#skill level to actually be able to solve my problem
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skaluli · 24 days ago
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Great Blue bonus timelapse of me lining a singular wing (don't mind meatcanyon or my blunt pen nib that doesn't register a press at times since i'm to stubborn to replace it)
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avianii · 10 months ago
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vaguely irritated every time I hear someone call my life depressing
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waywardsalt · 1 year ago
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dungeons in linear loz games made you feel stupid because you’d sometimes be wandering without a clue until stumbling over a little detail you’d overlooked; dungeons in totk make you feel stupid because they hardly seem to trust that you have any more than very basic problem-solving skills
#hi hi hi im still being annoying abt this game#when i have the time im going to give all of my og totk salt posts their own dedicated tag#bitching abt totk#thats the tag ive decided#ill get murdered if i put this in a normal tag#i just. good lord this game managed to piss me off on so many levels#as an enjoyer of games as a zelda fan as a writer as someone who likes a bit of a challenge as a musician with the weird leitmotif stuff#i UNDERSTAND that some people like the totk dungeons BECAUSE theyre easier and this post is not for them#this post is for the bitches who like the experience of being in a dungeon for over an hour#and like even with dungeons its not like a skill roadblock you just gotta fuck around enough until smth clicks#skill roadblocks r kinda annoying in games thats why i typically have month breaks between elden ring play sessions#they just. literally hand you what you need in totk and it usually amounts to ‘use ultrahand’#the new abilities are good for gameplay and world exploration and shit for actual puzzles#totk salt#that would be a good salty (me) totk hate tag but thats a tag other ppl use and would not be exclusive to my shit#i would walk into a dungeon room in totk and not have to spend more than 3 minutes clearing it and then getting a 5th/4th of the objective#i dont feel good abt solving a problem when i dont actually get to think for myself abt how to solve it#and the key to the ‘puzzle’ is the only other interact-able thing in the room#salty talks
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level2janitor · 11 months ago
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Introduction to the OSR
what's an OSR? it's a game that's kinda like old-school D&D. or is old-school D&D. or is compatible with old-school D&D. an OSR game generally has some or all of the following principles:
low character power with highly lethal combat. in old-school D&D a 1st-level fighter has d8 hit points and a longsword does d8 damage, and you die at 0HP. this is not to ensure characters die all the time but to emphasize the next bullet point:
emphasis on creative problem solving. most situations cannot be solved by straightforward use of your abilities (such as charging into every situation with swords drawn, if a fighter), so the game tests lateral, outside-the-box thinking.
emphasis on diegetic progression. spells are found, not obtained automatically on level-up. you get XP by finding gold more than killing monsters. most of your cool abilities come from magic items. making alliances & hiring followers is encouraged.
focus on managing inventory, resources, risk, and time. the players are constantly faced with meaningful decisions; this is the heart of the game.
very sandbox-oriented. the focus on creative problem solving means the game must be accommodating to players taking a course of action the GM didn't plan for. use lots of random tables to generate emergent story. some elements of new simulationism.
high tactical transparency, i.e., the optimal course of action is rarely system-specific, and ideally very possible for a new player to intuit.
usually semi-compatible with old D&D, but not always. usually rules-lite, but not always.
what does the OSR mostly NOT do?
focus on character builds. these change the focus too much to be on the rules than the fiction, can create situations where stuff everyone should be able to do is an ability locked to one class, and impede tactical transparency.
resolve everything with a die roll. combat uses dice to be scary, unpredictable and most importantly not your default course of action. everything else should bring up dice rarely - dice are your plan B when your plan A fails. the best plans need no dice.
use linear storytelling or put players into a writer/GM role. linear storytelling gets in the way of the decision-making so core to the playstyle; letting players write details into the setting is mutually exclusive with them discovering it.
rules for everything. 400 pages of crunch is worse at simulating a believable world than the GM and players' shared understanding. OSR games rely constantly on GM ruling.
mostly still applies to all the above. making your system a "pure" OSR game comes second to doing what's best for your game.
System recommendations
old D&D or a retroclone
old-school D&D - or old school essentials or basic fantasy or swords & wizardry, which are old D&D's mechanics repackaged with quality-of-life tweaks (and the upside of not giving WOTC your money) - are usually the go-to when recommending someone's first OSR game. they're actually not my first pick, though!
PROS:
very complete, with more robust rules than a lot of the lighter games on this list.
100% compatibility: most OSR adventures are statted for old school essentials. converting them to other OSR systems is usually simple, but not 1-for-1.
easier to find games for. anyone interested in the OSR space knows what old school essentials is.
CONS:
jank. these games largely still have weird saves, level limits for non-humans, some still have descending AC, etc etc. it's not that bad but it is there
i hate thief skills. lots of essential dungeoneering actions are locked to the thief class as abilities, with abysmally low success chances. this is stuff i prefer being handled without a roll. thieves in this system suck and make everyone else worse at dungeon crawling by existing.
there's just lots of really cool shit in other systems i'm about to go into that you just don't get here
Knave 1e and its various hacks
this is a 7-page super-lightweight system that boils everything down to just the essentials.
rolling a character takes like 5 minutes. roll stats, roll gear, roll traits, go. done. it's great.
characters are defined entirely by stats and gear, no classes. wanna be a fighter, have high strength and carry a big sword and armor. wanna be a wizard, have high intelligence and fill your inventory with spells. item slots are elegant and pretty limited.
initiative is instant: roll d6. 1-3, monsters go first. 4-6, PCs go first. swingy, but god it is so smooth and shaves like the most boring 5 minutes off of every combat
monsters are so very elegant. old D&D gives monsters a "hit dice" rating to determine their HP, e.g. a 3HD monster rolls 3d8 for hit points. knave takes this number (HD) and uses it for attack rolls and saves (aside from exceptionally bad/good saves), so a knave statblock looks something like this.
spells are all one or two sentences long & extremely easy to remember.
7 pages is so light. i have the system basically memorized.
DOWNSIDES: there's no dungeon crawling rules (standard for meatier OSR games & something i consider essential) and no real bestiary, though the second point isn't a huge deal cause they're so easy to make. it also kinda assumes you already know how to run OSR games, so there's very little real advice or guidance.
KNAVE HACKS
knave 1e is in creative commons & comes with an editable word doc for you to publish with modifications, so there's a ton of variants (there was a spreadsheet of them somewhere, but i can't find it).
Grave is a favorite - i'm two years into a grave campaign and it's fantastic. it's a dark-souls-y version of knave with some really elegant innovations.
you have a set number of deaths before you for-reals die, as every character plays an undead as is dark souls tradition. makes it good for OSR beginners! being able to tell when you're close to your final death is really good - it lets you emotionally prepare for losing your character & raises the stakes more the more you die. (though honestly you should probably cut the number of extra deaths in half, it's super generous)
XP and gold are combined into one resource, souls. legendary creatures drop big souls you can make into magic items. this has ended up being the coolest thing in my current campaign. my players love finding powerful souls to make into magic items it's so fun
uses preset packages of stats/gear instead of knave's rolled ones, filling the role of more traditional character classes. has the wonderful side effect of not making you get stuck with low stats cause you rolled bad one time.
you have stamina equal to your empty item slots. you spend stamina on spells if you're a caster, or free maneuvers (on top of your attack at no action cost) if you're not. it's super elegant.
there's 3 classes of spells: wizardry for intelligence, holy magic for wisdom, and witch stuff for charisma. nice and intuitive.
there's a page of 50 magic items each a couple sentences long. this PDF is worth it just for the magic items.
DOWNSIDE: see the downsides for knave 1e. all still apply.
i enjoyed grave so much i made a variant of it with the dark souls bits removed (and some dungeon crawl rules added!) to use for my standard fantasy campaigns.
Knave 2e
sadly knave 2e is not purchasable yet (i backed it on kickstarter so i have access, though). but when it comes out i highly recommend it.
much larger and denser than knave 1e. it finally has dungeon crawling rules, it has GM and player guidance, everything is refined and the layout is so so nice and readable.
combat is a bit more interesting than 1e. you can break your weapon against an enemy to deal max damage. you get a free maneuver on high attack rolls.
there's rules for stuff like alchemy, warfare, building a base. it all kicks ass.
there are so many goddamn tables. i rifle through it anytime i need inspiration.
DOWNSIDES: some of the new rules are a little untested & wonky. introducing randomness into how often your rations spoil or your lights go out can cause issues.
