Tumgik
#the way my brain can process art at times is more like clay sculpting
monkeykilogram · 10 months
Text
Tumblr media Tumblr media
i have no way to explain my commission process because ill have first passes that look like idefk and then it ends up something pretty neat anyway
44 notes · View notes
jbbartram-illu · 2 years
Note
Uh… hi! It’s uh… me again.
Sorry for popping into your inbox so much. It’s just that I’m a beginner ceramicist and I’m fascinated and awed by your work. (It also doesn’t help that my irl teacher doesn’t know what she’s doing). I’ve got some questions about the way that you bring your adorable creechurs to life.
What is the method of layering clay and then carving out designs in the different coloured clay? I find it really interesting, tbh
Where does the process start? Do you like, start with a sketch? Or with like an “I want to make a cute creature.” Sorta vibe?
And uh, what kinds of glaze do you use? Any tips?
Sorryagainforaskingsomanyquestionsitsjustthatiloveyourworksomuch!
Have a nice day!
Hey, @drgalacticcandy! This ask (which please, never apologize for sending an ask! I love them!! Also thank you for your kind words about my work!) came at a perfect time because your first Q is answered by another ask I just responded to in great depth!
The technique where I carve out designs is called sgraffito & I just wrote a small novella about the technique here!
In terms of the creative process, it depends on the creature! Almost all of them need some sort of photo-reference at some point, especially the ones I want to look more like an actual creature that exists (eg. my bird ladies, the pod guys).
For things like the sphinxes and the ungulates, I did peek at some photo reference at the very start (looked at some cats for sphinx anatomy & lots of musk oxen & goats for the ungulates), but am now just going off of what's goopin' around in my brain. I do sometimes still do sketches for the designs I make a lot, especially when I want to do a new body shape, eg. this flying guy.
Tumblr media Tumblr media
I did quite a few sketches for the Puffin BirdLady because I'd hardly even drawn puffins before, let alone sculpted one, but other birds I'm more familiar with (loons, ravens/crows) I just keep some photo ref up on my laptop in case I need to check a detail & go straight to sculpting.
Tumblr media Tumblr media
Some of the simpler beasts I just go ahead and sculpt without any drawings, eg. the snats/slats (snailcats/slugcats) & the owlbears (tho I did look at a bunch of owl-face photo ref to inspire their patterns!):
Tumblr media Tumblr media
I do find sketching especially useful for creatures that require some new engineering, eg. the sphinx dishes or fishbutts in new positions, as doing the drawings helps me work out how the various bits will attach together or what issues I might come up against while trying to sculpt a new pose.
Tumblr media Tumblr media
And glazes...whew! I'm still SUCH a glaze newbie & really don't know anything about them yet. My usual tendency when encountering a new art adventure is to just dive in headfirst with minimal research and GO, which is mayyyyybe not the best with glazes??
And yet I still just see a pretty glaze and go OH HI I AM BUYING U NOW (with one caveat -- I always read the description and if it's described as a runny/difficult to use glaze I drop it and run because my sculptures are wee and I don't want any glaze floods in the kiln!).
I'm also lucky to have a really great kiln tech in my friend who fires my stuff who does actually know more about the chemistry of glazes, so sometimes I pass my flights of fancy by her to make sure I'm not doing anything silly. In terms of glaze brands, I love Amaco & Coyote, both of whom make plenty of beautiful glazes that are also easy to use.
For my sgraffito work, when I'm not glazing with clear glaze I put a variety of colours of celadon glaze overtop (most of mine are Coytoe brand). Celadons are translucent, so patterns will show through them - you can also do designs in underglaze and put a celadon glaze overtop & get some neat effects - below are some examples of celadons over sgraffito...
Tumblr media Tumblr media
...and celadons over underglaze designs...
Tumblr media Tumblr media Tumblr media
I know the glaze portion of this answer wasn't the most helpful, but there are definitely lots of forums & websites that contain loads of great info about all the alchemical intricacies of glazes! If you can befriend some potters IRL, that can also be an amazing resource for learning.
Phew. Why do my answers always end up so long?? I hope this was helpful & please don't hesitate to ask if you have more Qs!
185 notes · View notes
sleepsentry · 1 year
Note
Hi hello I just popped by to tell you just how much I absolutely LOVE your art. The dynamic poses, the color, your shapes, you’re very much an inspiration to me for my own art. I was curious if you’d be willing to share your own inspirations/process in drawing? No need to if you don’t feel like it though. Again, thank you for sharing your art with the world.
Gosh, I'm not sure where I'd even start for that...
I don't think I can get into process atm because it changes so much in such tiny ways all the time. I have a basic skeleton of a process, but the rest is all over the place.
As for insperations:
I follow many many artists online and have picked up many small things just from looking at their work and trying to "reverse engineer" their process in my head.
I've noticed I tend to subconsciously "study" artists just by thinking "how do I draw this? Oh this artist drew it that way! Lemme try..." and I do that many many times while drawing.
Example: I look at the way an artist draws hands, then I look at my own hand and try and mimick the position in the artwork.
I study both and try to connect the dots between them. I feel the way my hand moves and the way the bones and muscles flex and relax.
I try and draw broad shapes, then the underlying mechanics of the hand, then I finish things by drawing what we actually end up seeing on the surface.
I dont draw the bones and muscles of a hand and then the skin just to be clear! I just try and keep them in mind as a draw the outlines.
Like a sculpture having a "skeleton" made of two bits or wire. I don't draw the skeleton, I draw the rough blueprint of where everything goes in quick simple lines. Then I build the "clay" on top.
I don't go that in depth every time but it helps to stop and "be more considered" if you have the time and energy.
Now that I think about it, watch sculpting videos!
It's a very similar process to drawing but 3d instead of 2D! I recommend clay sculpture but I'm sure 3d modeling has similar principles too, even if a very different approach overall.
Here are some channels I recommend:
For cute character dioramas with ridiculous fidelity while being very stylised
For impressive fake food that really shows just how much of an illusion art is
For amazing Dino statues with an eye for detail and convincing naturalism
For 2d artists I follow current professional and/or hobby artists, or even old masters who's work is archived in artbooks and social media accounts. All ranging a wide variety or styles, cute, horror, cartoon, realist, ect... and most importantly, the styles wich aren't as easily definable.
The variety of influences is great! As long as you figure out how to pick and dissect the elements that drew you to the work and how to apply your findings to your own work.
My biggest inspirations as a kid where animation (Disney, pixar, ghibli, ect...), manga, Belgian/French comics my dad had as a kid.
I didn't have the patience or means to learn to animate, but these comics had so much life and motion in their panels! I always found American comics really stiff and more difficult to read because of the detail and "realism". I know American comic art can be very expressive and fluid, but for my undiagnosed eye/brain issues...
This:
Tumblr media Tumblr media
Was leagues more "readable" than:
Tumblr media
They where literally easier to read.
That comic cover takes me a good few seconds to dissect and process, whereas the two examples above it are instant.
I'm terrible at studying from life due to my poor eyesight and spacial awareness issues, also I have ADHD so, not only is the information my eyes are giving to my brain suboptimal, but my brain is also terrible at processing and reconstructing that information.
Also tracing is a valid way of studying btw, that's how I learnt as a tot and it can be great to try and reverse engineer a finished peice and break it down to it's construction.
Obviously it's not the same as building something from scratch but we're talking within the realms of practice.
I also started trying to "re-learn" some art fundamentals in ways that work better for me, and it's been massively helpful.
I'm already working with fuzzy simplified abstractions of the world around me, so it's horrible trying to see accurately and THEN re-simplify it onto paper.
So something that has helped a lot and I mean A LOT with teaching my brain art basics in a digestible, step by step way, has been:
ART ACADEMY for the DS!
It's great for walking you through art fundamentals in a way that is digestible and no where near as overwhelming as just jumping straight in to a massive, complex, digital art programme.
It gets all the fuss of materials and subject and reference out of the way and let's you just focuse purely on the process of making art itself.
THIS:
Tumblr media
WAS MADE WITH THIS:
Tumblr media
This is the first drawing lesson:
Tumblr media
This is the lesson after that:
Tumblr media Tumblr media
This is all with the original DS version!
On a tiny screen with very primitive approximations of pressure sensitivity and no opacity or pen size options.
It mimics traditional art making in the sense that you make what you can with what you have and that limitation allows you to focuse on practice rather than get overwhelmed and over correct everything digitally.
These where tiny, crunchy, microcosmic, simplifications of digital art making back in 2009!!!
It's so refreshingly accessible and manageable.
I haven't even started the newer 3ds game that came out.
So if anyone reading is struggling with their art I highly recommend this little art exercise giver! It's helped me a lot.
OK hope that's readable and helpful. ^^
27 notes · View notes
Text
Week 38- What "art" does - Silke -
Tumblr media
For this week's subject we turned to the artist 'Olivier de Sagazan' and his performance 'Transfiguration'. The performance starts off quite calm, the artist undressing himself and covering himself with clay. Later he will add paint and build up the clay to create layers and then 'change' or 'adapt' to these layers. What starts off as calm quickly turns into odd and then into horror to a point where I had to look away whilst watching the video. After covering his mouth with clay it looks as if he's cutting open his own mouth.
Why could I not continue looking at this video any further?
Tumblr media
Olivier de Sagazan turned to painting and sculpting with the ever-present idea of questioning organic life. From his passion to give life to matter came the idea for him to cover his own body with clay in order to observe the resulting “object”.
