have been solved by another year or two in the oven... but god (and Capcom) willing, some DLC or an expansion will get us there. I'd purchase it in a heartbeat!
Halls of Torment and Death Must Die are two "bullet heaven" games I played this year! Halls of Torment is aping the aesthetic of Diablo 1 and 2, while Death Must Die (pictured above) is doing more of a pixelart, Hades-like kind of thing with its buffs and boons. They both have a heavy loot focus, and a lot of progression, but they're both satisfying in different ways. They're both in early access, but content-rich, and I'd recommend them both -- that is, if you've already played Vampire Survivors and exhausted it and wanted more. Vampire Survivors is, of course, still king of its genre.
Homeworld 3 is the most disappointed I've been by a game in years. Blackbird Interactive have done good work in the past, helped put together the excellent Homeworld Remastered Collection, made Homeworld: Deserts of Kharak which for my money still has immaculate vibes and an excellent aesthetic, and also put out Hardspace: Shipbreaker! They've made great games in the past! So how this game turned out the way it did... I can only blame Gearbox and their meddling, because holy god.
There are mechanical issues like ships not following orders correctly, the pathfinding being kind of nightmarish, and the gimmick of superstructures and cover almost never mattering outside of a handful of campaign moments. The season pass (because of course it had one) had a bizarre focus on a very odd co-op multiplayer run-based mode, for some reason, rather than skirmish multiplayer -- which also had a dearth of maps and modes at launch.
But all of that doesn't matter so much to me, because what matters to me when it comes to Homeworld is the vibes. The aesthetic. The ice-cool, clinical, sweeping sci-fi space opera. Less a focus on named characters and more a focus on grander civilizations, politics, or enemies. Even Deserts of Kharak, set on a single planet, captured these vibes. And instead we got... some of the most awkwardly animated, ham-handedly written, and cartoonish cutscenes I've seen in a game in a good while. When the villain shows up in a main character's dream sequence and vamps around like a Dreamworks villain about to break into song, that's when I put the game down. I still haven't gone back.
I preordered the goddamn collector's edition of this. I never do that! I should know better! But I made the mistake of thinking a pedigree and proven track record are enough to bet on. Frankly, I think they should be -- maybe Gearbox and their story consultants and brand managers are just poisonous. Regardless, this was a real king-size bummer for me this year. Homeworld is dead now -- I can't imagine it getting another swing after this. But believe me when I say it deserved better.
The Dead Space remake is, against all expectations, absolutely fantastic. There are some quibbles I have here and there; I think the new performances from the supporting cast are a little flat. I think Kyne in particular loses a lot of ambiguity. The story and characterization elsewhere has been made less cartoonish or obvious, but given that Dead Space is a pretty corny horror yarn, it loses some charm as a result. But other characters like Isaac and especially Nicole benefit tremendously from a rewrite, giving them agency and likability they did not have before, and the wrinkles they add in their relationship are fantastic.
And mechanically? Wow. The game has never played better, moved better, been structured better. Some areas feel different, more a sidegrade than an upgrade, but others, especially in the new dark sections? Awesomely spooky. I happily started a new game plus of this and I fully intend to go back to it every October like I do Dead Space 2. It's SO good. That we were denied a new sequel is proof positive that EA sucks eggs.
Space Marine 2 is a 7/10 action game from the Xbox 360 era, shined up and given some quality multiplayer features. I mean that as the highest compliment; we don't get many of those these days! It is one of the best representations of Warhammer as an aesthetic and a vibe, and mechanically it is incredibly satisfying. I don't think a parry and riposte has felt this good since Sifu or Sekiro, at least in terms of sound design and impact. And the multiplayer! Simple, effective, an satisfying, with fun separate progressions for co-op and PvP. Every part of this package is far better than it has any right to be, at every level. You don't need to be a Warhammer nerd to like this game, in fact it's a pretty neat introduction, but for super nerds or just sometimes fans like me? Certain setpieces are absolute cinema. Can't wait for that horde mode to hit next year!
If Homeworld 3 is the most I've been disappointed by a game, the Silent Hill 2 remake might be the most I've been surprised by one. I had zero expectations for this thing, given the developer's previous output, and Silent Hill 2 itself is one of those games that is genuinely Important Art. Not just on its own merits, but in how it influenced creatives in basically every other form of art there is. There's an argument to be made that Silent Hill 2 has quietly influenced more horror media than damn near anything else since 2002. And it earned that.
So when this remake turned out to be... like, actually great? And not just great, but restrained? Thoughtful, even? That's amazing. The core story remains the same, whole cutscenes lifted almost word for word, but the changes they do make are not made solely to be different or justify its existence; they're done purposefully, because time has passed, because the game now flows from its scenes and environments more fluidly. Because they wanted to add (or emphasize) certain aspects of characterization. And the scenes they do add are so in keeping with the rest that it's hard to tell where the new stuff begins and ends. Heck, even the new endings they added are kind of amazing!
This is the remake that Silent Hill 2 deserved. The original is still exceptional, and should be preserved, but if this is the only way someone can experience this story? That's okay. This has single-handedly made me interested in whatever Bloober Team makes next, and I hope that whatever it is, they can channel the talent that made this, rather than their previous output.
I have not yet completed Dragon Age: The Veilguard, but I can tell you now that it is good. Maybe not great! But good. Solid. It has mechanically dense and interesting combat, an exceptionally cool skill tree and class customization system, accessibility options out the wazoo, and some really great production values. It has fun characters (some more than others) and a really fun protagonist. Some of the writing can be... heavy-handed, I'll say. And some of it is obvious, or hammy, or kind of pat. It feels very different than past Dragon Age games, for better AND for worse. I'm gonna have a bunch of thoughts on it when I'm done, I can tell!
But as a showing for BioWare, to prove that they're still capable of putting out RPGs that matter? That their formula, as old as it is, still works? That they still belong in the conversation after Larian's Baldur's Gate 3? I think this is a tremendous success.