Mausritter
you play tiny little mice! in a world full of big dangerous things that want to eat mice. cat = dragon. you get it. what more could you want
the mouse thing is just super intuitive. you get the dynamic between you and the big scary lethal world. fantastic OSR game to introduce kids
nice and robust ruleset; nothing feels missing
tons of super nice GM stuff! faction rules, tools for rolling up hexcrawls and dungeons, plenty of tables
super clean readable layout. font isn't too small to avoid being intimidating. guidance is really nice and clear.
combat is autohit. super fast & lethal.
100% free
look mausritter is just. good. i wanna run it so bad someday
Worlds Without Number
sort of a middle ground between OSR stuff and 5e. paid version here free version here
lots of classes, at least in the paid version. the free version comes with just the warrior, expert and mage. there's feats and more of a focus on builds than most OSR games. if you like more mechanical build variety than a typical OSR game, this is a great game for you!
extremely good multiclassing. y'know how in most games if you just mash together two classes you think are cool you'll end up with a total mess? not here! every combo is viable and works fine! easily the best multiclassing of any game i've touched
an absurd amount of GM stuff and tables. easily more than any of the other stuff i've praised for also having them. but personally i haven't dug into them as much, so i can't really comment on them
skills the way modern D&D has them. you roll dice and try to beat a target number. i don't tend to like rolled skills, but most people do, so if that's your thing WWN has them
DOWNSIDES
the layout is terrible. everything is a huge wall of text with very little use of bold text or bullet points to draw attention to the important bits. the table of contents has like 15 things in it for a 400-page book! i couldn't find any of the paid-version-exclusive classes for like a month after i bought it! looking up rules is a nightmare.
the way the default setting handles "evil races" is like an exaggerated parody of all the problematic aspects of how D&D handles it. like, it wants so bad for you to have an excuse to genocide sentient free-willed people. but at least the default setting is easy to chuck in the trash
Dungeon Crawl Classics
the goal of this system is to take all of the crazy gonzo moments people remember playing old-school D&D in their childhood and turn all of that up to 11 while cutting the stuff that doesn't add to that. i think a lot of its innovations have ended up kind of standard in newer OSR stuff (like fighters getting maneuvers with their attacks), but it still has more to offer.
the funnel: you start the game with four randomly rolled dipshit peasants that you then throw into a meatgrinder to get horribly killed. you pick one of the survivors to be your 1st-level character.
maneuvers: fighters roll an extra die with each attack that gets bigger as you level. if it's a 3 or higher, you get to do a cool thing on top of your attack. pretty standard for OSR games, but this game popularized it!
crit tables: fighters also get more crits and nastier crits as they level. every crit, you roll on the crit table. maybe you chop off a dude's arm. maybe you just knock them over. maybe you shatter their shield. it's very cool
spell tables: i don't really like roll-to-cast mechanics, generally. but DCC goes so all-in on roll-to-cast that it still looks fun as hell to watch. you cast a fireball and maybe it goes how you want. or maybe you explode, or you nuke everything in a half-mile radius, or from now on you permanently ignite flammable materials you touch, or whatever. casters just have to put up with turning into a weird mutated mess across a campaign
there's no dungeon crawl rules, no encumbrance - this game is all about the big over-the-top wacky shit, and is not really interested in the more down-to-earth number crunching. it's more in the you-die-hilariously-all-the-time area of OSR than the you-avoid-death-through-clever-play area. not really my thing but the system knows exactly what it wants to be and i respect it
iron halberd
this one is mine! as the author i'm not qualified to tell you what isn't good about my system, so just assume it's worse than i make it sound, but here's a bunch of the selling points
semi-random character creation where you flip back and forth between rolling dice and getting your own input. roll stats, pick ancestry. pick starting gear kit, roll different dice based on which kit you picked. etc etc. stats are random but all equally viable (no rolling incredibly low or high stats). every time i run this game the character creation is a hit. seriously go roll up a character it'll sell you on the whole thing
you start out a lot stronger than a standard OSR character but grow way more slowly. i don't like 4th-level characters being 4 times as strong as 1st-level ones; HP never gets that high. emphasis is more on diegetic progression instead.
way too many subsystems for alchemy, crafting, strongholds, warfare, renown, rituals, likes 9 pages of magic items, a whole subsystem for becoming a cleric mid-campaign. i couldn't help myself i love this shit
in my current campaign we had a player permanently sacrifice some max HP to become a necromancer after deliberating on whether that's a good idea for like thirty seconds, which instantly made me think my necromancy system is a success
also free
Adventure recommendations
(in rough order of size)
Moonhill Garden (by Emiel Boven): look at this. look at it! this is like the best template for a little dungeon in an OSR game. all of the little factions are tied together. this would be a great oneshot to introduce people to an OSR system with.
A gathering of blades (by Ben Milton): a system-neutral, one-page sandbox. i ran this for an iron halberd game and it went super well. lasted like 7 sessions. highly recommend.
The Waking of Willowby Hall (by Ben Milton): a single dungeon with a million things going on. it's super chaotic with half a dozen different factions crashing into each other and a big angry goose. highly recommend, especially for kids
The Black Wyrm of Brandonsford (by Chance Dudinack): small sandbox with a fun fairytale vibe and a very fleshed-out little town. and a big nasty dragon.
Evils of Illmire (by Zack Wolf): this is a very dense, entire campaign's worth of hexcrawl in a very compact package for like $5. it doesn't do anything particularly new, but the value-for-money is absurd and it's a really good template for how to do a sandbox if you're used to 5e adventures
Ask me anything!
if anything here is unclear or intrigues you, send me asks! i love helping people get into OSR games. i'll link frequently asked questions here if i get any.
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strwbrythoughts · 7 months ago
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time's up | dr. veritas ratio
The doctor - also known as your husband - has come to refine your problem-solving skills, particularly in mathematics.
A/N: This man is insufferable but I simp because smart + muscles = hot!!! Also can you see me projecting onto this and wdym i don't like triangles, ngl i accidentally switched to first person pov at the ending 💀 this is why i need to find time to write in my busy busy schedule
Divider by @/osqrie
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"You have 15 minutes to solve these questions. You may begin."
The soft click of the digital stopwatch in his right hand sounded louder than ever to your ears. Your eyes went from his soft, smiling face - which in itself, was a rarity - towards the questions printed on the single sheet of white, A4-sized paper on your desk. They were all mathematics equations. Every single one was an integration-related question.
You always thought that you could escape the topics you didn't like after finishing your studies in the undergraduate level. Life had been pretty smooth-sailing after graduation; you opened a cute and cozy bakery, you married a genius, lived in a comfortable home, have and maintain a loving relationship...but this. This was the least of what you would expect. Being tutored and tested on the one subject you refused to take back in university.
Or perhaps it was your mistake when you told him your weak points in the academic aspect of yourself. That was a side effect of marrying a genius, you supposed...or a 'Mundanite' as he would use to refer to himself.
But you couldn't think of that now. You had a test to complete, and you didn't want to receive his punishment for not being able to do so within the given timeframe. His eyes could be felt on you, as if burning into your body and directly gazing at the very essence of your soul. The rise in your heartbeat and downturned gaze highlighted how nervous you felt to answer this paper.
After taking a deep breath to clear your head, you observed the questions carefully. There were 3 questions, and all of them were pretty easy to solve (or at least, that was what the instructions said). The first two questions were fine; only including polynomials and exponents respectively. As you got to the third question though...you couldn't say it was 'fine'.
It included one of your most disliked topics...trigonometry.
Granted, the trigonometry was pretty simple, but you never seemed to be able to wrap your head around how so many formulas could be derived from them. When Veritas explained it to you in one of your tutoring sessions, you asked for more breaks than usual since you had put a barrier in your mind; 'I will never understand this'; which in turn, made the topic seemed harder than it actually was.
The soft 'ding!' of the bell on my desk reminded you that you had five minutes left for this last question. You gulped, hoping your nervousness would be swallowed away as well. His eyes were glued to the back of your head; not that you dared to look behind my shoulder at the moment.
Every second counts after all, even if you had no clue what steps you should take to solve the problem on the paper.
Your brain seemed to malfunction and your memorisation skills failed you right this moment. You didn't remember the basic formulas, and you didn't know how to derive them from the triangles either. With no viable options left, you decided to unleash your expertise; cooking up your own theories.
'Ah, he's definitely punishing me for this...' was the only thought floating in your brain. Autopilot mode was switched on, and your hand glided across the paper, writing down whatever nonsense that seemed to be related to trigonometry, regardless whether they were correct or not.
The digital stopwatch in Veritas' hand had reached its last minute; the fifteenth minute. "Time's up," his voice bounced off the white walls right into your ears. "Put down your pen and stop writing."
Although reluctant, you did not wish for a heavier punishment. His words were followed by the sound of the pen being put onto the wooden desk. Within seconds, he was stood right next to your desk, using his index finger and thumb to pick up the piece of paper.