When looking at Olivier's portfolio most sculptures and paintings are dark, display death or some other gruesome ritual. But. I do not know this man, and during his performance I clearly see him using clay, not using or cutting in his own skin. So then, why can I not stand to look at it? What is the impact of art?
Artworks and impressive designs often captivate people. Their incredible visuals take individuals to a different world. Humans are visual creatures. 90% of information transmitted and processed by our brain is visual. (Carroll, 2020) Art and design also continues to influence our lives because of their emotional connection. If an object’s visuals do not appeal to us, this often means that it does not connect to our emotions. For instance, if you want to collect beauty products, you will not pick an item randomly. Most of the time, things like custom labels will have a more significant impact on you. That is because people usually love seeing something new or something different. Usual designs often loses its appeal, especially if it looks similar to others. We tend to pick an item that stands out, especially if it seems as if it’s specifically designed to meet our preferences. (Humans Process Visual Data Better | Thermopylae Sciences + Technology, z.d.)
So, coming back to Olivier de Sagazan's performance that we've watched during class, I probably did not find his work looking 'similar' to something, which caused it to stand out. The reason why the performance made me sick to my stomach might be because the performance validated something, expressed something that I've struggled with/carried with me throughout the years. Which was now quite literally expressed by the artist. The moment he 'cut' open his mouth in the performance made me think about certain topics which I'd rather forget.
But this also means that art moves people. In this case, for me, in a not all too positive manner, but art has moved me in multiple emotional ways. When we see an artist express something we've felt, we could be overcome by joy, fear, sadness or maybe feel seen. This is perhaps why we can all have very different feelings towards something when looking at the same thing. We've connected different emotions/memories. And the artist might happen to tick one of those boxes and make you re-live those emotions/memories, good or bad.
Carroll, R. (2020, 8 juli). Emotional Connection: The Impact of Art and Design to People. Touch of Europe. Geraadpleegd op 25 september 2022, van https://www.touchofeurope.net/emotional-connection-the-impact-of-art-and-design-to-people/
Humans Process Visual Data Better | Thermopylae Sciences + Technology. (z.d.). Geraadpleegd op 25 september 2022, van https://www.t-sciences.com/news/humans-process-visual-data-better
4 notes · View notes
fandomsonrequests · 3 years
Text
unexpected friend
Tumblr media
fandom: ATEEZ
characters: choi san
reader: fem
word count: 5.4k
summary:  fate decided to test this decade long feud between you and choi san
notes: enemies to lovers AU, toxic themes, character death, substance abuse (it’s not explicit) such as alcohol and cigarettes, heavy themes, language, violence 
Tumblr media
You had no idea where it started— you just knew that you hated Choi San with every fiber of your being. And unsurprisingly, the feeling is mutual with you.
Maybe it started in kindergarten when he accidentally pushed you to the ground in the game of tag. You got so mad at him, saying that he meant it when he obviously didn’t, calling him stupid because “all boys are stupid.”. Or maybe it started when you knocked over his tower of building blocks as revenge. Or was it when he dipped your pigtails in paint to get back at you? Or maybe the time he spread rumors that you had cooties causing everyone to avoid you like the plague.
Whatever the reason, it spiraled into a childhood rivalry that continued as you grew older. The endless cycle of cat versus dog, taking revenge on one another, followed into grade school, where you reached your horse phase and he reached his gun dam phase. It was inevitable you’d see him again— you both lived in a fairly small town after all.
Petty actions like drawing on the other’s homework turned into stealing each other’s lunches or setting some sort of prank at each other’s seats— whatever your ten-year-old brains could think of. Your screaming matches grew even worse and at one point, you both started throwing punches. The teachers always had to watch you during breaks because eventually, you’d be on top of each other and pulling at each other’s hair.
San had an advantage of course since he took taekwondo, you always ended up as the loser. But in retaliation, you managed to convince your mother to enroll you in some other martial art to protect yourself. And when you won your first little fistfight— you always made sure to lord it over him.
“Hah, you got beat by a little girl! Not so tough now huh potato-head?”
“Shut up horse-face!”
San saw your kindness and charisma towards others as an act. It was your own way of reeling others in to be on your side, gathering some sort of army to help you gang up against him. You on the other hand managed to convince yourself that his cute little dimples and selflessness for others was a facade, You couldn’t believe how many people he’s managed to fool or turn against you. And you’ve always hated him for that. You let it fester as you go through grade school and towards middle school. That hatred you harbored for him was always lit inside you.
Your parents and his were always apologizing to each other during parent-teacher meetings or school events, having to hold you back from jumping on one another. Your dad had given up on the whole thing so he was totally useless; that left you to run to your mother for comfort. Whatever the situation was, at the end of the day, she was always on your side.
“Things will blow over soon. But please, honey, try to stay out of trouble for me?”
So when she died in your junior year of high school, you couldn’t help but feel alone. Your dad had taken to smoking to cope with the loss, marrying a woman who was in love with alcohol while bringing her two hellish twin daughters with her into your home. Things grew miserable for you at home; your dad became a pathetic pushover, letting his new wife run the household. That made you angry— how could he get over your mother so easily? How could he let himself get walked over like that? How could he ignore the way your older step-sisters trampled all over you?
How could he let all this happen?
San’s endless taunting at school didn’t help either. His harmless pranks grew worse as time passed: spray-painting some nasty words on your locker, or setting a bucket of paint on top of the gym doors since you’re always the last one to head out. You’d heed your mother’s words, always doing your best to ignore him. For a while, it had worked and he pestered you less than usual but your mom’s death and the situation at home had triggered something in you, making you snap back. You’d shove his face down into his food during lunch or knock his books down the stairwell whenever you pass by each other. You had even managed to sneak some of the insects from the lab into his gym clothes, causing him to end up with nasty rashes all over his body for a week.
Your physical fights weren’t frequent but they became more violent, with one or both of you having to go to the nurses, holding an ice pack to your busted lips while a piece of gauze was stuck up his bloodied nose. It took several students or even teachers to pull you apart because most of the time no one wanted to jump in and separate you two; it was always so messy with fists and kicks flying everywhere. There was even one point where you both had to go to the hospital for fractured bones. You were both suspended for a week.
Fortunately, things had toned down now that you both were in your final year of high school with the pressure of college and meeting requirements looming over you. Although, neither of you managed to make up. You’d still exchange some foul words but the stupid pranks and fights had simmered down. That never meant you were on good terms though.
But then fate decided to be a little shit and put you in a situation you never thought you’d find yourself in.
Your new biology teacher didn’t seem to be informed about the decade-long feud between you and San. So when she assigned the both of you as partners, you felt your heart drop to your stomach as a sick feeling crawled over you. You wanted to cry and throw up at the same time- that’s just how much you despised him. You both tried to plead with her to change partners but she was as stubborn as a mule, insisting that you two can “sort out your differences” and finish this project as a team.
And now here you were, avoiding each other’s stares despite being sat next to each other. The proximity between you two was suffocating, it made it hard to focus on the project being explained to you by your cruel teacher. Your skin tingles unpleasantly whenever either of you shifted in your seat, your arms just several centimeters away from touching each other. Many thoughts ran through your head on how you can get out of this. But you knew that you had to find some time to work on the damn thing together or else you’d flunk high school— and being stuck in community college, never being able to leave this town, was not worth hitting San at the back of the head and gloating at him.
“You have the rest of the period to plan with each other. Make sure to have your presentation set and ready for next week.” Your teacher says and sits at her desk.
The room was filled with chatter as the students started conversing with each other. Many pairs threw knowing stares at you, worried that you’d be at each other’s throats. Surprisingly you weren’t… at least not yet anyway.
For a while, neither of you said anything to each other. San simply scrolled through his phone hidden under his desk while you organized your final notes. Minutes tick by and the class slowly comes to an end. With a heavy sigh, you decided to swallow your pride and talk to the guy.
You turn to the boy, roughly shoving his knee with yours and he sends you an irritated glare. “C’mon we need to plan for this.” You deadpan, ignoring the look he gave you.
San returned the sigh and pocketed his phone, shifting to face you. “Alright then. So what’s the plan?”
“That’s what we’re supposed to be talking about, dumbass.” You mutter, growing irritated. You clench your fists together in an attempt to keep your calm before continuing. “Anyway, we’re supposed to make some model of the nerve cells then present it.”
San stays quiet for a moment before speaking up. “My sister has some spare clay and wires from her sculpting hobby. I could ask for some.”
“Great. You work on that while I work on the script.” You conclude before going back to your notes.
“Hold on- you’re gonna leave me with all of the hard work?”
“We have the same workload?? I’m making the script.”
“That’s easy- scripts can be finished within a day or something.” San shot back, finding the arrangement you had set, without his consultation by the way, as unfair.
“Then I’ll help you when I’m done. Quit whining like a bitch.” You sigh, having no energy to continue the argument with him.
“Asshat…” He mumbles under his breath, pulling out his phone to text his sister. He expected some sort of retaliation from you but you simply remained quiet. That was odd- considering that you never missed the chance to have the last word in. Maybe you just weren’t feeling it today.
Nevertheless, he ignored you, deciding that it wasn’t worth pestering you at the moment. The bell rings, signaling the end of the class, and you’re immediately up and out of your seat, stuffing your notebook into your bag and swinging it over your shoulder. It almost hits San’s cheek in the process but you were already walking out the door before he could call you out on it.