Maybe the ending will fumble the bag really badly. That's been known to happen in BioWare games! But even then, I'd still have had a lot of fun playing this thing.
And if nothing else? Man, the next Mass Effect is gonna be AWESOME. (If they're allowed to make it...)

I Am Your Beast is the latest game from Strange Scaffold, the folks what made El Paso, Elsewhere, Clickolding, Space Warlord Organ Trading Simulator, and An Airport For Aliens Currently Run By Dogs. If nothing else, their title game is on point. My only experience with them was El Paso, a game written and performed by one of the main leads, Xalavier Nelson Jr. And let me tell you, that game put them on my radar.
And while El Paso, Elsewhere was a Max Payne pastiche, a game about relationships and a breakup and addiction and emotional catharsis filtered through slow-mo dives through windows shooting shotguns at werewolves, I Am Your Beast is a smaller, leaner production. It is about a guy who killed for the government, who doesn't wanna kill for the government anymore, and when they send men to make him do that, he kills them all. That's it, basically -- and yet the narrative, told entirely through voice acting and typography without a single animated cutscene or face in the entire game, is one of the most quietly confident and cathartic I've seen in a while. It's a revenge thriller, of the John Wick sort, but the simple humanity and humor that Xalavier and his fellow voice actors imbue into the characters in such a series of short scenes is really incredible. It's the sort of game I've kind of always wanted; a stylish riff on a popular subgenre of film that makes you feel like you're in it. Because for as much as video games ape movies, there's surprisingly few games that really do what this game does, or feel like how this game feels!
And mechanically? The game is a just a bit stiff, such that you can tell it didn't have as much money or time as maybe it could have used. But even with that, it is still fast and smooth and extremely satisfying. The game loads as fast as it moves, so when you fuck up, you can reset in less than a second and start right over, Super Meat Boy style. This is necessary, as it is a fast, score-based shooter that can demand a lot of you if you want to complete all the optional objectives, let alone S-rank everything. But really, the action IS the juice, the raw lizardbrain satisfaction of nailing headshot after headshot, running a route through a map that you've planned after numerous attempts and getting it just right, just perfect, with a little room for improvisation along the way. And your reward? Another great little bit of voice acting, some characterization, and another killer tune to vibe to as you shoot your way through another army of goons.
I Am Your Beast is very close to being the best possible version of itself, but even falling just short of that, it's still one of the absolute best games I've played this year, or any year. It's short, it's sweet, it's cathartic as hell, and it has one of the best final levels of any game I've played. I'm a sucker for when a song drops into gameplay, especially with lyrics, and boy they save that for a final level that's more a celebration than a challenge. This game kicks ass, and if you get anything from this list? I'd say get this one, for real.

Karate Survivor is another in the burgeoning subgenre of "bullet heaven," aka Vampire Survivors-clones. But this one is different, because it requires actual gameplay!
I jest, but this game does feel more active and more involving in terms of positioning than most games in this genre. Instead of building a suite of weapons that autofire, you're building a combo string that auto fires, and each attack goes in a specific direction with a specific arc of damage, and they're each part of different styles and different sequences that boost damage and add bonus effects when linked together and... you can see how there's some juice here!
But more importantly, Karate Survivor does something I did not expect: it made me feel like Jackie Chan. There are games that let you do a fight scene -- Sifu is one of my all-time favorite games, and that has some environmental stuff you can do, ottomans you can kick and bottles you can throw and tables to dive over, but it's all just a bit self-serious, a bit too cool. And that's good! I like those vibes! But a Jackie Chan movie, a good one? That has something different. There's an element of danger, of threat, of physicality and pain for sure, but there's also a distinct element throughout the choreography of slapstick comedy, of using the environment in creative ways.
And that's what this game does -- you have environmental interactions. You direct your karate man over to some bottles, and he'll automatically chuck them at the nearest enemy. He'll kick chairs and buckets, he'll pick up brooms and shovels and ladders, he'll kick out a support and send a shack tumbling down on his attackers. You can run up walls, you can throw open doors to smack dudes in the face (a move lifted directly from Rumble in the Bronx) and you can pole vault into locked rooms or across rooftops. The act of moving, of positioning yourself to funnel attackers and utilize the environment and grab whatever is laying around? That's Jackie Chan, baby. And no other game has really captured that feeling like this one has!
Karate Survivor fully justifies itself not as a clone of Vampire Survivors, but as its own game. It is unique, it has some excellent pixel art, it kicks ass, and best of all, it is very cheap. Absolutely check it out if you can!
Balatro is my game of the year. It kind of has to be. Yeah, I'm sure Astro Bot is incredible, I'll play it someday and love it death I'm sure. I hear that Indiana Jones game is shockingly excellent too! And Shadow of the Erdtree? I mean come on!
But you don't understand. You don't get it. I didn't either -- I thought I was over deckbuilding roguelikes, and the poker aesthetic? Who could care! I mean I like poker and all, but as a video game? Meh.
Then I watched someone play it for just a few minutes, and I knew I had to try it. Then I got it on mobile, and it was all over.
Balatro is a dopamine factory. Not in the same way that Vampire Survivors is, where it's all in the presentation and after a certain point the game sort of falls away and it's just flashing lights making brain chemicals happen. Balatro is a thinker. You gotta plan, you gotta react. You gotta play the right hands, get your cards in the proper order to maximize score. You gotta build your run on the fly, depending on the jokers you find. There is not a moment in Balatro that you are not making some meaningful decision, no matter how small or short. It has one of the best UI designs in games, with some really smart flourishes that make my pleasure centers light up like a Christmas tree. It is a game that you can break such that your high score is in scientific notation, but luck is also a factor, and you'll rarely see this unless you dig into seed science. It has a bunch of different decks that all radically change how you play, and a bunch of challenge modes that demand you play a certain way, and you're always unlocking one of the 150 jokers in the game that each completely change how you build your strategy.