His eyes scanned my answers, going from left to right as he inspected each line of working. There was a faint smile on his lips...until it was gone.
Gulp.
He had definitely seen the absolute mess you made on the last question.
A slam onto the wooden desk; you swore you heard the wood crack a little bit. "Did I not teach you this last question?" You could barely reply. His tone was dripping with condescension, but you didn't take offence from it. Both you and him knew he had the right intentions, but his ways wouldn't be able to satisfy everyone.
"You did! I...I just didn't like it."
Veritas let out a 'tsk' thrice, seeming almost animated as he did so. "You do know what you have to do now, right? So come on, what are you waiting for? Is time not ticking?" He took a seat on his chair, eyes looking straight into mine.
You sighed, preparing your facial muscles...as you climbed into his lap. Ah yes, the 'one hundred kisses or you're not leaving this room' punishment. A classic, really. Your lips peppered his face, landing on each part like the first snow of winter; gentle and heartwarming.
"Lunchtime is nearing, so you better carry out your responsibility quickly and dutifully, dear. You'd hate to have lunch at 4 PM again, hm?"
Ah, crap! He was right! Better get to work now!
Thank you for reading!
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dexteri0us · 2 months ago
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you could be the one that could mess me up; you could be the one that'll break me down
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pairing: dexter morgan x f!reader
warnings: fluff, college!au, summer camp!au, rivalry
summary: what’s tougher: coaching science-crazed kids or competing with Dexter for the camp championship?
w/c: like 3k
a/n: a little something for my fellow Dexter fans
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The sun was beating down on the field, and you were already starting to regret not grabbing your water bottle. Your team of elementary schoolers was bouncing around you like they’d been given espresso shots instead of juice boxes, their energy sky-high for the last day of camp. And who could blame them? Today was the big showdown – the ultimate battle between Team A and Team B. Your team, obviously, was Team A which, you reminded them every chance you got, was the first letter of the alphabet for a reason.
You scanned the field, making sure everyone had their places, when you saw a stray kickball, sitting just past the starting line. You sighed. As much as you loved your kids, “picking up after themselves” was an elusive skill for most of them. You told them to hold tight for a second and jogged over to retrieve it.
Just as you were about to grab the ball, you saw Dexter walking up beside you, giving you that unreadable look, as usual. You smirked before he even had a chance to speak.
“Well, if it isn’t the illustrious Team B leader himself,” you said, bending down to pick up the ball. “Here to observe greatness in action?” you asked with a proud smile on your face.
Dexter didn’t miss a beat, casually handing you a bottle of water and raising an eyebrow. “Greatness? I think you’re setting them up for disappointment.”
“Oh, really?” you grinned, turning to face him as you spun the ball between your pointer fingers before resting it on your hip and taking the water. “Coming from the guy whose team spent ten minutes building an egg drop contraption that looked like a rejected spaceship model?”
Dexter’s face didn’t change, but you could see the spark of amusement in his eyes. He took the smallest step forward, as if to intimidate you. “That ‘rejected spaceship model’ actually worked, if you remember correctly,” he replied smoothly. “Unlike some teams’ eggs, which ended up looking like scrambled breakfast.”
He was right, of course. His egg drop design looked like it had come from an old sci-fi movie, a quirky contraption with beams, paddings, and an absurd amount of plastic wrap. You had no idea where he got all that, either way, it worked.
It wasn’t even surprising; Dexter had always taken unexpected routes to solve problems. His mind just worked differently. You knew he had a wild imagination; you could tell when he’d shown you some of his high school lab projects, each one stranger and more intricate than the last, and always with that unmistakable Dexter touch that landed him at the top of the class every time. Even now in college, he was still securing the highest grades, beating out students who had twice the resources and flashy internships.
Honestly, Dexter was probably the smartest person you knew, and being able to go toe-to-toe with him here at camp wasn’t just a thrill – it was an honor.
It was part of what made this science camp so special. It wasn’t just some neighborhood summer program; it was hosted by your college’s STEM department, high-level experience for kids that were intrigued by the world of science. Or even those who were just curious about the basic laws of nature ruling our world. The camp was selective about who it chose to lead, and the program heads always made sure to match top students with the best opportunities.
You knew Dexter had signed up for the challenge partly because he’d mentioned wanting to “quit an old habit” and keep himself busy during summer. He hadn’t told you much beyond that – just something vague about needing to break a pattern, occupy his time in a way that felt constructive. This camp, with its structure, routine and purpose was a way for him to do that.
And then, there was the way he was around kids. Despite his reserved nature, he seemed at ease with them, almost unguarded. Dexter seemed different, and only a few people got to experience this side of him. He once joked to you that kids’ brains were underdeveloped enough that he didn’t have to fake emotions or second-guess his reactions around them.
But right now, there was a different Dexter in front of you – not a soft Dexter, not a reserved Dexter. There was a smirking, overly confident camp leader Dexter who thought he could take you down. You hated that he felt comfortable enough to be this cocky towards you. So no, you weren’t about to let your admiration show. You'd have enough time to let yourself sneak a few appreciative glances at him when he wasn’t looking, but right here, with the competition about to continue? You weren’t going to let him talk you down.
You stepped closer too, having to crane your neck a little to keep eye contact. “Don’t worry. My team and I have an actual strategy. Not just a bunch of science facts thrown together like a five-paragraph essay.”
He snorted, his eyebrows rising. “It’s a science camp. Facts are kind of the point. Your strategy is taking the name Team A and thinking that it will actually secure you the first place.”
You scoffed and turned around, walking towards your team and Dexter was quick to follow you.
 “First letter, first place. It’s called manifestation. It’s like destiny. We’re literally setting ourselves up for success from the start.”
He shook his head with a little laugh. “You realize it’s just a letter, right? It doesn’t have, like, mystical powers or anything.”
You couldn’t help but cackle, his words making you stop again and some of the smaller heads turn in your direction, silently watching the respected leaders of the science camp bicker. He was unbelievable.
“Please, you’re just pissed that I called it first.”
Despite Dexter being stoic and unpopular among his peers, he was good with kids, and you were aware of that. He was a lab geek to everyone, even his fellow students who majored in science too -- everyone was supposed to be a lab geek! - But most didn’t know that he was actually very creative. You knew that and this was just bitterness talking.
“It’s the first thing people see, the first letter people think of. It exudes victory. Doesn’t Team B just sound… second-rate by comparison?”
He gave you a deadpan look, which only made you want to argue for your team more.
“Team B,” he said, with an exaggeratedly thoughtful expression, “actually stands for best. Maybe even better. I wouldn’t be so quick to assume we’re coming in second.”
You shook your head and bit your cheek, contemplating your next words. You brought the ball that was on your hip to his chest, slightly pushing him with it, but he didn’t budge. He just took it as he waited for your next remark.
“My Team A kids are about to wipe the floor with your Team Better.”
He chuckled and threw the ball into the air before catching it. “We’ll see about that,” he said, eyes glinting with that calm confidence that always got under your skin.
You turned to your group again, arms stretched for emphasis. “See? He’s already trying to play mind games because he knows Team A is unstoppable!”
The kids cheered, and you looked back at Dexter, who was fighting a grin.
“Careful,” he said, “I’d hate to see you go down after all that talk.”
You leaned closer, and you saw his eyelids flutter, finally a sign of weakness.
“And I’d hate to see you hand over those first-place prizes with that smug look wiped off your face.”
You found yourselves in a silent, smirking standoff. His lips curved ever so slightly, daring you to say something more. The corners of your mouth tugged upward in response. You weren't backing down, and neither was he, testing each other, seeing who would blink first. You let your eyes drop just briefly, enough to catch the flutter of his lashes, but a voice from behind cut through the haze, breaking the moment like a splash of cold water.
“You’re going down, Mr. Dexter!”
You both turned toward your team, seeing one of the more spirited girls in your group, Sarah, giving Dexter a withering stare.
You crossed your arms, looking at Dexter. “See? You’ve gotta inspire these kids, Dexter. Get them excited! Pumped!” you slapped his triceps as if to emphasize your point, and he side-eyed you. “No wonder Team B’s lagging behind,” you switched your expression to an exaggerated pity, sighing and shaking your head.
“Alright,” he murmured, your trash talking finally getting to him. “I gotta go. I have to tell my team about Team A’s lack of structural integrity and how we’re going to crush them in the obstacle course.”
You gave him a taunting smile, before he walked away.
“And thanks for the water!” you lifted the bottle in the air and he turned, nodding at you with a genuine smile. Before he headed to his kids, he made a stop where your team was hanging. Despite him being the leader of the opposing team, instead of being intimidated or intimidating, the kids smiled at him, some of them running up to him and showing him a bug they just found in the grass.