“Geez…” He huffs and keeps his own things, glaring after you while hoping that time would fly by fast so that the project was done and over with.
~~
A few days have passed by since the biology class. True enough, you’ve finished writing and even printing the script within the day the project was assigned to you. So now you were stuck helping out San with sculpting the whole model. You two would work together at the back of the library after school. Initially the librarian was hesitant about letting the two of you inside given your reputation and all. But when she saw that neither of you were at each other’s throats, surprisingly, she allowed for you to work on it in the library.
Of course you and San still had some disputes— how it’s supposed to be positioned, what shape it’s supposed to take, yadda yadda. But it had never escalated into a full blown argument because it always ended up with you taking the blow of his harsh words. That alone started to concern the boy, you’d always get back at him. But your resigned silence after every quip he threw at you started to worry him. Sure he hated your guts but San wasn’t a nasty person. He knew something was bothering you. But, he never took the initiative to ask what was bothering you; it wasn’t his problem anyway.
~~
A weekend away from Monday aka the day of your presentation. The model was almost done— it just needed a paint job. Since it was a Saturday afternoon, meaning the school was closed, neither of you were able to work at your usual spot. So San decided to just take the whole thing to your home to finish it. Of course he could finish the whole thing himself but he had a party to attend later in the evening, and he didn’t want to miss out on it.
He arrives at your home, model in one hand and a crate of paints in the other. He takes note of the absence of your dad’s and step-sister’s cars in the driveway and assumed that you were all out. He sighs in frustration, hoping that that wasn’t the case. Jogging up to the porch, the boy sets down the crate and rings the doorbell a couple of times, foot tapping against the wooden floorboards as he waits.
When there was no response after a few minutes he tried again, this time ringing the doorbell a bit more frantically. Before he could turn around and head back home after getting no response, he hears frantic footsteps scurrying inside and steps back as the door swings open. There you were, hair looking like a bird’s nest while your week-old cardigan hung off your shoulders. There were dark circles under your eyes and you looked like a hobo who had the opportunity to clean after themselves. In other words: you were a mess.
“The fuck are you doing here?” You snap the minute your hazy mind registers that San was standing at your door.
The said boy snaps out of his own trance and shoves the model in your face. “We need to finish this.”
You stare at the figure in his hand then to the crate by his foot and then to his face that displayed an expectant expression. You sigh and rub your face. “Couldn’t you have finished it yourself?”
“I’m busy later.”
Another sigh leaves you and you step back to let him in. He enters the house, leaving his shoes by the door as he looks around the place. It was a bit messier than he had expected. There were rumpled coats hanging off of the arm of the couch, a small pack of cigarettes and a few bottles of cheap beer on the coffee table. The wallpaper was starting to fade with a few faint stains here and there.
San stays quiet as he follows you through the house, seeing the small stack of dishes waiting to be washed in the sink. He turns back to look at you, finding your silence as unnerving. You only trudged up the stairs, motioning for you to follow him. He expected to see you turn down the hallway and enter one of the rooms but was quite surprised to see you stop by a frayed rope hanging from the ceiling of the hall. You reach up and tug down on it, revealing the ladder towards the attic.
“Don’t tell me you live up there,” San jabs.
“Yeah and what of it?” You grumble, sending him a tired glare over your shoulder before climbing up the ladder.
He was stunned into silence when he realized that you were serious. He bites his tongue and refrains from jeering at you, handing the box of paints to you before climbing up. Several thoughts ran through his mind— why was your room in an attic? And since when did you start smoking and drinking? Was it even yours?
His head pokes into the surprisingly clean but small room. Your bed was pressed up near the slanted wall of the roof, several polaroids of you, your few friends, and your mother plastered along it. On the opposite side was your desk and your wardrobe whose paint was starting to chip off. Several boxes, labeled and not labeled, were pushed to the corner of the room, stacked in a way for them to take up less space.
San looks to you rummaging through your desk, probably finding a brush or something. He wordlessly steps into the room and pulls the rope, closing the trapdoor beneath him. He turns to you again and before he could stop himself, he found himself blurting the question that was plaguing his mind: “What the hell happened to you?”
You turn on your heel, almost knocking over the picture frame of you and your mom. Your hand reached out to steady it before answering San. “You’re going to have to be a little more specific than that.”
“Why do you live up here?” He motioned to the whole attic space with his arm. “Don’t you have a room downstairs?”
“I do.” You simply say and take the crate of paints, pulling out the needed colors and some paper cups for you to place them in.
When you don’t elaborate, San squats down to your level on the ground and tugs the purple paint tube out your hand. “What happened to it?”
“Why do you care?” You snatch the tube back with a hiss, preparing all the things needed. “It’s none of your business…”
The boy sighs, running a hand through his dark locks. He nibbles at his cheeks, carefully going over what he wanted to say. “...look, _____,” he starts, voice surprisingly gentle. “You don’t have to tell me everything but you don’t have to keep everything in.”
You don’t answer him or make any move to acknowledge what he had said. But you were listening; part of you decided to take down your walls for just a moment and hear what he has to say. And San seemed to sense this because he continues.
“I’m not gonna say that ‘I’m here for you’ and all that crap but, there are people who're willing to listen to you. Whatever you’re going through right now, no matter how big or small it is, you don’t have to go through it alone.”
Again, you don’t respond. A moment of silence full of high strung tension passed by. It was only a few seconds but it felt longer than that— especially since you both stopped in what you were doing and stared at the ground or at each other’s hands.
You always hated San but you couldn’t help but sense the sincerity in his words. It’s kind of pathetic but at the moment, his genuinity, the softness of the way he spoke was what you were craving for. At that moment, you just wanted assurance that things will be okay and that whatever you were doing in life wasn’t useless. And the guy you seemed to hate most was offering you that.
Tears prick at your eyes and you hastily brush it away with the sleeve of your cardigan, refusing to show any weakness to your nemesis. But it was hard; once the tears started flowing it was difficult for you to stop. You play it off by finishing up in preparing the paints, suppressing any hiccups or sobs that would escape before eventually giving up and bringing your legs up to your chin, crying into your sweats. Fuck it if San sees.
You curled up into yourself, crying into your pants when you felt a gentle but hesitant hand on your shoulder. You jolt at the touch, seeing San back away quickly. His brows were furrowed in concern and his lips were pursed, almost as if he were thinking about what he was going to say.
“G-go on, gloat,” You hiccup, choking on your tears. “I look like a m-mess anyway…”
You were surprised, and a little bit embarrassed, that he didn’t follow with what you said. Instead, he reached into his pocket, pulling out a small packet of tissues and handing it over to you. He looked up to your desk, seeing your water container on your desk. He stands up to take it, shaking it to check if there was still some water in it, before placing it by your foot.
“I’m not going to lie, you are a mess,” San says before returning to his previous spot on the floor. “But I guess that’s normal when you’re having a shitty day.”
“More like a shitty life…” You mumble. You chug down the rest of your water, managing to stop your tears as you wipe them away with the tissues. You look up at the boy across you and sigh heavily. “It’s my step-mom,” you say.
“I’m sorry?”
“My step-mom. She made me move up here so that her daughters could take my room.” You explain. “My dad didn’t say anything because he’s a pushover, wasting his life away on cigarettes and the alcohol his wife buys…”
San nods slowly in understanding, finally making sense of what he saw in the living room and kitchen. That explained a lot of things: why you would always faintly smell of alcohol or nicotine a few months after your mother had died. It had honestly shocked him to hear that— your dad and step-mom always looked presentable in public. Your step-sisters were a bit more extravagant but neat nonetheless. The way they talked and carried themselves didn’t seem to indicate that they had any substance addiction.
Thinking back on it, it had also explained why you were so irate and moody almost all the time, leading to you losing some friends in high school as you fell back into yourself or into violence. It was a defense mechanism— you didn’t want to seem vulnerable because at home, you were vulnerable enough.
An idea pops into his head and he promptly stands up, momentarily making you jump from his sudden movement. You look up at him, puzzled. “What?”
“Come with me.”
“What???”
“I said get up and come with me.” San says and actually held his hand out to you.
You look at it skeptically before looking up at him, contemplating about any consequences in following him— if there were any. He wiggles his fingers, impatiently coaxing you to join him and you finally make up your mind. Might as well follow him; you had nothing to lose anyway.
You swat his hand away to get up on your own, mumbling something along the lines that you could get up yourself before straightening yourself out and placing your hands on your hips. He gives a satisfied nod and grabs his shoes to put them on. He then kicks open the trapdoor before heading back down for you to follow.
He returns to the living room with you trailing behind, still wondering where exactly he wanted you to go. When you glance at the clock you see that it’s already 5:30 in the afternoon. Your thoughts were interrupted when you felt something land by your feet. You whipped your head around to see San pointing at your shoes which he probably threw at you from the door.
“We’re heading out for a while.” He says as he exits your house. You take a moment to process what was happening when he pops his head in. “Come on slowpoke.” He ushers you.
You hastily throw on your shoes, grabbing the house keys hanging by the coat rack, and hop out of the house. You lock the door behind you and approach San who was sitting upon his notoriously loud motorbike. “Where are we going?” You ask, settling down behind him.
Your arms awkwardly flutter beside you, opting to hold onto whatever space was left on your seat. You jump in surprise when you hear and feel the engine roar to life, eliciting an amused chuckle from the boy in front of you. You glare at the back of his head, smacking his shoulder and settling yourself once more.