Balatro is available on PC and mobile. Get it on both. You pay like fifteen bucks, and you get everything. No DLC, no microtransactions, no actual gambling, ever. The whole game. I've put at least fifty hours into this thing, probably more, and I'll put more into it in 2025. If I get the PC version, I might investigate the mod scene! People are adding new jokers that break the game even more! One-man developer LocalThunk is a baller, and I can't wait to see what he makes next, but if all he ever does is this? He's earned a spot in the history of this medium.
Balatro is the closest to a perfect game I've seen since Vampire Survivors. That two games this monumental by solo devs have come out so close together is proof enough to me that, for all its many MANY problems, we are in a golden age of video games. I sincerely hope it inspires tons of folks to make their own! So I can lose hundreds of hours to those, too.
#video games#year in review#dang this is long#sorry#but also not sorry#because games are cool#except when they're bad#(please let them make a new mass effect please god)#also throw one up for xalavier nelson jr.! dude's having a great run#can't wait for strange scaffold's next project
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"It took me a long time to realize that home is where you make it.
With some time and effort this place can be home for you too."
-Nick Valentine with the lore drops and encouragement 🤗
and he did it at Graygarden too which I appreciate~
(pls don't mind the night mode😴)
#Fallout#Fallout 4#FO4#Funny#Gaming#Video#Video Games#Games#SciFi#RPG#Role Playing Games#Minutemen#BoS#Brotherhood of Steel#Railroad#Institute#Post Apocalyptic#FalloutsGraygarden#Graygarden is only scaffolding and workbenches and a bed right now#It's Survival and I don't have the materials to make what I want but I have a lot of ideas and it's a nice slow zen project for Princess#The reason for the URL is I got attached to my settlements in a previous playthrough#So I knew wherever my main base was created would be really important in the long run#I made a “Survival highway” of safe outposts from Sanctuary to Somerville#but Graygarden was where I felt a sense of home#the Robots aren't as annoying as people and they don't care about morale. It's just bots Heather and some pet dogs there- paradise right~#It's pretty central and in the shadow of Corvega so no matter where I am I can see the way back easily#Oberland is pretty much attached by a cool bridge so that's a freebie Companion Hub#It has a high ground with beautiful vistas and feels properly epic#It's fairly huge and has natural vertibird landing pad right by the crops
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GIRL HELP I have CREATED A CHARACTER before fleshing out the storyline and now I've become TOO ATTACHED to change certain aspects of them, or god forbid — SCRAP THEM, for the sake of IMPROVED STORYTELLING
#caps warning#I'm doing everything in the wrong order I think#trying to get straight to the good stuff (characters) before actually implementing the plot scaffolding or whatever you'd wanna call it#I should just do something super short with characters I barely care about because I'm sure it would turn out better ->#than whatever passion project I've been daydreaming about constantly for the past 6 years#sunk cost fallacy anyone?#dusky.text
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Worst thing about having taken business classes is that I see people complain about bullshit companies are pulling and a part of my brain goes "Oh, that's an effective tactic for cost reduction" or something around those lines. And then the part of my brain that is Not a wannabe businessman is just like "Bro."
#speculation nation#or anything on data management or anything like that. bfkshfmsbd#been learning about company perspectives and what have you. unfortunately i understand businesses more than i ever planned to.#such is the IT major at my school </3 i did already finish my business classes already#but im in data governance class now which deals a lot with the ways companies handle their data.#learning about policies and harm reduction tactics and data lifecycles and what have you#looking at the scaffolding of a company's data system and recognizing just how fragile it all is.#a side effect of all this is me feeling less angry about websites trying to make money.#advertisements and subscription services are aggravating. but hosting a website is *expensive*.#if they cant at least break even then the website is a resource drain and isnt sustainable in the long run.#not unless it's a damned passion project of a bigger conglomerate. and you'll find those are exceedingly rare.#so im annoyed by advertisements as much as the next person. but if theyre kept relatively unobtrusive then i dont mind them too much.#now ads that pop up to cover the whole screen. or god forbid youtube's unskippable 30+ second ads#THOSE are so obnoxious. the youtube ads especially.#had a few of those some weeks back when prepping my presentation that had me wanting to tear my hair out.#30+ seconds and NO SOUND EITHER. literally ridiculous.#anyways im definitely not a business sympathizer Especially when it comes to predatory practices#but for those more daily functions kinds of things... idk man sometimes these things just gotta happen.
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Now that we have Aisle Q back, we now have to prepare for "that time of the year" it comes with upsides and downsides Upsides: -We can purge out those 'phobic bastards from the company -Use our customized uniforms without being judged by the passangers (they told me that the purples in mine really matches my hair) -Some of our seniors will bring us matching stuff depending on our orientation -The food, you should see the food, while is a shame that is only for the month, the food in the other districts cafes is wort it, wont say more but with any luck you can get a good cup with your flag Downsides: -We don't get to vote this year's logo, this is due to a past incident where they sabotaged the votes and choose one that went against the company policies. -Too many posters to change in the station, this is why we are being told beforehand to start preparing everything, the station is too big and sometimes we aren't enought people. -Despise having custom uniforms we still have to use our basic vests due to the materials used on them being hard to dye, annd the part that they're expensive too. -Nest-dwellers aren't fun to deal with, specially if they are on the extremist side of that ancient ideology.
I could list more on the downsides but that can take the entire day, but you know the drill, there is never enougth time.