You watched him stop right in front of Sarah, crouching down to her eye level with an inquisitive look. “Did I just hear you say I’m going down?”
She shifted her feet, but held her ground, her cheeks red. Kind of like you when you first met him. “Well…yeah!” she crossed her arms, mustering her bravest face. Honestly, you couldn’t be prouder. “We’re Team A, so we’re winning this competition – duh! Plus, we have Ms. YN, and you don’t!”
“Point taken, Sarah,” he said with a chuckle. “I think you’re ready to start a motivational business someday.�� The kids giggled, including Sarah who had a proud smile on her face. Dexter raised his eyebrows expectantly, offering his hand to Sarah. “May the best team win, then.”
She shook his hand and with one last look to you, he left. You made your way to your team and gave Sarah and some other kids high-five.
“Did you see his face, Ms. YN? He knows we’re gonna win!”
You laughed, nodding. “Oh, he definitely knows. Let’s make sure he remembers it.”
You sat in your chair and watched your kids, dressed in their teams’ tie-dyed orange t-shirts as some of them were clutching their juice boxes trying the slurp up the last drop, some were still playing with their DIY space shuttles from the NASA day, and some were playing tag or patty cake with each other.
It had been a great few weeks and you couldn't believe the camp was almost over. It was always hard for you to say goodbye. Some of the kids came back every year and you were happy to see their faces. Of course, there is a few bad eggs, but the overall experience was always amazing. And even though it might have not seemed that way, you enjoyed sharing that experience with Dexter, who was one of the smartest people you knew.
You turned around, looking in the direction of his team, watching him sitting on the ground, stealing Franklin’s hat, exposing the boy’s ruffled hair as Dexter put it on his own head, the hat obviously too small for him. Franklin tried to get it back, reaching for it, but Dexter quickly snatched it away and held it out of his reach, making the boy crawl over him as he laughed hysterically.
Your heart fluttered at the sight, but you shook it off, turning back to your team and making a regular head count.
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The rest of the afternoon flew by as the competition heated up. Your team was cheering like maniacs after each round, pumping each other up with a team spirit that only a summer camp could create.
Next up was a chemistry challenge, where each team had to mix different chemicals to create a specific color in their beakers. Your team surged ahead, mixing the combination quickly, while Dexter’s team carefully measured out each drop.
“Come on, Team A! Don’t let Team B show us up!” you encouraged, but your team’s rush and Dexter’s team’s focus worked in his favor, adding a few point to his part of the scoreboard.
As the afternoon wore on, the two groups moved from one challenge to the next, each victory and loss met with cheers and groans. Finally, the last event arrived: the biology obstacle course. The campers were buzzing with excitement, and you could barely contain your grin as you glanced across the field at Dexter. The score was pretty much tied, and it all came down to this.
“Alright, A’s,” you said, crouching down to your group’s level. “This is it. Remember to have fun, and let’s give it everything we’ve got.”
The obstacle course was a test of agility and knowledge. Each camper had to climb through a “jungle” of hanging ropes, identify plastic animal replicas hidden among the trees, and finish by sprinting to the finish line with a “baby bird” (a rubber ball) in a spoon.
Your team went first, charging through the course with surprising speed. Dexter was impressed but kept his expression neutral. His campers were determined to outdo them, each one putting in their best effort as they charged through the course, cheered on by Dexter’s calm, steady encouragement.
When the final camper crossed the finish line, you and Dexter called your teams together to tally up the points. The competition had been so close that neither group was sure who had won.
“Alright,” Dexter said, reading off the scorecard. “And the winner is…” he paused, dramatically prolonging the suspense, while you shot him an exaggerated look of impatience.
“Team A!” he announced, unable to keep from smiling as your team erupted in cheers. He felt bad for his team, but a flicker of pride rose in his chest as he watched you celebrate with your kids, hugging a few of the campers. You shot Dexter a smug, triumphant look, mouthing “I told you so.”
The losing team received consolation prizes – a handful of science-themed chocolate bars and some novelty key chains shaped like tiny beakers and DNA strands. The kids took it all in stride, laughing and goofing off as they filed back to their cabins, waving at you and Dexter as they disappeared down the paths.
You and Dexter began gathering up the supplies left over from the relay race. Every so often, you’d bump shoulders or catch each other’s eyes and share a smile.
As the last of the campers drifted out of view, you took a long breath, letting it out slowly as the day’s exhaustion sank into your muscles. You stretched your arms overhead, feeling that familiar soreness, and smiled as you glanced over at him.
“Guess that makes me the science camp champion, huh?”
Dexter chuckled softly, his eyes glinting with amusement. “For this year, maybe. Next year, though, don’t get too comfortable.”
You laughed, feeling a spark of joy as you realized, yes, you would look forward to next year – another summer with him, another chance to see this side of him. You were alone by now, perched on the steps of the main cabin where the camp leaders, cooks, and cleaners stayed during camp sessions. You leaned back, savoring the quiet, the fading light of the day casting a soft glow over the campgrounds.
Dexter sat down beside you, resting his elbows on his knees as he gazed out at the now-quiet field, his Adam’s apple bobbing as he swallowed hard. After a moment, you scooted closer, letting your chin dig into his shoulder. Gently, you threaded your arm through his, reaching for his hand and giving it a small squeeze. He looked down, his expression softening as he turned to you, and suddenly you were so close your noses were almost touching, the fading sunlight casting shadows over his features and catching on the ginger stubble along his jawline.
“Same time, same place?” you murmured, your voice low and quiet.
Dexter didn’t answer – not with words, anyway. Instead, he lifted a hand to brush away the baby hair from your forehead before closing the space between you, his lips meeting yours in a soft, lingering kiss.
You always made his heart beat so fast, he didn’t know how it hadn't burst already. You were one of two things that made him feel this way and it was a perfect balance of light and darkness.
His stubble scratched lightly against your skin, a slight irritation that you secretly loved. It made you smile against his lips, feeling a familiar thrill rush through you.
You remember teasing him about it early on in your relationship, only for him to take it too literally and show up the next day, clean-shaven. You’d laughed, explaining that it was just a joke, and that you loved his rough edges. It made you love him more, it was just so Dexter.
Since then, he’d kept his natural look, but sometimes, you’d see that flicker of hesitation, trying to understand the meaning behind your words and actions. It reminded you how hard he tried to learn the language of affection, your love language, and you tried to learn and understand his. It put you into perfect synchrony.
He leaned into the kiss with more force before pulling away and letting his forehead rest against yours, noses brushing as he lingered there, his hand still holding yours as you drew circles on his skin with your thumb.
“Wouldn’t miss it,” he replied, his usual calm and stoic replaced by a rare warmth as he looked at you.
You smiled and kissed his shoulder before resting your head against it, letting your eyes close for just a moment.
“It’s so quiet.” you sighed, enjoying the peaceful moment. That’s something you'd missed. Even though you loved the camp, you weren't really a fan of chaos, and this? Having the moment to breathe in the warm scent of pine trees, to hear the birds singing and crickets chirping and to be in Dexter’s embrace is like a reward.
“Funny you’d say that, considering how much noise you make.” He glanced down at you, raising his eyebrows. “Half the chaos around here has been you cheering your team to victory.”
You scoffed, too tired to put up a fight this time. “I’m just an enthusiastic leader.”
“Oh, I know,” he said, a hint of smirk tugging at the corner of his mouth. “You’re definitely enthusiastic. I’m pretty sure you broke the sound barrier.”
You poked him in the ribs, and he genuinely laughed. A sound that you appreciated greatly, because you were one of the few people that got to hear it. As his laughter faded, he leaned in and pressed his lips softly to the crown of your head.
You watched the sun dip lower, your heart full as you let yourself drift into the soft, steady rhythm of his breathing.
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a/n2: thanks for making it this far! soo, what do we think? i'll appreciate any kind of feedback! also, i'd love to explore this relationship more, so maybe we'll see these two again!
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frictionpress · 2 months ago
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Writing Advice: Is It a Craft Issue or a Story Issue?
Reposting this piece of advice from my substar!
My evergreen advice to all writers: learn to understand the difference between writing and storytelling, so it’s not as upsetting when they don’t perfectly mesh for you. Writing is a craft, a tool to be used however you like. Storytelling is an art form that you can express with writing.
(This applies to everyone whether you’re writing sfw novels or insane toxic yaoi.)
Writing is an inherently slow craft. You can only really do that as fast as your brain and body allows you to do. There are rules to learn that will help you, like grammar and structure, and tricks you can teach yourself so prose feels fresher, but writing is a lot like hiking. You’ll get there when you get there, one step at a time.