“Hold on tight,” San tells you as he revs up the motorbike.
“I am.” You argue and strengthen your grip on the seat, shaking the bike a little to emphasize your point.
“No you aren’t.” You feel heat rise to your face when he tutted in annoyance, taking your arms and placing them around his waist. “There you go. See? No harm done.”
You only grumble something in response, making him chuckle to himself. It was a bit strange to see you tame like this. Sure it kind of boosted his ego considering that he managed to make you flustered with just a few words and a simple action but he actually kind of liked it when you weren’t at each other’s throats. He revved up the engine again before taking off and speeding down the road.
The evening breeze is cool as it whips through your hair and brushes against you, sending small goosebumps running down your skin. A small yelp escapes you when San picks up speed, causing your grip on him to tighten. He glanced back at you for a moment before taking the turn that exits the town and towards the road uphill. It led to the small forest that overlooked the city; it was a popular place in town for hiking or camping. You remember going there to play as a kid.
The air gets chillier as you both reach a higher altitude. You unconsciously nuzzle closer to the boy in front of you in an attempt to seek some body heat. The sky grows darker, turning into a deeper blue shade as the night slowly creeps upon the town. Some stars start to peek and settle themselves in the dark blanket of the sky by the time San slows down to a stop. He had stopped by the edge of the forest, a metal railing along the opposite end to keep people or vehicles from falling off the edge.
“We’re here.” San says and looks back at you. “You can let go if you want now.”
At that, you peel yourself away from him and hop off his bike mumbling something about how cocky he was while walking over to the railings. He joins you soon after, keeping a respectable distance from you. None of you say anything at first, simply taking in the view of the city in front of you. Now know why San took you out here: to breathe and clear your mind of things; something that you didn’t know you needed at the moment.
The spot you were in allowed you to overlook the town, seeing the lights from the roads and houses down below. You could spot the water tower in the distance along with the radio tower next to it. As you survey the scene before you, you make out one house in the distance with a multitude of colored lights flashing around it.
“Looks like someone’s having a party.” You muse, finally breaking the silence.
San hums in acknowledgement. “I hope they aren’t missing me.”
It takes a moment for you to understand what he said, perking up when it made sense to you. “So that’s what you meant when you were ‘busy.’” You say as you lightly punch his arm. “You’re such an ass.”
“What? I wasn’t lying; I would’ve been busy.” He defends himself, holding his hands up in surrender.
“Yeah,” You huff. “Busy shoving your tongue down people’s throats.”
A mischievous hum. “Wouldn’t you like to know.”
“Ew no, gross- I’ll pass.”
You share a small laugh together before settling into silence again. It was… kind of cathartic, being able to actually laugh for a long while-even if it was with your longtime nemesis. It was better than crying yourself to sleep almost every night.
You turn to lean your back against the railing, using your arms to support you as you mull over the forest.
“I used to come here a lot as a kid.” You say, managing to capture San’s attention. “Pretended to gallop along the trees like some sort of princess when I was in my horse phase… I would always come home with scraped knees. I was a clumsy kid.”
“Except when you’d throw punches at me,” San interjected, ghosting a hand over his jaw. “You sure knew how to pack a punch.”
You smile apologetically, a sheepish flush on your cheeks, and look over to him. “Well you did deliver some pretty good kicks- I needed to learn how to defend myself.”
San shrugged in agreement. “I guess,” He muses and offers you a small smile, lapsing into silence again. “You know… it’s actually kind of surprising but you aren’t so bad to talk to.”
You nibble at your lower lip at his confession, unsure of what to make of it. When you look up at him, you see that he had inched a little closer to you. He still kept a reasonable amount of space between you two but it was apparent that he wanted to get closer. He drums his fingers against the cool metal of the railing, brows furrowed as he thinks over his next words carefully.
“I’m sorry.” He blurts out. “I’m sorry for all the times I’ve been an asshole to you. I know that I’ve hurt you, not just physically, but emotionally too. And I want to apologize for that… I know, words are just words. It won’t do anything to reverse or take back what I’ve done to you then, but please, take it as a first step to making it up to you.”
San decided to meet your watery gaze, his chest clenching at the tears you were trying so hard to hold back. He holds his hand out instinctively, wanting to offer some sort of physical comfort. He stops himself midway, opting to just settle it on the rail halfway from you. “You don’t have to make a decision right here and now. You can still hate me all you want, but I promise to leave you alone from now on.”
You whimper pathetically, finally letting the tears flow down your cheeks. You felt guilt consume you at his apology. Why was he taking the blame for everything? It should be you who was saying sorry. After all,you were just as cruel as him. And thinking back on it, this feud had most likely started with you. You raise a sweater paw to wipe at your tears, sobbing into your hand.
God you were a mess.
“Don’t, don’t blame yourself… I should be apologizing too. It takes two to tango right?” You hiccup, managing to give him a shaky smile. “I could’ve chosen to ignore you or direct my anger elsewhere but I still ended up targeting you at the end of the day…”
“_______, it’s okay—“
“No it’s not.” You hiss. “I’m not just talking about what I did in high school. I’m talking about every instance I was cruel to you. It was petty, extremely childish, and just horrible overall. I don’t expect you to forgive me but I want to apologize too. I’ve made part of your life a living hell.”
You glance at his hand on the railing before holding your own out towards him. “Truce?” You offer. “We don’t have to be all buddy-buddy after this but at least we can just end this whole thing.”
San gripped your hand in a gentle but firm handshake. “Truce.” His touch lingered for
just a second before he gave a gentle squeeze and pulled away. He returned it to the previous spot on the railing.
The both of you remain for a while, just overlooking the town and reflecting on what had happened. The quiet atmosphere that you both shared suddenly didn’t seem so awkward anymore. Instead, it was filled with some tension but with a bit of comfort at the same time. It was similar to the feeling of a thorn being plucked out of your side: painful but relief that it was finally out.
You don’t expect that things would go right at once— this wasn’t like the movies or the books where everything was magically solved. You both had left some scars on each other, some that are too hard to forget or too deep to heal easily. But you two were working on it: healing and forgiving each other. It was still a long journey but it was something you were both willing to go on together.
You glance to San, seeing how relaxed he was right now. He didn’t look so annoying or so terrifying anymore. A tiny grin makes its way to your lips; never in a million years did you think you’d find solace in someone you despised so much.
“Hey San,” You call out to him, resting your hand beside his, your pinkies brushing against each other. “...thanks for this. I really needed it.”
He smiles at you, flashing his cute dimples at you. It sends a warm, tingly feeling down your spine and you couldn’t help but feel calm at that. “Glad I could help.” He momentarily pat the back of your hand, engulfing it with his larger one when you didn’t pull away.
It was late when he drove you home to finish the project. Unsurprisingly, your family was still out, probably at an event they forgot to tell you about. But you didn’t mind, you had an unexpected friend with you right now.
You smile to yourself as you wave goodbye to San from the doorway, seeing him speed down the road and into the night. He may have been the bad guy in your life but it turns out, he wasn’t such a bad guy. And you were thankful that you were able to see that because at least you knew you had someone in your corner.
239 notes · View notes
justasparkwritings · 3 years
Text
May: TinyDoubt
Previous: April’s The Wild Lillies 
Tumblr media
Pairing: None
Genre: Creative Angst
Rating: PG13 
Word Count: 1.5K
Warnings: Swearing! 
Summary: Creative block is alive and well as you stare at the figurines in  front of you, your only comfort? The voice in your head challenging you to soldier on. 
Notes: I tried to channel my deep deep writers block for this. Do I hate it? Maybe. Do I feel all those things about my writing? Oh absolute. Is that inner voice how I talk to myself? You bet it is. Is the title so good? Yes, yes it is. 
Paintbrush
Sculpting clay
Carving tools
Dry hands
Paint under fingernails
Hair swept back
Slick drying on cheeks
Shoulder’s tense
         Should’ve sprung for the expensive chair, the one that holds my legs back and supports my core.
       It isn’t too late, I could still spring for it after this batch sells… if I sell it.
       I sigh, glancing at the clock, 5 minutes to midnight. How long have I been sitting here? When was the last time I ate or drank anything? Too long. I’ll feel it tomorrow, the ache in my joints, the exhaustion in my body, limbs sore, eyes worn out, all craving nourishment and rest.
       Gently, I place the figurine on the clean expanse of my drying rack. Thin and leucite, it supports the variety of creations I’ve been making, each in a different state of disarray. None have ended up being perfect, none are worthy of completing, except maybe, just maybe, this one.
       Standing perfectly still at 3inches, somehow, in the bright light of my desk lamp, magnifying lens on its second highest setting, I had perfectly sculpted the manicured swoop of hair. Each strand carved delicately, the part off center, the lingering hair nearly over the left eye, all made from modeling clay. It had taken days to perfect the lift, the arching bow from one side. In its naked form, it looks immaculate. But I know I can only succeed if the coloring is perfect, if the glasses I made, labored over, filling with resin in raspberry pink, fit properly over the new ears I carved days ago.
       Ears were always the easy part, a simple structure on the head, never taking more than a pin-head size of clay. Noses too, tiny and dainty drops, always done in the middle of creation.
        Staring at this latest iteration, I can’t help but wonder if this is worth it. Meticulously drawing every line, breaking my back mixing yellows to get the golden shade and all the highlights, not to mention the truly painstaking part of it all, hands. Is it worth it, the weeks spent making this tiny, tiny creation, only to deem it unworthy, and left incomplete?