#w corp clerk rambling#w corp#project moon#pray for those in charge of the scaffolding#the walls are tall. that's why#At least we arent K corp#All they do is to paint a gray stripe on their logo and call it a day#((i need to put on a proper character list#((do not fret in asking btw
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Coode Island, Melbourne, Victoria, Australia. 2023-01-29 16:26:49 by stuart murdoch
#Stuart Murdoch#copyright stuart murdoch#IMG_8910#Outdorr#Outdoors#Construction#site#Westgate#Infrastructure#Yellow#Sign#Cyclists#Slow#Red#red and yellow sign#Scaffolding#Cranes#Westgate tunnel project#Footscray road#Orange#Safety barriers#Unfinished bridge#Freewau#overpass#flickr
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Scaffolding rental in Ahmedabad provides a cost-effective and flexible solution for construction projects, ensuring safety, efficiency, and compliance with industry standards. Whether for residential, commercial, or industrial use, renting scaffolding eliminates the hassle of maintenance and storage while offering high-quality, well-maintained equipment. For reliable scaffolding rental services in Ahmedabad, Amirsons is the trusted name, delivering top-notch solutions tailored to your project needs.
#Scaffolding rental in Ahmedabad#construction projects#scaffolding#building#construction#scaffolding on rent
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the hardest pill to swallow . . if you don’t assume, it won’t work
this isn’t tough love. this isn’t a scolding. this is just the mechanics of reality. this isn’t about blame. it’s not your fault, but it is your responsibility (i saw this quote somewhere and i really liked it, anyway). reality is malleable, but only if you stop acting like you’re at its mercy. stop waiting for permission. stop refreshing the page, stop tapping the glass. it’s done. act accordingly.
consider your brain an old, glitchy computer, whirring in the corner of your psyche, choking on its own outdated code. your subconscious doesn’t know what’s real versus imagined, it only knows the instructions you give it. and if those instructions are “this isn’t happening, i don’t see it, i don’t believe it,” well, congratulations, the system registers that as the blueprint. and it prints that out. over and over. like a bureaucratic nightmare, a kafka novel of your own making.
this is not to say that doubt is failure, doubt is human, doubt is a thrum in the background of any great creation. but if doubt is the occasional rainstorm, belief is the structural integrity of the house. belief holds. belief carries. belief is the scaffolding between you and the impossible, and without it, you are just standing in an empty field, waiting for architecture to spontaneously occur.
there’s a reason schrodinger’s cat remains the most infuriating hypothetical in quantum mechanics, because the cat is both alive and dead until you open the box. the observer collapses the wave function. and in this case, you are the observer. if you don’t believe it, you keep the box shut. if you do believe it, the universe is already rearranging itself around your conviction.
this is not new-age drivel. this is not a vision board with a quote about perseverance peeling off in the humidity. this is physics. have you ever thought about someone, and then they text you five minutes later? that’s the speed at which reality moves when you don’t get in your own way. you didn’t sit there clutching your skull, willing them into existence, you just assumed, with ease, with god-tier nonchalance. and because you weren’t scrutinising the timeline like a detective with a corkboard and red string and bloodied eyes, the message came through. the only thing standing between you and everything you want is the way you react to its absence. the hand-wringing, the despair, the creeping doubt, it’s a full-time job, and it pays in absolutely nothing.
which brings me to my next point: trying. trying is the problem. trying implies effort, and effort implies resistance, and resistance is another way of saying “i don’t actually believe i have this.” and you know what people do when they have things? they stop worrying about whether they have them. a person in possession of an apple does not pace the room, clutching their chest, whimpering, “but do i really have it?” they just eat the apple.
and before you say, “but look at my reality, it’s contradicting me,” i will say this once, and you must etch it into your mind like scripture: reality is old news. what you are seeing is just a delayed projection of past assumptions. do not react to it. do not engage with it. it is a rerun of a show you no longer care about. the moment you stop feeding into the contradictions, they wither. the moment you accept that what you want is already done, reality will course-correct. until then, it is an echo chamber of your previous doubts. ignore it like it’s a tabloid headline about a scandal that never actually happened.
flip the switch. decide, assume, move forward. no more “manifesting,” no more “waiting.” you don’t wait for what’s already yours. you don’t question a chair’s ability to hold you up before sitting down. you don’t send a letter and then agonise over whether the mail system still exists. you assume. you know. and so it is.
and before the panic sets in, no, this does not mean you must be a perfect disciple of unwavering belief. doubt will creep in, as it always does. you will have moments of existential dread, of scrutinising, of muttering “but what if” into your hands at 2 a.m. this is fine. this is human. just don’t let it become the dominant narrative. there will be moments where you feel like you're nowhere, like your manifestations have abandoned you and you're left with nothing but the weight of your own effort. do not, under any circumstances, entertain this lie. i will personally resurrect the fear of god just to drill this into you: do not. what you do instead is cry a little, wipe your face, and then lock the fuck in, because i swear on everything, sometimes, all it takes is a stretch of nothing to summon an abundance of everything. let the doubt pass through like an intrusive thought you refuse to entertain, like a pigeon that landed in your cafe but is not, in fact, your problem.
maybe this reminds you of when the soviets tried to scientifically disprove intuition, only to realise they had unintentionally proved it instead. maybe this reminds you of every ghost story you’ve ever heard, how the only ones who see them are the ones who expect to.
anyways. it’s all already happening. your only job is to get out of the way.
#emma motivates#shifting#reality shifting#reality shift#realityshifting#shifting community#shifting realities#shifting motivation#desired reality#loa success#loa blog#loablr#loassblog#loa tumblr#manifestation#loassumption#master manifestor#law of manifestation#manifesting#neville goddard#law of assumption#instant manifestation#how to manifest#void state#4d reality#the void state#pure consciousness#shiftblr#desired appearance#desired life
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[voice of someone considering a deeply inadvisable project] i mean, i could actually be more directed about learning how to write smut, i have works i consider good examples, i've successfully achieved verisimilitude about kink stuff in the past just by doing a lot of googling, i could take notes about it,
#sparrowsong#inadvisable in that i have other projects and i don't know how well this will hold my interest#but. it would be interesting to be deliberate about this...#like i've done research to write a thing before#but the actual skills of writing were just things i picked up by osmosis?#and not that writing fictional characters having sex is a totally new skillset. but the scaffolding might help / be interesting#hm. putting a pin in this for later.