Telling a story is difficult because you have to marry your craft of choice with the art of storytelling. The same is true for comics and plays and video games and novels. If you’re able to identify the difference between a craft issue and a story issue, it will help you so much! This is how people can more effectively self-edit.
I often think about stories like a graph with both X and Y axes. Craft and art should theoretically be functioning together to get your optimal results. That’s a real fuckin’ boring way to talk about the beauty of art, but you need to work with the tools you have in order to get to that “holy shit that was so cool” moment. You need to understand the difference between the failure of a boring sentence and the failure of a boring character. Good craft can only get you so far if your storytelling instincts haven’t been honed enough to recognize how best to implement these tools you have.
Is this scene not working because the prose isn’t doing a good job of conveying the emotions of the story? Or is it that the content of this conversation doesn’t function as a good bridge between this scene’s emotions and the last? You need to see both levels to diagnose problems. The writing supports the story! These two things can harmonize through style, but they can also work against each other when you’re unsure about either element.
In my experience, it is a thousand times easier to fix prose/craft issues than story issues, so I always advise people to figure out their story issues first. I’m also a writer who tends to let stories evolve as I write them, but even I have notes and outlines. I have a vision for what it is I want to accomplish. Sometimes I have to do some writing to figure out the best way to build that story, but I always know what I’m trying to build. I know the skeleton. The way the muscle and fat sits on the body is much easier to adjust than the bone structure beneath the skin.
If I’m writing a scene that I know is important to the narrative, but the prose is coming out too weak to realize my original vision, I will simply leave it in its minimized form, continue on to a scene I’m better prepared to write, and then come back to shore up that weak scene so it can better match what’s around it. Editing is easier when you have those highs and lows to work off of. It’s a very good skill to be able to say, “this part of the piece is weaker, I’ll come back and fix it later” and not drive yourself mad trying to perfect it right then and there when you don’t even have the end written.
If I begin writing a scene and I have a character opening their mouth to say something important, and then I have no clue what they need to say that’s going to solve the plot problem, I will stop and go back to my story notes to better understand the emotions I’m conjuring. This is a moment that I don’t want to skip over and come back to, because it is substantive! This line may get referenced later on by another character. I don’t want to write more load bearing scenes reliant on this one if I don’t know how this particular scene is actually carrying the emotional weight. Substantive problems are far more likely to create more problems down the line if you don’t straighten them out.
I am deeply, deeply against perfectionism in every form. Perfectionism kills art, it stalls your process, it gives you art blocks, it makes you miserable with impossible standards. Stories get written one word at a time! They are simply too long and too much work to get correct on your first try, and pretending like anyone can be perfect on their first try is doing yourself and literally all other artists a disservice. Which is why it’s super important to figure out what kind of problems your piece is presenting with.
There’s a time to just keep writing, and there’s a time to stop and consider what you’re doing. Boring prose does not need to be addressed right away. That can wait. Oftentimes, I find it’s way easier to punch up past scenes after I’ve finished a first draft, because I suddenly have clarity on how the emotional weight is being distributed across the whole piece. I know what comes up at the end, so I can pull those threads back to the beginning. I know which scenes are unbalanced and which scenes are strong on their own.
My general rule of thumb is this:
Is this a substantive-story problem? It’s okay to stop and figure that out.
Is this a craft-prose problem? Put it off. Fix that in the editing stage when you have a completed first draft that can support its own weight.
Plenty of people, myself included, will reread pieces when we come back to them, to re-familiarize ourselves with the piece before starting on the new prose. When I do this, I intentionally limit myself so that I’m not rereading the entire piece every time. I will read roughly a page at most leading up to where construction stopped. I don’t want the new prose to feel totally out of alignment, but I also can’t agonize over every single detail. There is so much work in writing that you can safely put off for later!
For first drafts, it’s good to focus on the parts that make a piece sing: the characterization, the action, the emotion. Figure out your full vision for the piece, get a good skeleton down, and then go back in and use your craft tools to elevate the writing to match the story.
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loser-female · 2 years ago
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Math masterpost!
So you want to learn math. Good. Math is amazing. I studied physics for two years and I miss it SO MUCH. Learning math isn't just cool, but it's a great way to improve skills such as:
Resilience: sometimes you will get stuck for a while on a problem - this is absolutely normal for college-level problems. You won't start from here though;
Self confidence: mastering a subject known to be difficult is fun;
Problem solving: you will be less likely to just sit down and do nothing if something comes up in your life, you will be able to try to find a solution.
It will change your approach to failure as you will become more flexible in your thinking.
Unfortunately most people never learn how to properly study math. We all probably know how to study a book over humanities. We start by reading the material, then we take notes of the keypoints. But this method doesn't work with math, and math teachers often don't really know either.
For the basics I've made this post here. To sum it up:
Please don't start with "but i suck at it". Because then your brain will actually prevent you from learning (self-fulfilling prophecy, anyone?);
Realise that you need to master one topic before covering the next one or you won't be able to progress;
Really, the methods you use for things like literature or psychology or whatever won't work
Now I'm not a genius, I always was and I always be a terrible student. I have adhd, depression and chronic pain, all of which add a difficulty layer with learning.
I feel like most people fail because of the first point. I've seen this with people I've tutored IRL, people I try to fix their pc... Don't be the person that gives up before trying because no one likes that. Just don't. Remember that you are learning on your own and no one is going to grade your excercises. Now take that and make a poster out of iy.
Now, resources Where To Find The Stuff.
Khan Academy. I didn't follow this courses becuase well, university, physics, but everyone references them.
Professor Leonard
The Math Sorcerer
3b1b (curiosities in math)
Vsauce2 (fun)
numberphile (this for understanding math memes)
r/learnmath resources are great!
A great study method
Proofs? Proofs.
A 3 page document on learning math (but it's cool)
Terry Tao's famous post "there is more in mathematics about rigour and proofs"
Remember that, even if you don't like a specific youtuber, source or anything it has been a while since college and high school teachers started to upload their own material. Generally, looking for like "calculus pdf" will give you a lot of resources. Youtube is full of university courses of every kind and it's so good to access all of this knowledge for free. I cannot recommend you anything regarding textbooks because I still have my high school one. Also yes, i've used the Rudin as a complementary textbook in university but that's a bit too much.
I really, really want to emphasize the mentality part. Leaning formula is useless if you feel like garbage because you weren't able to solve the first exercise you picked up after a decade not doing anything.
My personal and sparce advice:
Unless you have dyscalculia don't use the calculator. I know, I KNOW. But this "lazyness" will make everything 10 times more difficult.
Beware about overlearning. Basically, when you solve everything at the first attempt and you keep doing the same thing over and over because it feels good, but the truth is that you are wasting time. This is the time to move forward.
Try to differentiate between a knowledge error(did I actually study the subject?), a conceptual error (did I understand the material), or a mere calculation/distraction error (fo example a missing sign, writing the wrong thing etc)
Try to solve the problems in different ways if you can.
After a certain time, It will be useful to review things done in the past, (ref: spaced repetition method).
Write everything down. Reasonings, steps etc. It will be easier for you to review them.
This posts keep crashing so I have to call it quits now.
but:
have fun
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zooophagous · 10 months ago
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Like yes the creative process can be frustrating and even stressful. Here's the thing though:
THERE IS SUCH A THING AS HEALTHY STRESS.
Stress is a normal and expected thing to endure within normal parameters. Your child brain was frustrated when it learned to read or walk. A dog may be frustrated trying to learn a trick and not getting the treat right away. A bird is under stress learning to fly. A zoo animal experiences frustration trying to remove an apple from a block of ice.
These are stressors! They're difficult and frustrating and sometimes even painful! But without flexing your mental muscle not only will you never get better at anything you'll never be able to grow at all.
You are a very intelligent, tool using animal. It is good for your brain to be creative and learn and solve puzzles and problems. It's not stress free, but it is good for you, and a lack of mental effort leads to depression and malignant boredom as well as stagnation and ignorance. It's ok to be frustrated sometimes. It's character building. I'm not going to lie and say that I had tons of fun every time I ever drew something but the stress I'm under is healthy and manageable and enriching for my brain.
If its so frustrating that you want to quit, try freeing yourself from perfectionism and adjusting expectations, or starting a project more within your skill level and working your way up more slowly.
The machine can give you instant (if slightly sloppy) results. But it cannot learn for you, it cannot keep your brain plastic and pliable and it cannot save you from evil boredom. You have to actually do stuff for that. You can't be absolved from your own body and its needs. You're gonna have to feel some stress. Sorry.