        Yes.
        Yes, it is.
       It’s always worth it, despite what the odds tell me. There’s always that voice in my head, telling me that not only is my skill appreciated, but worth something. The last set sold for five times the asking price. This set could double, triple that… Maybe if it did well enough, I could transition to this, full time. Though the thought of working on perfecting miniatures for 12 hours a day sounds quite possibly like hell.  
        This isn’t hell, or horrible, you’re too hard on yourself.
        The voice in my head tells me. Laughing, I counter that statement. “I am not, they’re all shit,”
        They are not.
        “I should’ve stuck with wood carving,” I grumble.
        You cut yourself pretty badly the last time-
        “I know I did!” 
       I can’t tell if I’ve fully lost it, or if this conversation is going to lead to a creative breakthrough. Though based on my running internal monologue, which yes is voiced by Nicole Byer, I am due for a serious heart-to-mind pep talk. It’s not that I haven’t scolded myself recently, or lamented about how completely incompetent I am, how horrific my work is, or how I am wasting my youth sitting at a cramped desk with coffee I’ve reheated four times. I haven’t had the full ‘this is meaningless, stop wasting your time perfecting the shades of blonde on this plastic and clay figurine and go figure out the next steps in your career’ in at least three weeks. I suppose, staring at these in complete monstrosities, that a conversation with myself regarding what I’m doing is far more enjoyable than listening to my father droll on about how I am in command of my destiny.
        Because I’m not in control.  If I was, I wouldn’t be sitting here making TinyTan figurines, crying when the paint dries a different color than my swatches or weeping when a miniature dot of adhesive gets stuck on the outside of the clay and chars the entire piece in the oven.
        So I’m not in charge of my fate.
        You make your own luck.
        “Alright, I didnn’t ask you.”
        Who did you ask then? Jimin? Yoongi? Oh wait, they don’t have mouths and they’re made of plastic!
        “See, they don’t have mouths because they fucking suck and I should give up.”
        They’re probably better than you think, you’re just too close to it.  
        “I think that’s actually incorrect and there is nothing wrong with how close I am to these figures,”
        You are though
        “What do you suppose I do? Capture their souls? Summon them with a knock off The Power of Seven Will Set Me Free, while I hold their tiny little plastic hands?” I throw the ball of clay I’ve been rolling onto the table, the small glob sticking to the side of a larger block I had been carving from.  
        Do you always have to be so difficult?
        “You’re inside my brain! You know how creatively frustrated I am! And you know how absolutely fucking bitchy I get when I’m upset!”  
        Why are you frustrated?
        I groan, standing up from my chair and walking to the kitchen sink. The hot water scalds my dry hands, melting the clay and paint off, the extra judicial scrubbing peeling back layers of grime I’d let build in the last 10 hours.
        Why are you so frustrated? Is it because you aren’t good enough? Are you scared it’s going to be your senior year showcase again, where that girls sister didn’t understand you collage and made snarky comments?
        I dry my hands, unwilling to answer the questions my mind was asking.
        If you don’t talk about it you’ll blow up like a volcano…
        “Because! Fuck, because I can’t get any of this right. I just got the hair done, and that’s taken me two weeks. All I’m doing is chipping away, carving away, fucking up and starting again. When I’m not working on it, all I’m doing is thinking about it. They haunt me in my sleep, their little round bellies body rolling to Mic Drop, trying to get me to eat the mini quiches they’ve carved their initials in. My life is consumed by these tiny fucking figures and it’s making me absolutely hate them.”
        Hate them?
        “Whoever decided TinyTan needed to be a thing,”
        Shouldn’t you be mad at whoever told you to create your own versions of them?
        “Oh, so you want me to be mad at myself? Aren’t I already?”
        Okay, point made.
        “I just stare at them, their little body parts, heads on a platter like the Addams Family.. Everything I make is ugly, everything I make isn’t good enough. Every curve, every cut… garbage.”
        Do you want to quit?
        “Give up on my project?”
        Yeah, say fuck it, toss them out, never come back to them.
        “I, should’ve gotten into doll houses,”
       Why?
       “They’re easier, the rules aren’t as rigid, it’s an interpretation and you can do that 1000 different ways,”
       So quit, move to doll houses, sell all your tools. But, answer this, what happens when you get upset or frustrated making doll houses?
       I sigh. “I don’t quit craft projects.”
       … didn’t you just say you wanted to?
       “I don’t quit crafts. Relationships and friendships, that’s another story. But art?”
        Then why are you bitching?
        “I just,” I sigh, slumping into my couch. “If I finish them, and they don’t turn out, what kind of artist will I be? What does that say about my craft? My ‘talent’?”
        What kind of artist do you want to be?
        “This Socratic method is really fucking annoying.”
        I’m your mind, stop doing it if it bugs you so much
        “I just, what does it say about me if they aren’t any good?”
       I’m not sure it says anything about you as a person.
       “Me as an artist?”
       I don’t know if we can answer that.
       “Maybe you’re right,”
        About?
        “Maybe I just, I’m too hard on myself. A set of figurines isn’t going to break my hobby… even if it’s broken my spirit,”
        If it’s broken your spirit, why keep doing it?
        “I love the finished product, but I love the process more,”
        Then keep going.
        The thing about the voice inside my head is that no matter how hard I try to lie to it, it always knows. It always comes back with wisdom and truth, shining a light on exactly what I’ve been trying to avoid.
        “Tonight?”
        No bitch, you need sleep. TinyTan will be there tomorrow.
        “Is this when we sing Zero O’Clock while we brush our teeth?”
        Only if you want to.
        I rise from my couch, slipping my apron off, putting it on my crafting chair and clear my throat.
       “Oo- and you’re gonna be happy,” I sing as I move through my apartment, miniatures drying, waiting for another day of scraping, molding and painting, my broken spirit stitching itself back together as the clock resets. 
Next: June Pride
1 note · View note
houseofvans · 6 years
Photo
Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media
ART SCHOOL | IN SESSION WITH ROB SATO
From vibrant rainbows to familiar yet alien landscapes occupied by strange beings, LA based artist Rob Sato’s works are filled with creative energy in a loose minimalistic style. From watercolor, digital medium to acrylics and oil, Rob’s artworks and illustrations have been shown in various galleries from Giant Robot 2 to the Oakland Asian Cultural Center, where recently his original paintings for a comic called 442 were exhibited. We’re excited to chat with Rob about his work, his various collaborations and what he’s got coming up for the rest of the year.  Take the Leap!
Photographs courtesy of the artist.
Introduce yourself Hello, my name is Rob Sato. I’m an artist, illustrator, and writer. Something people might not know about me is that I was a kid I was so fanatical about the Oakland A’s that when they lost in the World Series I threw a tantrum so big that I destroyed my bedroom and after that I felt so stupid I quit following baseball. Also, I’m told I have maybe one of the great poop stories of the world. It can only be related in person, so ask me about it sometime if we ever meet.
How would you describe your work and style? Eclectic? Kaleidoscopic? I’ve never had a concise answer to this question. I tend not to pin myself down because I think if I did, I’d stop making things. 
Art is my outlet for the cryptic and obscure as well as the gushing spillover of foolish idealism and wild fantasy. It’s the only place I’ve ever found where you can healthily play with unhealthy thoughts, where you can explore undefined emotions, things that lurk out in the corners of consciousness that may be embarrassing or uncontrollable.
I love to make entertainment and decorative work, things that tend to be obvious, that communicate very clearly and reveal all their cards, but I also love to make work that hides things, that actively resists easy understanding or recognition and risks being super personal or unrelatable and strange. This can make things difficult, especially in the ongoing deterioration of attention spans, but I can’t help but pursue things outside of a pop sensibility and logical thought. I have to be, much of the time, in mental wildernesses. It’s hard to get there, hard to be there, and hard to come back, but it keeps me going.
Tell us about how you really started getting into art, and how that turned into what you do now? Was it something you always intended to pursue? I’ve drawn every single day for as long as I can remember. I never really thought about it. It just seems to be what I do. It’s how I have fun, how I solve problems, how I think. I’ve wanted to pursue other things like make movies or write books, but I always find myself drawing. Before I know it, it’s time for bed again.
When you are working on a new piece or upcoming exhibition or show? What’s your process like? What themes do you find yourself taking on? I explode. I used to plan things in a very directed way, but lately I’ve just let my brains spill out everywhere. I make a ton of drawings and paintings, and try my best to be fearless and open. Most of it produces failure after failure, but it shows me what might be worth building on, plus many exciting surprises reveal themselves in the process. As a show nears I start seeing what things fit together, what needs to be edited out, and how it all might form a cohesive exhibition. Sometimes the subject matter is the glue that makes everything stick, other times it’s the aesthetics. Alongside the explosion I usually have 2 or 3 pieces going at any given time that I’ve had long term plans for. These pieces can take take months or even years. 
Thematically I’m all over the place. War and peace, realism and surrealism, grim realities and escapism, sober observations and dumb jokes.
What are some of your go-to art making materials? Are there mediums you want to explore that you’ve yet to get your hands on? I feel pretty comfortable with anything you can use to make a mark on a piece of paper. I’ve mainly used watercolor and various drawing tools for the past several years. I’m been having fun with acrylics and oils again, and I’ve started to play around with photography a little. I’ve had ideas for sculpture and film for years that I’d really like to finally get to. What I really want to get my hands on is more time.