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Blech. Things are so much simpler when you don't care about efficiency. But caring about efficiency is so much fun! Until it isn't.
The programmer has engineered herself into a corner once again!
#until you've accidentally built towering and elaborate scaffolding that doesn't actually reach where you need it to reach#because you built it preemptively without first scouting out the spaces you need to reach#they tell you that premature optimization is the root of all evil but I thought surely I can get away with it on a solo project ^u^!
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Aftershock
Main masterlist | The Rookie masterlist
part 1
Tim Bradford x younger!reader
Fandom: The Rookie
Summary: You’re a bold, confident civil engineering student, used to taking control on construction sites. But when an earthquake hits while you're in charge of your father’s site, you meet LAPD Sergeant Tim Bradford. You clash, you work together, and slowly, something deeper begins to spark.
A/N: I have the second part almost ready so it'll be here soon!! Also is you have some ideas for this mini series, feel free to drop it in my box! Feedback is always appreciated!! I hope you like it! Lots of love, bubs! Stay safe! 🫶🏻🫶🏻
Warnings: Earthquake/emergency scenario, mild injury, panic attack (comfort follows), age gap, not proofread
Word Count: 4k+
It starts like a whisper—barely-there tremors under your steel-toes as you walk the perimeter of the new mixed-use high-rise downtown. You've spent the last half-hour barking into your phone, coordinating crane placement and checking load-bearing support numbers. You’re dusty, focused, and completely in your element.
Until the earth moves for real.
You don’t hear it before you feel it. The tremor roars upward through your boots like a live wire. The scaffolding groans. A metallic shriek pierces the air. Then it happens.
The world shudders. A cacophony of screams. Cement rains down. You drop to your knees and roll, instincts kicking in, sheltering beneath a shipping container propped on steel beams.
Earthquake.
It only lasts seconds—long ones—but the aftermath feels like a war zone. You crawl out coughing, your lungs filling with grit and fear, but your brain is firing on pure adrenaline. You're not just some student or supervisor. You’re the boss’s daughter. And he’s out of town, which makes this your site.
Your chest heaves, but your eyes are already scanning. Where's the crew? Who’s accounted for?
“Luis!” you shout, dodging fallen equipment. “Jen! Mateo!”
Two workers emerge from a cloud of dust, one limping, another coughing blood into his glove. You guide them to the open lot beyond the scaffolding, mentally mapping the layout. Six missing. Maybe more.
And then, over the scream of sirens, two figures cut through the dust—uniformed.
The man in front moves like he was born in boots. Tall, broad shoulders, determined jaw. There’s something sharp and no-nonsense about him, like he’s the human equivalent of a battering ram. Behind him, a quick-footed brunette surveys the site with wide, alert eyes.
“LAPD!” the man shouts. “Is anyone hurt?”
“I’m fine!” you yell back over the noise. “There are still people inside!”
He reaches you in seconds. “You need to move—this whole site could still collapse.”
“I’m not going anywhere,” you snap. “This is my father’s project. He’s out of town. I’m responsible for everyone here.”
“Name?”
“Y/n Y/l/n. Civil engineering student. Site lead for the day.”
“Sergeant Tim Bradford,” he grunts, scanning you. “This is Officer Lucy Chen.”
Chen gives a small nod and immediately moves to triage the injured worker. Bradford, however, keeps his full attention on you.
You don’t miss the way his eyes rake over you—not in a creepy way. He’s taking stock. Assessing damage. Dirt on your face, small gash on your arm. His brows tighten.
“You were inside?”
“Under that scaffolding.”
“You shouldn’t be standing.”
You fold your arms. “Well, I am.”
“You need to let us handle this.”
“No. I know this site better than anyone. I helped design the layout. There’s a crawlspace beneath the west scaffolding that no one else knows about. If anyone’s still in there—”
“You’re not trained for rescue ops.”
“I’m trained to know what’s safe and what’s about to fall on your head.”
His jaw ticks. “I don’t have time to babysit you.”
“Then don’t. Keep up.”
You step past him, and for a beat, he just stares.
“Unbelievable,” he mutters. “You’re like if a Barbie Doll had a death wish.”
You toss him a grin over your shoulder. “Grumpy and unoriginal. Cute.”
He follows, grumbling something under his breath about stubborn civilians and lawsuits.
The two of you reach the compromised scaffold, and you crouch beside the twisted beams. Bradford stops behind you, way closer than necessary.
“Let me go first,” he says, voice low, eyes scanning overhead.
“I’ll fit through easier. You’re built like a linebacker.”
You feel his breath on the back of your neck as he leans down.
“And you think I’m letting you crawl into a death trap alone?”
You glance at him, only inches away. “So you do care.”
He doesn’t move.
“Protocol,” he says stiffly. “And… you’re bleeding.”
You look down at the gash on your forearm—dirt-caked but shallow.
“Didn’t notice.”
“I did.”
He steps forward and gently takes your wrist. His touch is unexpectedly careful—rough hands, but soft grip. He pulls a cloth from his vest and dabs at the wound. You watch his face as he works. He’s so serious. So guarded.
“I’m going in first,” he says, not giving you a chance to argue.
You don’t push it this time. He’s trying. In his own way.
You both drop into the crawlspace, the air thick with dust and heat. Your shoulder brushes his arm as you squeeze through. Close. Too close.
You hear it before you see it—a cough. Faint, raspy.
“There,” you whisper. “Under that beam.”
Bradford nods. “Stay low.”
The man’s pinned, conscious but trapped under a slab of drywall and steel piping. You approach carefully, testing for weight, and give Tim a look.
“If we shift the load here, I can drag him out.”
“You sure?”
“Yes.”
His hand grazes your back as he shifts to position. Again, he’s close. Protective. Your skin sparks where his fingers press.
He moves the slab, and you reach under, tugging the worker free with all your strength. It takes effort. You grunt, digging your heels into the ground. Bradford leans forward, adds his strength behind yours. The worker slides out.