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honourablejester · 5 months ago
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Some of my favourite ghoul NPCs in Fallout:
My sister and I are replaying New Vegas lately, and we recently did the Come Fly With Me sidequest again, and since I’m talking about Fallout recently and this quest reminded me how much I fucking love Jason Bright and his merry band of lunatics, I figured I’d talk about some of my favourite ghoul characters in the games I’ve played (3, 4, New Vegas). Specifically non-companion characters, no offense to Raoul. I just like some of the ghouls you just run into.
First off, since we’ve already mentioned him, Jason Bright is such a nutjob, and he is the focal point for such a fantastic, batshit quest that you have to adore him. Yes, he’s a cult leader, and yes, he’s leading the ghouls under him possibly to their deaths based on ‘visions’, and yes, he is using Chris’ delusions to help get them there (and also sends us, the player, into a very annoying set of negotiations), but. How can you not adore the idea of a non-feral glowing one cult leader who is leading his flock into space, and manages to find actual functioning rocket ships to manage it? (Well, functional if you help out and don’t sabotage them, anyway). Also, given that Atom may genuinely be an actual god in this universe, I’m not going to fully rule out the visions, especially since he had a sane enough grasp of them to realise that he was seeing somewhere so irradiated that Chris wouldn’t have survived it. But just for the quest alone, just for the sight of those rocket ships taking off and presumably baffling and/or scaring the pants off half the Mojave, I just love this guy.
Second, one of the best characters in any of the games full stop, and also in one of the best and most batshit sidequests full stop, we have Desmond Lockhart from Fallout 3: Point Lookout. Because he’s a ghoulified James Bond fighting a maniacal brain in a jar supervillain in a rivalry that has been going on since the Great War. That’s just. You cannot beat that. He’s foulmouthed and bitchy and ungrateful and an arse, and he’s fantastic. I love that the mansion you find him in is his enemy’s ancestral home, the cheek on this bitchy ghoul man. I love him. He’s just spectacular.
Third, to round out our ‘best batshit sidequests focused around ghouls’, we have Kent Connolly from Fallout 4, because who wants to play a hammy 40s-style pulpy comic book hero in post-apocalyptia today? You? Excellent! The Silver Shroud is such a fun and fantastic questline, and I also just deeply adore and wish to protect Kent. He’s so sweet and sad and gently pathetic, and he’s not remotely able for the wasteland, and he’s trying to help. A pre-war ghoul clinging to the old radio shows he used to love when the world was less overtly hellish to try and help him cope, and not doing so well, and wanting to bring that hope to other people by resurrecting an old-world hero. He’s very sad and badly adapted, but he’s very sweet, and we always wait to take his quest until we have the rifle skill levelled enough to get him out of his little situation at the end of the quest alive. Because Kent is not allowed to die.
Fourth, on a continued theme of ghouls too nice for this world and who I will cheerfully murder people to protect, we have Gob from Fallout 3. Because everybody’s fucking mean to him, including the game itself, and somebody needs to fix it. GIVE ME A QUEST TO FREE THIS POOR MAN, YOU STUPID GAME. I mean, yes, we always murder Moriarty to help him anyway, which does solve the problem, but I HATE the fact that the game lets you tell his mother he’s a slave, and then doesn’t let you fix it. You just crushed her hopes for nothing, and even if you do get him free anyway later, with no quest to do so, you can’t tell her that. I want to stab FO3 so much for that. Why do you put a poor abused, incredibly nice slave man in front of me and then not let me free him? THERE SHOULD BE A GOB QUEST. If only so I don’t accidently crush poor Carol’s spirits with no hope of then telling her better news later. Because I am murdering Moriarty for the man, I’m not going to leave him enslaved. I don’t do game mods, but if there is one mod I want for 3, it’s that one. Let me free him officially and then tell Carol about it.
Ahem. Anyway. Sorry about that. Moving on (never, I will never move on, I will hold a grudge on this forever, but howandever).
Fifth, and still on the theme of the saddest goddamn ghouls in the wasteland, there is Arlen Glass from Fallout 4. Because he broke my fucking heart and I will never get over it. Giving him that tape from his family had me sobbing. A sweet gentle toymaker and family man who was never home because of work, who talked to his wife and daughter primarily over the phone, and who was still at work when the bombs dropped and never made it home to see them at the end. Who ghoulified, and was left with that grief and regret for the next 200 years. He ripped my heart fully out of my chest. Letting him hear his family’s voices again by retrieving that holotape was one of the most impactful things I’ve ever done in these games, and it was the one moment where I desperately wanted to refuse the quest reward. We fortified the Slog to hell and back to make sure Arlen was safe. Again, would die and kill for this man without a thought.
And then, in slightly less obsessive fashion, some honourable mentions:
Captain Zao, Fallout 4. Because there is something so quietly sad about his whole situation, trapped in a tiny vessel while his crew goes feral around him, keeping watch over the ruined country he helped destroy, wanting only to go home, and relying on enemies with extremely justified grudges to help him. No one won the Great War, and Zao is proof of it. We help him, every time. All he wants is to go home, after spending more than 200 years trapped wondering how much of it is left for him to find when he gets there. What the fuck would shooting him do, in the face of that? No one won the war. Let’s just let those it destroyed find what peace they can.
The Vault Tec Representative, Fallout 4. Because I just feel so sorry for the man. You never even learn his name. He was left out to die by his company, and he knows it, and after 200 years ghoulifying and rotting, out you pop, fresh as a fucking daisy from the vault he put you in, just to rub it fucking home. It’s not the Sole Survivor’s fault, but you definitely can’t blame him for being sore.
And finally, Daisy, from Fallout 4. I want to mention her because I do love her, that of all the quests you pick up from people in Goodneighbour, hers is to try and clear out the Library, because she remembers it from when she was a girl and she’d like to see it at least not overrun, if not quite restored. I love a nice bookworm, tough enough to survive Goodneighbour, and to put her caps into trying to bring a little civilisation back to the wasteland.
But Daisy also highlights a bit … There aren’t too many important female ghouls? Ones with cool quests around them. There are quite a few scattered around the various games, sure, but not too many you can really interact with like the boys above. There are a few memorable ladies around, like Keely from New Vegas, the tough as nails scientist who survives Vault 22 in New Vegas, Carol and her partner in Fallout 3, and then Beatrix Russell, also in Vegas, who has a tiny but extremely memorable part in the ‘find hookers for the casino in Freeside’ quest, just for being a (potential) ghoul cowboy dominatrix who likes to have a good time and believes that ‘good times’ are a full-contact sport. Like. She’s pretty damn memorable.
But there is, at least in the three games I’ve played, a bit of a dearth of full-questline-attached, batshit-shenanigans-ahead lady ghouls, and that’s another thing I could wish changed. Heh.
But yeah. Ghouls are some of the best characters in these games, and they definitely have some of the best quests attached to them too. And a lot of them will break your heart as well. Heh.
I do love this universe. A lot.
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nitewrighter · 5 months ago
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This might sound random but what are your tips when applying for a librarian position? What are the best things to bring up/mention during an application of potential interview and anything to avoid saying?
I mean it's going to vary depending on the library you're applying to. Libraries shape themselves according to the needs of their communities, so I would say the best thing you can do for yourself is "Don't see librarianship as a cookie cutter/one size fits all job." I actually recently attended a zoom seminar on interviewing for Library jobs and it took two tries, but following the advice from it got me my current job. So here are some of the spark notes:
-Do your research---Take a deep dive into the library's website. Look at what programming they currently have. Go through their whole calendar. Most public libraries worth their salt have what is called a "Strategic Plan" though that also may vary from town to town. Strategic Plans can tell you about the demographics of the community a library serves and where the library is pinpointing its own weaknesses and where it wants to improve in terms of programming, collection, et cetera. But the Strategic Plan is also where the library is selling itself, making a point of talking about how valuable it is to the community. If you do your research and are able to bring up a point that you've observed in your reading--like, you want to look for gaps that you can fill with your skills, you want to be the guy that solves their problems-- they're going to notice that! Like--for example, "I looked at your strategic plan, and it looks like your Cantonese-language programming has been very popular! I speak Cantonese and I'd be happy to help out with expanding programming or collections!" (disclaimer: Please actually be able to speak Cantonese if you're going to try something like this.)