Where do you find inspiration? What kind of things or people inspire what you make? Watching someone pick their nose listening to headphones and singing softly to themselves in line at the grocery store. Just watching my cat live her weird life. Even though the final artwork may not really show it, these places are usually where my ideas originate. Art has also been a place where I can put memories that have some abstract need to be recorded.
I made this series of drawings called “Bad Hands”, which started out with me laughing at these dumb hands I was drawing with academically incorrect anatomy. Abandoning correctness felt so good. In the process it triggered a memory from High School. I had been forbidden from drawing in one of my classes, so I was contorting my hands into different shapes at my desk to amuse myself. There was a hysteria over gang activity in the school at the time and the teacher freaked out thinking I was throwing gang signs and I ended up getting sent to detention. 
At detention I was talking with a friend and made fun of the teacher for her mistake. A kid who was in a gang overheard and then HE misunderstood and thought I was making fun of gangs or something. On my way home from school he and a couple dudes punched and kicked me for a bit while I tried and failed to explain. I think it’s funny. 
So embedded in that piece is this tumbling series of misunderstandings, these multiple layers of hands being perceived as bad, speaking in an absurd language that communicates different things to different people. I know people aren’t going to see all those layers in the final piece, but that’s where it comes from and I hope it at least sparks some thoughts about talking with our hands, and where else can you follow this kind of train of thought except in art?
I get inspired by artists who seem to approach art as an intuitive discovery process rather than a  pursuit of mastery, that play is one of the more important aspects of making things. My wife, Ako, has been a huge influence on me in this respect. She’s continuously playing with various materials around her at any given time and finding out what she can do with them. Everywhere she goes she abandons a nest made of fresh creations she’s manifested out of mud, string, packaging, plants, uneaten rice, her used drinking straw, lint and whatever else was within her reach
You’ve done a lot of collaborations with companies, museums and art galleries. Do you have a favorite collaboration, and what about the collaboration do you enjoy the most? I’ve recently been collaborating with Tiny Splendor, an indie publisher and printer who have studios in LA and Oakland. It’s been really great working with them, Cynthia Navarro in LA on risographs, and with Max Stadnik, who runs the print shop in Oakland. 
Max has been returning to lithography, my favorite traditional printing medium, and he printed a piece of mine inspired by mushrooms called “Growerings". It’s a full 5 color print, which means it took five separate plates and each print had to go through the press 5 times. It turned out more beautifully than I could have hoped for. Litho is a super difficult but also very fun process and the results are so rich. 
I think I particularly love this collaboration because the image fits the medium so well, and the combination of the two elevates the final piece of work, When it works, the artwork and the print become more than just an image on a piece of paper. It’s more alive in some undefinable way.
Since we’re called Art School, we always ask the artists to give us their favorite art tip? Never force the thing you think you want, you’ll probably miss out on the really interesting thing that’s happening. Also, don’t drink too much coffee. I have trouble taking both of these pieces of my own advice every day.
What do you enjoy doing when you’re not making stuff? How do you chill out? I read and run. I love coffee and I love gossip and talking nonsense with friends. Also, I cannot stop watching Terrace House.
What is the last art show that you went to? What artists should folks keep an eye out for? I recently went to the Velveteria in LA’s Chinatown, which is one man’s collection of paintings on velvet. A very entertaining and very fucked up experience. I went to a life drawing session at Subliminal Projects and got to draw surrounded by Chad Kouri’s fun abstracts. I’m actually typing this interview inside an art show right now. 
I’m here at my wife, Ako Castuera’s, show “Soil” at the Weingart Gallery at Occidental College. We’re here feeding worms. She sculpted this beautiful ceramic vermiculture composter for the show. It’s a grand temple for worms. The show is an act of gratitude for the exchange we have with the soil which provides the clay for ceramics, and for the worms who turn decay into healthy earth to grow new life in. 
She sculpted a menagerie of creatures out of the worm poop that also populate the show. Super fun. Speaking of Ako and Subliminal, her show there with Hellen Jo and Kris Chau this past December was one of those once-in-a-lifetime powerhouse gathering of forces. That may have been the best show I’ve ever seen.
What advice would you give someone thinking about following in your footsteps? What’s something you learned that you want to pass along to art making newbies. Don’t listen to advice if it is extremely quotable. Pay no attention to it especially if it accompanies a photo of a famous artist and fits perfectly into an instagram post. If it’s easy to remember then it’s probably empty, crap inspiration. Those things are entertainments and not words to live by.
 If you’re interested in making art you’ll keep making it. It takes day in, day out patience and exploration and mutation to discover how you really work, not some idea of how an artist works. 
Sometimes it will be very hard, sometimes it will be so breathtakingly easy you think that your problems have been solved forever. Neither situation ever lasts, but cultivate and nurture your curiosity and what you love, and you’ll find ways to make it through the rough times and keep on making things one way or another.
Who are some of your favorite artists to follow and/or see in a show? Lately I’ve been really enjoying the work of Nathaniel Russell whose work makes this great space where funny, grounded matter-of-factness and sweet nothingness sit comfortably together. His drawing also reminds me of Ben Shahn, my all-time favorite drawer. 
I really like Amy Bennet’s oils, these intimate studies of isolation in suburbia where mundanity overlaps with quiet drama and melancholy. Her work obliquely reminds me of Edwin Ushiro’s work, though his stuff is the opposite of melancholic. He captures almost incidental but haunted moments from growing up in Hawaii and infuses them with warmth, and it’s in a style influenced in a super personal way by animation. It reminds me of Satoshi Kon’s movies in its well observed, slice-of-life elements. Edwin’s sketchbooks are a treasure too.  Esther Pearl Watson’s recent autobiographical paintings, Hellen Jo’s latest badass watercolors, Amber Wellman’s funny, playful oil paintings, and Matthew Palladino’s watercolors are also favorites. 
Megan Whitmarsh’s work is some of my favorite to see in person. Her installation with Jade Gordon at the Hammer’s “Made In LA “ show was maybe the funnest work I’ve ever seen and interacted with. I went to see the Ai Wei Wei show at the Marciano Foundation, which I thought was impressive in scale and execution but still somehow lame, but I stumbled on a Mike Kelley installation/ video piece I’d never seen before in the upstairs collection and loved it so much, but I can’t remember the name of it at the moment. 
It’s 2 videos shown side by side of the same guy wearing a cape singing almost the same song simultaneously, but each version has different words at different points. It’s a love song but one version is more bitter and mean and one is sickly sweet. Anyway, highly recommended!
What do you have coming up the rest of the year that you can share with us?  For just a few more days there’s a show up at the Oakland Asian Cultural Center with a bunch of my original paintings for a comic I illustrated about the 442, the Japanese American Army unit of World War II. Plus it has some personal work about Japanese American Incarceration and images from my family’s experience in the concentration camps. My grandfather was incarcerated in the Arkansas camps, and he was a soldier in the 442. 
Next up, I’m in a slew of group shows all happening within a few weeks of each other this month. Poor scheduling on my part as usual, but it’s nice to be invited to so many. I just sent off my piece to the “Seeing Red” show curated by Jeff Hamada of the BOOOOOOOM art and culture blog. That show will be at Thinkspace in LA. Giant Robot has been kind enough to host another solo show for me in September. 
I’ve been busy experimenting with some more 3d stuff that pushes the more narrative side of my work which I hope to show there. We’ll see how the experiments turn out. I’ve also been working on a ton of prints and ideas for books. This year I want to focus on working in print, making zines and comics, and writing a lot more. 
FOLLOW ROB | INSTAGRAM | WEBSITE | SHOP 
2K notes · View notes
Note
(?) i told my guardian about what my grandpa did and all she said was to tell him to not touch me. i finally told someone and they didn’t care. what do i do now?
You let yourself know that others don’t define your experience. That you can be your own person and what matters is your own power and your own soul. 
So many of us have been ignored or denied when we go to them with our stories of abuse and trauma. They don’t care, say we asked for it, say we made it up or that we should be over it. You are not alone in that. 
I promise you can work to heal yourself and will find others to support that healing journey. 
Reaching out to your friends and other loved ones for general support can be important even if they aren’t working to support your abuser story specifically. Telling your story again is going to be very hard and I know it will take time for you to be ready and that’s okay! Healing is complicated and there is nothing you must do. 
Some good ways to start working on healing:
Practice Body Scans:
Get comfortable. Sit in a comfortable place and fully relax your body. You don’t need to be lying down, but it helps, particularly if you’re doing a body scan meditation before you fall asleep.
Take a few deep breaths. Let your breathing slow down, and start breathing from your belly instead of from your chest, letting your abdomen expand and contract with each breath. If you find your shoulders rising and falling with each breath, focus more on breathing from your belly, as though a balloon is inflating and deflating in your abdomen with each breath.
Bring awareness to your feet. Now slowly bring your attention down to your feet. Begin observing sensations in your feet. If you notice pain, acknowledge it and any thoughts or emotions that accompany it, and gently breathe through it.
If you notice any uncomfortable sensations, focus your attention on them. Breathe into them, and see what happens. Visualize the tension leaving your body through your breath and evaporating into the air. Move on when you feel ready.
When you notice the tension take note of any emotions and take note of any intrusive thoughts that might come up. 