You sit back, panting.
“You okay?” Tim asks, wiping sweat from his temple.
You nod, heart pounding—not just from the rescue. From him. From the way his hand didn’t quite leave your lower back.
“Yeah,” you say softly. “Thanks.”
He meets your eyes. For a second, everything around you disappears.
And then his radio crackles. “Bradford, update?”
“We got one out,” he replies. “Sending location for medical. Continuing sweep.”
As you crawl back out, he places a steadying hand at your waist, guiding you up the incline. You feel the heat of it even through your shirt. It lingers. He doesn’t rush the touch. Neither do you.
Once you’re out, the EMTs swarm. The worker is taken. Chen updates the map with accounted-for crew.
You press your hands to your thighs, catching your breath.
“How many are left?” Tim asks.
You scan your clipboard. “Two. Maybe three. Could be hiding in the south exit shaft.”
“Is it stable?”
You pause. “Barely. But I can get us in.”
His eyes narrow. “You’re not invincible, Barbie.”
“And you’re not my boss, Grinch.”
He exhales hard. “Fine. But I go first this time. You stay on my six.”
“Yes, sir.”
He gives you a look. You wink.
You both make your way through the wreckage, ducking twisted rebar and beams. At one point, you trip on a loose plank. His arm shoots out, wraps around your waist.
You freeze.
So does he.
You’re chest to chest, his hand splayed across your back, your fingers gripping his vest.
“You okay?” he asks, voice a touch lower now.
Your throat’s dry. “Yeah. You?”
He doesn’t answer. Just watches you for a moment, then slowly lets you go.
You keep moving, but now every time your fingers graze or your arms brush, it feels intentional. Loaded.
You find the last two workers behind a jammed gate. Tim breaks the lock with a metal pipe, and you help the shaken men out. One thanks you. The other looks at you like you’re a superhero.
But the adrenaline has started to fade.
The full weight of it all—the noise, the near-deaths, the responsibility—presses down.
When you step away from the others, your legs buckle just a little. Bradford is there instantly.
“Sit,” he says, catching you by the arm.
You nod slowly, dropping onto a low wall.
He crouches beside you, reading your face. “It’s catching up to you.”
You swallow. “Yeah.”
“You held it together. You did everything right.”
Your breath hitches. “I didn’t… I didn’t think. I just moved. But what if I missed someone? What if—”
“Stop.”
His voice is gentle but firm. He places his hand on your knee. You flinch—but not from fear. From how it grounds you.
“Look at me.”
You do.
“You saved people. You helped us. You didn’t hide. You ran toward the danger.”
Your lip quivers.
His hand slides to your shoulder. His thumb strokes your collarbone, just once.
“You’re allowed to feel it now.”
And that’s all it takes. The panic hits like a wave—hard and fast. Your chest clenches, eyes burning.
Tim doesn’t hesitate. He pulls you into his chest, wrapping both arms around you. You bury your face in his shoulder, fists curling in his vest.
“It’s over,” he murmurs, voice barely above a whisper. “You’re safe.”
His hand slides into your hair, combing gently through it. The motion is soothing. Familiar. Like he’s done it before. Or maybe just dreamed of it.
“You don’t have to be strong right now.”
You tremble in his hold. He doesn’t pull away.
“I’ve got you,” he adds. “Okay?”
You nod against him. When you finally look up, his hand lingers on your cheek.
“Didn’t think you’d be the nurturing type." you say, voice hoarse.
He chuckles, voice rumbling in his chest. “Don’t tell anyone. It’ll ruin my brand.”
You lean back just enough to see his face.
And something shifts between you.
A quiet moment in the eye of the storm.
“I still think ‘Grinch’ suits you,” you whisper.
“And I still think you’re high-maintenance.”
“Excuse me?”
“Only a Barbie Doll would coordinate a rescue effort and sass a cop in the same breath.”
You smirk. “Maybe I’m both.”
The moment stretches. You’re both still, holding onto something neither of you fully understands yet.
Then a shout breaks the spell.
“Y/n!”
You turn. “Dad!”
Your father is running across the rubble-strewn pavement, suit jacket flapping, eyes wild.
You stand, and he pulls you into a crushing hug.
“I’m fine,” you gasp. “We’re all fine.”
He cups your face. “I got the alert mid-meeting and left immediately.”
You hug him tighter. “I had to take charge.”
“And you did,” he whispers. “I’m proud of you.”
You feel a shift behind you. Turning, you find Tim standing quietly, watching the scene with a measured expression. Your dad notices him too.
“You,” he says, crossing over. “You pulled her out.”
“Sergeant Bradford,” Tim replies, shaking his hand firmly. “Just doing my job, sir.”
Bradford looks at you. And he gets it.
You’re not just another young woman on-site. You’re his daughter. His pride. His heart. And you’re damn good at what you do.
Daddy’s princess—with steel in your spine.
He watches you hug your dad again, whisper something that makes the older man smile. And Tim’s jaw tightens, just slightly.
Lucy appears beside him, sipping water.
“She’s a powerhouse,” she says.
“Yeah,” Tim replies, watching you like he can’t look away. “She is.”
“You gonna ask for her number?”
He snorts. “She’d probably write it on an OSHA citation and tell me to lighten up.”
“You could use someone who challenges you.” his rookie shrugs.
Tim glances back at you—still in that vest, still a little scraped up, but glowing with that post-adrenaline shine.
Maybe he could.
#tim bradford#tim bradford the rookie#the rookie#tim bradford imagine#tim bradford x reader#tim bradford x you#the rookie imagine#the rookie x reader#tim bradford imagines#tim the rookie#tim bradford fanfic#tim bradford x y/n#tim x y/n#tim x reader#tim one shot#tim imagine#tim the rookie fluff#tim the rookie imagine#aftershock
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What is your stance on the "Elsen is one guy who cloned himself a bajillion times" comment from the 15th anniversary livestream
My stance is that I respectfully disagree (for lack of a better term). Since “all elsens are clones of one person” wasn’t ever stated/explored in-game, I find it more fun to explore other Elsen origins for my projects instead. Mortis Ghost has also said in the past that people are welcome to play fast and loose with lore, and that’s what I was doing before I was ever introduced to the clone discussion. It’s easier for me to ignore that newer addition than to overhaul my original ideas, so that’s what I’m doing. I have no issue with people who decide to use that lore for their own works, but it doesn’t apply to mine.