-Be confident and comfortable-- I know, I know, this is the fucking Dark Souls 'Get Gud' of interview advice but libraries are looking for people who can work with people, and if you're visibly melting down, that is going to affect how competent they think you are for the job. Because they aren't just picturing you in the interview chair, they're picturing you behind the desk, talking to their library's patrons. Look clean, be engaged, be mindful of how fast you're talking, BREATHE, don't freak out at having to take 15-30 seconds to properly think up your answer to a question, but also don't be too stiff, bring a water bottle to sip to buy yourself extra time to respond and/or compose yourself mid-response. Project the image of the person you want to be behind that desk, but also find your baseline and figure out how to return to it.
-Actually take advantage of that "Any Questions?" bit at the end of the interview-- Don't ask about salary at the interview--Most library job listings include the payment range in the listing itself, so asking about the salary just tells the interviewers you didn't read it which definitely knocks off points. No, at the end of the interview, they're going to ask you, "Okay do you have any questions" and I know---Interviews are agonizing and you want this super stressful hyper-performative conversation to be over BUT YOU GOTTA HAVE QUESTIONS. Questions signal your interest on another level, having questions says you're already ready to get started. But okay I got these questions from a "Success at Library Interviews" Zoom seminar and they did help me net that job. So here they are:
"What are you looking for in your ideal candidate?"
This question allows the interviewers to emphasize more specific points of the job opening, and also gives you an additional opportunity to sell yourself as The Guy Who Can Solve That Problem.
"What would you say is the biggest challenge facing your library right now?"
This signals a more broad-spectrum interest in their library while also providing you an opportunity to sell yourself as The Guy Who Can Solve That Problem.
And, for funsies--
"What is your favorite part of library work?"
This one helps lighten the mood from the library's problems while also creating a space to connect a little more personally with your interviewers--it also gives you a space to talk about your own sense of fulfillment with library work.
So yeah. Again, all libraries are different and your mileage may vary--but engagement is the name of the game here.
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rickfucker · 2 years ago
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What would you say are some particular traits in a partner that Rick would appreciate? Or something about someone that would maybe them stand out? (perhaps you've mentioned something like this before but my memory is bad, plus I love how you interpret Rick sm)
Love this ask! It’s easy to come up with a pretty comprehensive list of traits I think Rick would like in a person, but I think he also likes a bunch of different kinds of personalities. Like, yeah, I could say that he likes someone who’s just as stubborn and mean as he is because it keeps things interesting. But I do also think that being good natured could surprise him in how much he likes it, because it’s the opposite of how he perceives himself. So do keep that in mind with these headcanons! Just because I think these things would be important, doesn’t mean he wouldn’t like something a lil’ more on the other end of the spectrum ;)
Adventurousness is obviously a must. Someone who’s a little spontaneous when it comes to last minute trips and missions. You gotta be down to at least try anything once. 
Being adaptable or a fast learner is pretty useful to him. If you’re quick on your feet when it comes to problem solving, even better. Rick can solve pretty much all situations, so if you can figure out a new solution before he can, you’ll definitely impress him. People he finds impressive are definitely more attractive to him.
Intelligence doesn’t really feel like a deal breaker (hot take, I know) but it’s a pretty big plus. He doesn’t respect people who don’t have a base line of intelligence, but you definitely don’t need to be anywhere near him in terms of that. He doesn’t expect anybody to be on his level.
This is a bit on the nose, but you gotta be decisive. He’d like a partner who has secure confidence in at least one major area. Could be in social situations (a plus, since he sucks at them), in a personal skill (doesn’t matter what that skill is), expressing absolute certainty in decision making, etc. He likes people who know they’re good and can back it up with evidence.
Someone who can banter with him. You don’t have to be clever or witty necessarily, just have good chemistry with him; you have to be able to flow together well in conversation, in bed, and out in the field.
Skilled in communication!! Another hot take, maybe. He probably wouldn’t even know that he likes this quality in a person (or alien, or… thing). He isn’t good at expressing himself when it comes to basically any overwhelming emotions, right? If you’re good at communicating, you can see through his little tricks or schemes that would push others away. Communication is absolutely a hard skill. Setting boundaries with Rick would definitely level up his respect for you, even if he would seem annoyed, hurt, etc., when you first make it clear to him.
If you can pick out his moods or what he’s really saying when he spouts whatever bullshit he does, it’s going to make his life that much easier. And having a partner who can be absolutely direct with him is the cherry on top. He doesn’t read between the lines when it comes to emotions. If you want him, you have to say it up front. If he’s pissing you off and you say it just like that, that’s something he can understand. Over time, it will become easier for him to open up and be more vulnerable because you don’t mock him or trivialize his feelings simply because he can’t actually put them out in the open. So on top of all that, being observant and intuitive will go a long way with building a relationship.
I wouldn’t go so far as to say Rick likes more childish characters, though I would describe him that way. If you’ve got a fun loving spirit, that’s enough. You gotta be able to deal with his sillier antics. If you don’t just put up with them, but are able to join in on the fun, that’s something that he really appreciates.
Obviously, you gotta love the family. Expressing thoughtful care towards the grandkids will go far in winning his affection, especially if the kids tell him that they like you.
Some other quick things: being passionate, ambitious, having a curious or questioning nature (as long as you don’t bother him with too many questions lmao), non-conformity, a little indulgent, a little skeptical (not a follower, anyway), and just the ability to think for yourself. Yeah, he likes attention and being fawned over for sure, but that’ll get boring to him pretty quick. He doesn’t want a sidekick or a yes-man, he wants a companion.
Just being your own person unabashedly, regardless of what he might say about it, is enough to pique his interest.
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zebulontheplanet · 1 year ago
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Hello! I have a question if you don't mind me asking.
What are some signs you have an ID/borderline ID?
I don't quite understand the symptoms besides the IQ part (and I'm aware it's not something to self diagnose).
Im just curious and want to learn
BID = Borderline Intellectual Disability
That’s a complicated answer because everything about me is affected by my BID. Everyone is different, and usually when you get diagnosed they figure out all that’s being affected and tell you. I can’t give you the exact symptoms, but I can tell you how it affects me personally since it’s different for each person.
For me, a lot of it is my learning. Im a fifth or lower grade level in a lot of subjects, and it takes me several times to actually store something in my brain. You know how if you read or learn something it gets stored in your brain? Yeah my brain doesn’t really do that and I need to be exposed to it multiple times. Like for example, I learned pre algebra for four years in a row, and I still don’t get it. It’s just never clicked in my brain.
I also have trouble with language and communication. I’ll probably never be able to learn another language, even though I’ve tried so hard to learn asl but failed. I struggle with communication in the way that my brain just doesn’t know until it’s to late. I have child-onset Schizoaffective. I wasn’t able to communicate that I was actively hallucinating and hearing voices until I was 14, even though I was hallucinating long before. I also wasn’t able to communicate until I was 16 that I was in chronic pain.
I also have really bad problem solving skills, and need step by step instructions with a lot of things. Sometimes even hand over hand is beneficial to me.
The more complicated symptoms are things like my judgment. My judgement is very clouded and underdeveloped. I have trouble with setting boundaries and often get manipulated and even abused by people without really realizing until it has severely affected my mental health.
I also had significant defects when I was younger in things called “adaptive behaviors” things like learning to do self care, learning to take care of myself, independent things like doing doctor appointments, etc. Didnt come until much later in life. I still even struggle with things like self care and still don’t go to doctor appointments by myself as an adult.
There is much more but these are just the basics! Thank you for the ask and if you have anymore questions then lmk!
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kaus-quietis · 1 year ago
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Lav's All-smiles Problem-solving Roooooundtable ch108 edition!
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Welcome, welcome! To Lav's BSD ch108 discussion! Delivered to you via my funky dove Eliott, acting as my mystic messenger. These are random thoughts I had after reading this brilliant chapter, which, writing-wise, made the best possible use of Fedya's character, expanding it even more without even betraying his backstory. Maybe a backstory isn't needed after all, just look at how much FUN he is right now. I am in BLISS
Putting aside the fact that he is literally carrying the plot at this point, come sit with me, I make you a delicious Chinese black tea with rose petals and casually share my thoughts. Hello there, dearest Kat, yes, "where is Lav when you need her?", I am here, I offer you a hug, and to all my friends here who share the sentiment, I hug you too.