Scan your entire body. Continue this practice with each area of your body, gradually moving up through your feet until you reach the top of your head. Notice how you feel and where you’re holding your stress. If there’s any tightness, pain, or pressure, continue to breathe into any tightness, pain, or pressure you’re feeling. This can help you release tension in your body now, and be more aware of it in the future so you can release it then, too.
Write down where you have been carrying the tension and how the release worked. This helps us start to understand how the trauma is sitting in our bodies and as you do this we start to feel more connected to our body. 
Movement Work:
Doing things like yoga, tai chi, stretching, meditative walking or dance. Moving and exercise that is slower and allows us to focus on our bodies. You can do much of the ideas from the body scan to be able to connect with our bodies. Lean and focus on where the stress points are and then bring yourself out of it. 
Don’t push yourself to physical or emotional pain, but stretch your muscle and stretch your emotional range. Be careful of overwhelming but don’t be afraid to feel your self. 
[When doing the body scans and movement work learning some coping skills for grounding and panic are important. When you can learn regulation you can start to push forward and learn to handle more of our somatic work head on]
Journaling:
This is a very loose and flexible tool that can be a good way to start getting to know yourself as is. You don’t have to wait to be healed to be one with yourself and to learn to love yourself. 
The only important thing is to do so regularly. 
There are many ways to do this:
Write down what happened in your day. Just logging the day to day and some emotions you have about it. This can work to work against dissociation from the day-to-day.
Just write when the feelings. You can leave out some of the day-to-day facts but just try and write throughout the day in smaller blurbs. AGain start to put words to feelings. 
You can also draw your body scans in these notebooks with other writing to keep the way the body is feeling logged with the cognitive and emotional. 
Combined art and words! Draw, sketch, paste images etc along with words of how your day went, how you feel more generally and even about really specific trauma-related emotions. 
Poetry journaling. Another way if you like is to write in poetic sections, free form or your favourite form of poetry again as a more regular practice that can help express emotions. 
And then writing down what you remember of your trauma can help put words to the events, but you do not need to write the trauma down over and over and over. That won’t heal you, it’s about whole-body recovery and integration of self that will heal. 
Art
An artistic expression of any kind that channels the memories, somatic sensation, visuals, emotions etc 
There is no one way or thing to make art of. But you can make art about almost anything! Using it to process any emotions and memories that come up can all heal. 
This can include
Colouring with pencils or markers
Creating a dance routine
Cross stitching or embroidery
Digital Art
Felt protects
Knitting or crocheting
Making Mandals
Making models and figurings
Making jewellery 
Painting of any kind
Paper Crafts
Sculpting with clay
Sewing in general
Sketching 
Wire sculpting
Writing music on any instrument
Writing lyrical songs
Writing Poetry
Writing stories
Zentangls
And any other art form I didn’t think of! 
If you are capable of getting professional support through a trauma therapist can be incredibly helpful.
Advice Post: How To Start Talking About Our Abuse Stories 
Resources for Finding Help
Developing coping skills for your symptoms can be a good self-support skill
Coping Skills Masterposts: Panic Attacks, Flashbacks & Dissociation
Coping Skills: Help With Sleep
Coping Skills: Dealing With Body Memories
Coping Skills: Dealing with Intrusive Thoughts
Coping Skills: Ditch Value judgments
Coping Skills: Obsessive Thoughts
Learning about what your struggling with is another good way to help with recovery
Diagnosis Primer: Post Traumatic Stress Disorder (PTSD)
Informational Article: Attachment Theory (Pt 1)
 Informational Article: Attachment Theory (Pt 2)
Informational Article: Being Our Whole Selves Brain & Body
Informational Article: Implicit Memories and Memory Systems
Informational Article: Hyperarousal & Hypoarousal
The False Memory Myth & Memory Repression
Symptom Explainers: Body Memories
Symptom Explainer: Dissociation
Symptom Explainers: Flashbacks
Give Yourself Grace
Let yourself have all the time you need to recover. Don’t push yourself so hard that you end up re-traumatised. As you practice coping skills and are able to guide yourself. 
Be Blessed,
-Admin 2
1 note · View note
Text
Copied and Pasted
******************
Got this from my friend who’s brother is an MD and psychologist.
After having thirty-one sessions this week with patients where the singular focus was COVID-19 and how to cope, I decided to consolidate my advice and make a list that I hope is helpful to all.
MENTAL HEALTH WELLNESS TIPS FOR QUARANTINE
1. Stick to a routine. Go to sleep and wake up at a reasonable time, write a schedule that is varied and includes time for work as well as self-care.
2. Dress for the social life you want, not the social life you have. Get showered and dressed in comfortable clothes, wash your face, brush your teeth. Take the time to do a bath or a facial. Put on some bright colors. It is amazing how our dress can impact our mood.
3. Get out at least once a day, for at least thirty minutes. If you are concerned of contact, try first thing in the morning, or later in the evening, and try less traveled streets and avenues. If you are high risk or living with those who are high risk, open the windows and blast the fan. It is amazing how much fresh air can do for spirits.
4. Find some time to move each day, again daily for at least thirty minutes. If you don’t feel comfortable going outside, there are many YouTube videos that offer free movement classes, and if all else fails, turn on the music and have a dance party!
5. Reach out to others, you guessed it, at least once daily for thirty minutes. Try to do FaceTime, Skype, phone calls, texting—connect with other people to seek and provide support. Don’t forget to do this for your children as well. Set up virtual playdates with friends daily via FaceTime, Facebook Messenger Kids, Zoom, etc—your kids miss their friends, too!
6. Stay hydrated and eat well. This one may seem obvious, but stress and eating often don’t mix well, and we find ourselves over-indulging, forgetting to eat, and avoiding food. Drink plenty of water, eat some good and nutritious foods, and challenge yourself to learn how to cook something new!
7. Develop a self-care toolkit. This can look different for everyone. A lot of successful self-care strategies involve a sensory component (seven senses: touch, taste, sight, hearing, smell, vestibular (movement) and proprioceptive (comforting pressure). An idea for each: a soft blanket or stuffed animal, a hot chocolate, photos of vacations, comforting music, lavender or eucalyptus oil, a small swing or rocking chair, a weighted blanket. A journal, an inspirational book, or a mandala coloring book is wonderful, bubbles to blow or blowing watercolor on paper through a straw are visually appealing as well as work on controlled breath. Mint gum, Listerine strips, ginger ale, frozen Starburst, ice packs, and cold are also good for anxiety regulation. For children, it is great to help them create a self-regulation comfort box (often a shoe-box or bin they can decorate) that they can use on the ready for first-aid when overwhelmed.
8. Spend extra time playing with children. Children will rarely communicate how they are feeling, but will often make a bid for attention and communication through play. Don’t be surprised to see therapeutic themes of illness, doctor visits, and isolation play through. Understand that play is cathartic and helpful for children—it is how they process their world and problem solve, and there’s a lot they are seeing and experiencing in the now.
9. Give everyone the benefit of the doubt, and a wide berth. A lot of cooped up time can bring out the worst in everyone. Each person will have moments when they will not be at their best. It is important to move with grace through blowups, to not show up to every argument you are invited to, and to not hold grudges and continue disagreements. Everyone is doing the best they can to make it through this.
10. Everyone find their own retreat space. Space is at a premium, particularly with city living. It is important that people think through their own separate space for work and for relaxation. For children, help them identify a place where they can go to retreat when stressed. You can make this place cozy by using blankets, pillows, cushions, scarves, beanbags, tents, and “forts”. It is good to know that even when we are on top of each other, we have our own special place to go to be alone.
11. Expect behavioral issues in children, and respond gently. We are all struggling with disruption in routine, none more than children, who rely on routines constructed by others to make them feel safe and to know what comes next. Expect increased anxiety, worries and fears, nightmares, difficulty separating or sleeping, testing limits, and meltdowns. Do not introduce major behavioral plans or consequences at this time—hold stable and focus on emotional connection.
12. Focus on safety and attachment. We are going to be living for a bit with the unprecedented demand of meeting all work deadlines, homeschooling children, running a sterile household, and making a whole lot of entertainment in confinement. We can get wrapped up in meeting expectations in all domains, but we must remember that these are scary and unpredictable times for children. Focus on strengthening the connection through time spent following their lead, through physical touch, through play, through therapeutic books, and via verbal reassurances that you will be there for them in this time.
13. Lower expectations and practice radical self-acceptance. This idea is connected with #12. We are doing too many things in this moment, under fear and stress. This does not make a formula for excellence. Instead, give yourself what psychologists call “radical self acceptance”: accepting everything about yourself, your current situation, and your life without question, blame, or pushback. You cannot fail at this—there is no roadmap, no precedent for this, and we are all truly doing the best we can in an impossible situation.
14. Limit social media and COVID conversation, especially around children. One can find tons of information on COVID-19 to consume, and it changes minute to minute. The information is often sensationalized, negatively skewed, and alarmist. Find a few trusted sources that you can check in with consistently, limit it to a few times a day, and set a time limit for yourself on how much you consume (again 30 minutes tops, 2-3 times daily). Keep news and alarming conversations out of earshot from children—they see and hear everything, and can become very frightened by what they hear.
15. Notice the good in the world, the helpers. There is a lot of scary, negative, and overwhelming information to take in regarding this pandemic. There are also a ton of stories of people sacrificing, donating, and supporting one another in miraculous ways. It is important to counter-balance the heavy information with the hopeful information.