With that being said, what’s MY lore for Elsen? For me, Elsens as we see them in-game are the result of 3 things:
Human’s evolution after the “apocalypse”. Elsens are what Humans are in the far future, as the lingering effects of the apocalypse (cough cough radiation) changed the very essence of what Humans are from the past.
Hugo’s influence as a “god” of this world. What we see is what Hugo specifically makes, so Elsens are the cartoony square-headed humanoids because that’s what we are made to perceive by Hugo.
The Batter’s/Protagonist’s perception. They all look the same because it is just easier for them to look the same. It is unnecessary for them to look any different than each other to the Batter, so we barely see any differences.
In my games, “Tiny Terror” and “Project GoldFinch”, the Elsen are more visually different than the original OFF’s because they are not filtered through the Batter’s practical lens. Non-important NPC Elsen are intended to have more variety, because they are supposed to be more individualized than what the Batter saw. Now I can’t say “everyone’s different” because I think I’d die if I had to make every NPC unique, but I’m trying to change up certain details so you’re not just talking to the same Elsen in a dress-shirt and tie.
“So, that’s how they look, but how are they made, if not cloning?” Glad you asked, I have a few explanations that usually (but not definitively) depend on which Zone they reside in!
The Zone’s Minimum Quota: Each Zone has an undefined number of Elsens that have to exist within it. There can always be more than the set number, and there usually is in any given Zone, but if a death of an Elsen would mean going under, then a fully adult Elsen will appear in another area once that death occurs. This new Elsen will have a basic knowledge of living, but will have to be taught to do specialized tasks. This is more common in Zone 3 than the other Zones, and it's the reason Enoch’s sugar industry has been sustained for so long.
Cloning (via the Big Elsen in the Room): YES OK I have a cloning piece of my lore too, but it’s not exactly what Mortis Ghost described, so I don’t count it as the same. This version of cloning is heavily inspired by tzalmavet’s idea of the Big Elsen. Sometimes normal-looking Elsens will grow and slough off of the Giant One (that I have dubbed Biggs for my story). Some of these Elsen are kept in the Room, but most are sent to the larger Zones. Unfortunately the ones that are sent away don’t survive for long outside of the Room because of genetic instability caused by leaving and the rapid mutations that results from it. All of the Elsen that come from Biggs are genetically the same despite any differing mutations, and consider themselves siblings. They can identify each other as such even if they are meeting for the first time.
Creations of the Guardians: Guardians can create Elsens if they choose to excerpt the massive amount of energy needed to make one. This was done mostly in the beginning of the Zones, before the Quota was established. It is very impractical to perform now that there are other easier ways Elsen can exist. The creation ritual requires “scaffolding” (usually made of plastic, metal, or meat), and a Guardian to infuse energy into it. The scaffolding + energy will create an Elsen with whatever features and knowledge the Guardian wishes to give them. Japhet was the Guardian who created Elsens using this method the most, which is why he considers the Elsen of Zone 2 his children (even if not all of the Elsen within the Zone are made by him anymore).
The Traditional Way: Elsens can just make other Elsens the same way Humans can make other Humans, though infertility rates are VERY high in most of the Zones. Zone 3 is pretty much completely infertile, it is very rare to see a child in Zone 1, and Zone 2 has the most children with enough to have a small school. Elsen babies grow and mature at the same rate as Humans do.
There are also miscellaneous "Special Cases". Some of my Elsens have unique origins separate from the ones I listed above, but I’d like to save the spoilers for my game to when it comes out, haha!
That's all for now, I hope you found my statement and lore explanation entertaining! I am excited to share more in the future.
#PGF#Project GoldFinch#PGF Dev#tiny terror#TT#elsen#off elsen#off elsen oc#lore#story lore#oc lore#game lore#off#off fangame#offfangame#off mortis ghost#elsenoc#elsen oc#fan oc#off fan oc#off lore#oc#original art#original character#fanart#off japhet#japhet (off)#elsen off#elsen (off)
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Top Shuttering Materials On Rent in Delhi
If you’re looking for the top shuttering materials on rent in Delhi, choosing reliable and durable options is essential for successful construction projects. Commonly rented shuttering materials include steel plates, wooden planks, and adjustable props, each offering unique benefits based on project requirements. Steel shuttering is preferred for its strength and reusability, while wooden options are cost-effective and easy to handle. For those seeking quality shuttering material on hire, Amirsons is a trusted name, offering a wide range of materials to meet diverse construction needs. Their focus on quality and affordability makes them a go-to solution for contractors in Delhi.
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Things I Can't Stop Thinking About Since the Gravity Falls Renaissance; An Overly Long Compilation
• It's mostly a joke-y cartoon thing but holy shit Dipper wakes up screaming kind of a lot??? How long has he been doing that for?? How long will he *be* doing it for??
• Stan had to basically teach himself advanced physics and complex multidimensional theories. He had the advantage of the portal mostly being built and having a bunch of the notes post-Bill, but still!! He had to learn how to operate the damn thing! I highly doubt Ford wrote about the portal in the same accessible manner he wrote about cryptids, especially as he spiraled into paranoia. The machinations of the portal weren't meant to be shared with the layperson, it just wouldn't be practical information for most people to have.