A. Before you say ANYTHING about "oh but? maybe Fedya is telling the half-truth? or a half-lie? what if his ability really is the evil one?", my brothers and sisters in Christ, listen to yourself. This man functions almost on a meta-level of character consciousness: he changed his facial expression and aura so convincingly, his tone, his speech, his posture, even the shade of his eyes, fooling not only Sigma, but the readers as well. We are used to characters changing the shade of their eyes when they change mental states or have certain (new) decisions in mind, we as a community are so used to this, all it took was one panel from the Conjurer doing this trick for so many of us to actually believe him and start, yet again, to spiral down the "what if he is good but his ability is evil? what if he is two entities? what if?" rollercoaster. This is so amusing to me, and in a meta-sense must be amusing to Fedya too. While speculation can bloom again based on this, I wouldn't be putting too much effort into reading into his lines here. I take it as a trick. It worked splendidly, almost like it attacked the fandom's major concerns and theories about his character and weaponized them against everyone. That's a meta-kind of tomfoolery. Trolling, if you will. I LOVE that Asagiri made him bamboozle every reader like this. His character so far goes into the best direction, it cultivates and expands his traits and skills in the best way. But let's pretend Fedya really is telling a half-truth there, which is there being an opposition between him and his ability. I talked about this in my essay (see pinned post), there really seems to be a divergence at the core of his character, but it manifests subtly, not like what we saw in ch108. Then again, not even on that can we arrive at any conclusive statements, because if we remember that, of course, "crime and punishment are close friends", it could well be that he and his ability are partners, and you bet I imagine they would BOTH indulge in peak tomfoolery like this together, if that meant one of them switching in and the other out for a sec. Remember, dear souls: aside from his "higher mission", abstract as it still is lore-wise, Fedya's keyword is "fun" or "entertainment", repeatedly. And oh he himself is even more fun now~
B. if Fedya would have wanted to mortally wound Sigma, he'd have chosen a more suitable place to stab him; it looks like a abdominal, lower quadrant, lateral stab, a deliberate choice, I would say, that technically avoids critical, most vascular organs (kidney and spleen for example) and main veins/arteries. I am no doctor, but from what I gathered, Sigma won't bleed out fast at all, and if untreated might get a deadly infection in a longer time (not counting the possibility of septic shock if we assume the knife penetrated and heavily opened an intestine). Sigma needs a medic asap (our queen Yosano when?), but will likely be conscious and quite able to move around and whatnot. Like I argued in my essay, Fedya most likely does not want to kill Sigma, or anybody for that matter, because keeping everyone alive to fulfill various roles and see how their will tosses them in all kinds of directions is more fun for him, more entertaining, but also more useful. He is a long-term strategist, like Dazai. "Our beloved monsters" ❤
C. Fedya evidently exerts some serious mental torment on Sigma, by making him stand by his choices, his will, just like he always desired. The flip side is that Fedya takes his time, or should I say gifts Sigma his time, in which he teaches him the full lesson of what Sigma wants. The responsibility that comes with acting on your own, the terror of facing the consequences when choosing on your own: right now, to Sigma, this freedom is terror. But Fedya is never a one-dimensional character. It's most probable he calculated and devised strategies for both possibilities (a. Sigma with rekindled determination touches him; b. Sigma backpedals on what he decided and does not touch him). The irony is that both scenarios are an affirmation of Sigma's will, because, while the first decision can be seen like foolish bravery, the second one can also be seen as wise self-preservation, if the circumstances so demand it. BSD is not a black-and-white series, diving head-first into danger is not its definition of bravery or heroism. BSD was always about measured decisions, ones the characters take upon themselves willingly. It may be time Sigma does that too, in his own way, and Fedya wants to see that. Why? Well, my guess is because it's fascinating to watch humans grow, and Fedya lives for the entertainment that comes with it. It is actually more interesting if we remember his line from ch42 (“People can be so simple… They truly believe they are thinking for themselves. (…) They don’t want to think they’re being led by the nose”): the pattern is, Fedya puts others under harsh circumstances, and then, under pressure, lets go of them, waiting for their free decision, the true test and expression of their hearts, so to say (which could make a superb discussion if we make a parallel between Kunikida and Sigma, since essentially what happened to Kunikida is happening now to Sigma, except Kunikida did indeed break down, but thanks to healthy support from his comrades he slowly regained his sense of self, and stronger than ever at that time, however… Sigma is alone, isn't he? but what if he needs to be in order to finally get a hold of his own self?). Anyway, how much of that expression is free, or how much is guided or manipulated, is a debate in itself, since it implies relating the freedom to the individual vs relating the freedom to the external factors and possibilites.
D. I do need to underline, just like Fedya also underlined it: Sigma already made his decision, right there when he still tried to get the gun before getting kicked in the face. Fedya moved on to the next step: testing how strong Sigma's will is when an actual chance to act appears. Sigma already accepted the physical pain, but how will he face the mental anguish? That is more Fedya's territory, a "specialist" of breaking people by simply knowing them thoroughly and choosing the right words. But now we gained new info: even in close combat, apparently, Fedya is not to be underestimated. That was a rather strong kick, anyway. But more importantly, he completely turned the tables in a situation where he would be in a total disadvantage. * chef's kiss * that was very bungou stray dogs of him.
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seancurry1 · 6 months ago
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The Unspent Energy at the Bottom of the Page - Inkspiller
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Set up your argument
Many people default to the Descending Copy Ladder to Hell when they write for reasons I already discussed here, and a big one is a lack of awareness about messaging frameworks. It sounds complicated, but it’s just the skeleton of your piece. If your skeleton is strong, then you’ll be easily able to hang the meat-copy up on it later. 
Have you ever seen a body without a skeleton? It’s just a pile of meat on the floor. No one likes a pile of meat on the floor. 
A good framework is topic-agnostic, because it has nothing to do with the topic itself. Messaging frameworks are entirely about how you communicate your message to your audience, regardless of the topic of your message, and how you build up energy you will later convert into action. 
Here’s a simple one I almost always default to: 
State the problem 
Create urgency 
Offer a solution 
State the problem
Your readership may or may not already be aware of the problem you want to offer a solution to. If they’re not aware, then you’re making them aware. If they already are, then you’re telling them they’re about to learn how to solve it. 
A lot of copy I’m asked to critique gets this wrong in one of two ways: either they don’t state the problem they’re offering a solution to until they’re 75% of the way through the piece, or they spend the first 75% of the piece stating the problem. State the problem early and briefly, follow up with an emotional truth or supporting evidence to show you’re not making it up, and move on. 
Create urgency 
Your reader knows there’s a problem now—great! Why should they care? Show them why this problem is something they need a solution for now. If you do this part well, they’ll be convinced they need a solution even if they don’t go with your solution.* 
Copy that drones on about the problem and belabors the point fails to make it urgent. The reader wants to be led, but they want to know they’re being led to something. Raising the stakes shows them that where they are now in your argument is different from where they were before. It gives them direction. Show them why they’ll be unhappy if they don’t take action now, and move onto the solution you want them to choose. 
Offer a solution 
Dear Reader understands the problem and why it requires immediate action. You’ve alley-ed, now it’s time for that sweet, sweet -oop. Give them the solution you’ve got them begging for. If you’ve done the previous two parts right, they might even already know what that solution is. 
Most of the copy I see in critique requests actually does this! They could certainly do it with fewer words (which, to be fair, is universally and eternally true across all levels of skill and experience), but the solution is always presented, and sometimes even with a few supporting Reasons To Buy/Believe (RTBs). Which is great! You’ve done it! Now it’s time to bring them home with a… 
…where are you going? Why is the page over? How do they take advantage of the solution you’ve just sold them on?? 
--
I wrote about messaging frameworks, building energy over a page, and most importantly, giving that energy somewhere to go at the end of the page in my latest for Inkspiller.
Click here to read, and grab FREE full access to Inkspiller all summer long here: Summer Spiller.
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molsno · 6 months ago
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the most fucked up thing is that my bachelor's degree in computer science doesn't mean a damn thing to any company that's looking for employees because they don't see that as valid experience (even when the positions they're hiring for are entry level). as part of my degree, I had to learn programming languages for individual class projects that only lasted a few weeks. I had to learn data structures, algorithms, operating systems, systems programming, computer networking, and so much more. and I graduated! that means I'm capable of doing all of those things and learning new things incredibly quickly!
but the fact is that they don't want to do any training, they don't want there to be even a single minute where you're adjusting to the company or getting the hang of whatever tech stack they want you to learn. they want you to come in on day 1 and start writing perfect code for them. if you don't already have 2 years of on the job experience working with react.js or postgresql or kubernetes or whatever other specific tech they use, you're worthless to them.
and this is all just a product of capitalism. capitalism is not the most efficient system for accomplishing goals or solving problems, which is what computer science is all about. rather, it's all about generating the most amount of profit for shareholders in the shortest amount of time. I have no doubt that under communism, an economic system that actually prioritizes solving problems to improve people's lives, I would actually be able to put my skills to good use, and that's on top of the fact that I wouldn't NEED to sell my labor just to survive. capitalism makes my passion for programming feel like a miserable chore, because not only do I need to do it just to survive, but I know that every line of code I write is, more likely than not, making people's lives worse.
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