(also notable that he went through the whole process of learning how to operate the portal not only through pages and pages of dense code, but with the background of a 1970s highschool education and literally nothing else that would be relevant. Ford works really hard, but this is also stuff that comes to him very naturally. Designing a functioning portal wasn't the hard part. The hard part was getting the idea for the portal in the first place and knowing what to do with it. This shit is so ridiculously advanced and Stan is not an academic mind by any means. No wonder it took 30 years, he had to keep up a fake life and fund his project while grinding away at advanced quantum physics interdimensional whatever science wizard nonsense. I think about those 30 years a lot.)
• It doesn't really get addressed, but I think about Wendy being "super stressed out, like, all the time!" A lot. God, can you imagine living in the same house as Manly Dan? Let alone being the only girl there? Especially depending on when their mom left/died, she probably felt incredibly alone for a lot of her teen years. And given the Apocalypse Training it doesn't seem like Manly Dan is the most stable parent either.
• Stan, Ford, and Wendy could probably bond over having shitty holidays (and subsequently being forced into having awesome holidays when Mabel found out.) Filbrick took Stan and Ford to get free cinder block samples for Hanukkah, and the Corduroys did apocalypse training every year instead of Christmas.
• Pacifica still hears the voice of the Lumberjack ghost in her nightmares, but it's implied on the website that the Lumberfolk spirits have actually declared her under their protection since the events of Northwest Mansion Mystery. That means one of two things: that the ghost in her dreams is just her own guilt-ridden brain, or that the ghost has been appearing in her dreams to try and help her. I think about both options frequently.
• Stan struggles a lot of the time with physical activity, but that's mostly to do with age. He's actually really goddamn strong (beating down the zombies, punching a pterodactyl in the face, grabbing Ford and hoisting him up off the ground no problem, scaling scaffolding and holding the twins up by a rope one-handed). This makes the fact that Wendy beat him in an arm wrestling contest three times in a row way funnier.
• The way the Stans were almost definitely completely willing to beat a random guys ass so that Waddles could get on that bus. Stanford "Your math is no match for my gun you idiot!" Pines implicitly threatened to shoot a stranger with a Weird Sci-Fi Firearm for his great-niece. Stanley is even more direct. There is no confusing what brass knuckles will to to you. I also absolutely believe that they were not bluffing. One of them would've stolen the bus if the guy had mysteriously fallen unconscious due to unforseen circumstances.
• According to Soos, Tad Strange is crushing hard on Woodpecker Guy. Is this general town knowledge? Does everybody know that the Woodpecker marriage is on the rocks? How does one divorce a woodpecker? Alternatively, how does one get divorced *by* a woodpecker? Does Tad have a chance? Is this a small town scandal? Mr. Hirsch inquiring minds want to know. Has Toby Determined written a gossip column on this drama yet. Get your head in the game, Toby
#gravity falls#the book of bill#gf#tbob#stanley pines#stanford pines#dipper pines#mabel pines#pacifica northwest#wendy corduroy#tad strange#woodpecker guy#soos ramirez
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I am curious if you think the campaign wrap up will perhaps address some of the campaign shortcomings or challenges the cast faced in trying to land this campaign narratively, especially in comparison to previous campaigns? Not that they would disparage the whole campaign - but like a little “yeah this didn’t work as well as we wanted at times?”
It’s odd because I find myself weirdly optimistic about CR as a whole despite this campaign’s possible lackluster ending, so I guess I’m hoping the campaign wrap up acknowledges that this campaign didn’t always play to their strengths in hopes that their next long form venture does more, idk.
I don't know if it will but. that's precisely the tenor any question I send will have: I don't think the fundamental concept is the issue - hell, I don't even think killing the gods is actually a problem if you appropriately set up a scenario where killing the gods has a motivation other than "mortals were mean to me in their name" [thing that happens irl all the time in a world with zero proof of divinity, in my religiously observant ideologically agnostic and skeptical opinion] or "I have issues with my parents I never worked towards so I've projected this onto The Ultimate Parents instead of like. being fucking normal." But it needed a lot more scaffolding at the VERY least in the prep for this campaign, and actually, to be blunt, if you want to make this a balanced issue you needed to seed this concept through prior campaigns in a meaningful way. There's a reason pretty much everyone who defends this campaign as Extremely Good, Actually is either doing some form of wildly revisionist history of the fandom and the past campaigns that's demonstrably false if you were like. there; or else they started with C3 and decided they were an expert despite being of below-average literacy and deeply below average personality and have to resort to such miserable efforts as "arguing that canon isn't real" and "posting an out of context Le Guin quote over and over in the hopes we won't notice they're actually 511 mice in a trenchcoat who can't actually read". So yeah I hope Matt is like this was an ambitious project and I'd have done many things differently.
I do wonder what's next for CR, because as I mentioned, it feels like the cast is stronger in shorter form; that even the other longform shows are moving to shorter form right now; and that WBN and C3 kind of show the limits/failings of longform. I hope they do another longform campaign at some point in the future, but it might make sense to take an extended break and play in the space for a while. They only took about 4 months between campaigns for the past two and maybe it would be good to take longer and focus on Daggerheart, Candela, and EXU for much of the year and if they do longform wait 8-10 months, especially with the comparatively extensive touring schedule this year.
I also hasten to add, and I mentioned this briefly in talking about CRPGs, but I think there's a Third Campaign Dip that's not inevitable (NADDPod didn't really have it; TAZ switches systems enough that it's not an issue) but definitely hit here, that doesn't apply to a fourth one. Like, for CRPGs (girl who's played Veilguard twice and gotten through the first day of Disco Elysium voice) it feels like the first run is following what seems most fun to you and then the second is playing around with other choices that maybe aren't as appealing just to see what happens, and then for the third and future runs you kind of know the full lay of the land and what you'll like while still allowing for a range of choices. For class-based TTRPGs, the first is the self-insert/thing that's fairly comfortable and easy/character you've dreamed of; the second is what you do now that you know how this works; and then the third can be...an overextension, shall we say. I think after that you figure out, again, the bounds of your comfort zone, how much you can stretch it, and what you don't like, you're in a much more consistent footing.
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