16. Help others. Find ways, big and small, to give back to others. Support restaurants, offer to grocery shop, check in with elderly neighbors, write psychological wellness tips for others—helping others gives us a sense of agency when things seem out of control.
17. Find something you can control, and control the heck out of it. In moments of big uncertainty and overwhelm, control your little corner of the world. Organize your bookshelf, purge your closet, put together that furniture, group your toys. It helps to anchor and ground us when the bigger things are chaotic.
18. Find a long-term project to dive into. Now is the time to learn how to play the keyboard, put together a huge jigsaw puzzle, start a 15 hour game of Risk, paint a picture, read the Harry Potter series, binge watch an 8-season show, crochet a blanket, solve a Rubix cube, or develop a new town in Animal Crossing. Find something that will keep you busy, distracted, and engaged to take breaks from what is going on in the outside world.
19. Engage in repetitive movements and left-right movements. Research has shown that repetitive movement (knitting, coloring, painting, clay sculpting, jump roping etc) especially left-right movement (running, drumming, skating, hopping) can be effective at self-soothing and maintaining self-regulation in moments of distress.
20. Find an expressive art and go for it. Our emotional brain is very receptive to the creative arts, and it is a direct portal for release of feeling. Find something that is creative (sculpting, drawing, dancing, music, singing, playing) and give it your all. See how relieved you can feel. It is a very effective way of helping kids to emote and communicate as well!
21. Find lightness and humor in each day. There is a lot to be worried about, and with good reason. Counterbalance this heaviness with something funny each day: cat videos on YouTube, a stand-up show on Netflix, a funny movie—we all need a little comedic relief in our day, every day.
22. Reach out for help—your team is there for you. If you have a therapist or psychiatrist, they are available to you, even at a distance. Keep up your medications and your therapy sessions the best you can. If you are having difficulty coping, seek out help for the first time. There are mental health people on the ready to help you through this crisis. Your children’s teachers and related service providers will do anything within their power to help, especially for those parents tasked with the difficult task of being a whole treatment team to their child with special challenges. Seek support groups of fellow home-schoolers, parents, and neighbors to feel connected. There is help and support out there, any time of the day—although we are physically distant, we can always connect virtually.
23. “Chunk” your quarantine, take it moment by moment. We have no road map for this. We don’t know what this will look like in 1 day, 1 week, or 1 month from now. Often, when I work with patients who have anxiety around overwhelming issues, I suggest that they engage in a strategy called “chunking”—focusing on whatever bite-sized piece of a challenge that feels manageable. Whether that be 5 minutes, a day, or a week at a time—find what feels doable for you, and set a time stamp for how far ahead in the future you will let yourself worry. Take each chunk one at a time, and move through stress in pieces.
24. Remind yourself daily that this is temporary. It seems in the midst of this quarantine that it will never end. It is terrifying to think of the road stretching ahead of us. Please take time to remind yourself that although this is very scary and difficult, and will go on for an undetermined amount of time, it is a season of life and it will pass. We will return to feeing free, safe, busy, and connected in the days ahead.
25. Find the lesson. This whole crisis can seem sad, senseless, and at times, avoidable. When psychologists work with trauma, a key feature to helping someone work through said trauma is to help them find their agency, the potential positive outcomes they can effect, the meaning and construction that can come out of destruction. What can each of us learn here, in big and small ways, from this crisis? What needs to change in ourselves, our homes, our communities, our nation, and our world?”
3 notes · View notes
mt-is-mental · 4 years
Text
mental health and wellness tips for quarantine
Ok so this text isn’t my own, it was sent to me and I have permission to share so here it is! Hopefully it helps. 
Coping strategies for COVID-19
This is long, but important, very much like our quarantine. It was written by a psychologist from New York and shared with me by my dear friend and mentor, Birmingham therapist Sydney Reiter.
After having thirty-one sessions this week with patients where the singular focus was COVID-19 and how to cope, I decided to consolidate my advice and make a list that I hope is helpful to all. I can't control a lot of what is going on right now, but I can contribute this.
Edit: I am surprised and heartened that this has been shared so widely! People have asked me to credential myself, so to that end, I am a doctoral level Psychologist in NYS with a Psy.D. in the specialities of School and Clinical Psychology.
MENTAL HEALTH WELLNESS TIPS FOR QUARANTINE
1. Stick to a routine. Go to sleep and wake up at a reasonable time, write a schedule that is varied and includes time for work as well as self-care.
2. Dress for the social life you want, not the social life you have. Get showered and dressed in comfortable clothes, wash your face, brush your teeth. Take the time to do a bath or a facial. Put on some bright colors. It is amazing how our dress can impact our mood.
3. Get out at least once a day, for at least thirty minutes. If you are concerned of contact, try first thing in the morning, or later in the evening, and try less traveled streets and avenues. If you are high risk or living with those who are high risk, open the windows and blast the fan. It is amazing how much fresh air can do for spirits.
4. Find some time to move each day, again daily for at least thirty minutes. If you don’t feel comfortable going outside, there are many YouTube videos that offer free movement classes, and if all else fails, turn on the music and have a dance party!
5. Reach out to others, you guessed it, at least once daily for thirty minutes. Try to do FaceTime, Skype, phone calls, texting— connect with other people to seek and provide support. Don’t forget to do this for your children as well. Set up virtual playdates with friends daily via FaceTime, Facebook Messenger Kids, Zoom, etc—your kids miss their friends, too!
6. Stay hydrated and eat well. This one may seem obvious, but stress and eating often don’t mix well, and we find ourselves over- indulging, forgetting to eat, and avoiding food. Drink plenty of water, eat some good and nutritious foods, and challenge yourself to learn how to cook something new!
7. Develop a self-care toolkit. This can look different for everyone. A lot of successful self-care strategies involve a sensory component (seven senses: touch, taste, sight, hearing, smell, vestibular (movement) and proprioceptive (comforting pressure). An idea for each: a soft blanket or stuffed animal, a hot chocolate, photos of vacations, comforting music, lavender or eucalyptus oil, a small swing or rocking chair, a weighted blanket. A journal, an inspirational book, or a mandala coloring book is wonderful, bubbles to blow or blowing watercolor on paper through a straw are visually appealing as well as work on controlled breath. Mint gum, Listerine strips, ginger ale, frozen Starburst, ice packs, and cold are also good for anxiety regulation. For children, it is great to help them create a self-regulation comfort box (often a shoe-box or bin they can decorate) that they can use on the ready for first-aid when overwhelmed.
8. Spend extra time playing with children. Children will rarely communicate how they are feeling, but will often make a bid for attention and communication through play. Don’t be surprised to see therapeutic themes of illness, doctor visits, and isolation play through. Understand that play is cathartic and helpful for children—it is how they process their world and problem solve, and there’s a lot they are seeing and experiencing in the now.
9. Give everyone the benefit of the doubt, and a wide berth. A lot of cooped up time can bring out the worst in everyone. Each person will have moments when they will not be at their best. It is important to move with grace through blowups, to not show up to every argument you are invited to, and to not hold grudges and continue disagreements. Everyone is doing the best they can to make it through this.
10. Everyone find their own retreat space. Space is at a premium, particularly with city living. It is important that people think through their own separate space for work and for relaxation. For children, help them identify a place where they can go to retreat when stressed. You can make this place cozy by using blankets, pillows, cushions, scarves, beanbags, tents, and “forts”. It is good to know that even when we are on top of each other, we have our own special place to go to be alone.
11. Expect behavioral issues in children, and respond gently. We are all struggling with disruption in routine, none more than children, who rely on routines constructed by others to make them feel safe and to know what comes next. Expect increased anxiety, worries and fears, nightmares, difficulty separating or sleeping, testing limits, and meltdowns. Do not introduce major behavioral plans or consequences at this time—hold stable and focus on emotional connection.
12. Focus on safety and attachment. We are going to be living for a bit with the unprecedented demand of meeting all work deadlines, homeschooling children, running a sterile household, and making a whole lot of entertainment in confinement. We can get wrapped up in meeting expectations in all domains, but we must remember that these are scary and unpredictable times for children. Focus on strengthening the connection through time spent following their lead, through physical touch, through play, through therapeutic books, and via verbal reassurances that you will be there for them in this time.
13. Lower expectations and practice radical self-acceptance. This idea is connected with #12. We are doing too many things in this moment, under fear and stress. This does not make a formula for excellence. Instead, give yourself what psychologists call “radical self acceptance”: accepting everything about yourself, your current situation, and your life without question, blame, or pushback. You cannot fail at this—there is no roadmap, no precedent for this, and we are all truly doing the best we can in an impossible situation.
14. Limit social media and COVID conversation, especially around children. One can find tons of information on COVID-19 to consume, and it changes minute to minute. The information is often sensationalized, negatively skewed, and alarmist. Find a few trusted sources that you can check in with consistently, limit it to a few times a day, and set a time limit for yourself on how much you consume (again 30 minutes tops, 2-3 times daily). Keep news and alarming conversations out of earshot from children—they see and hear everything, and can become very frightened by what they hear.
15. Notice the good in the world, the helpers. There is a lot of scary, negative, and overwhelming information to take in regarding this pandemic. There are also a ton of stories of people sacrificing, donating, and supporting one another in miraculous ways. It is important to counter-balance the heavy information with the hopeful information.
16. Help others. Find ways, big and small, to give back to others. Support restaurants, offer to grocery shop, check in with elderly neighbors, write psychological wellness tips for others—helping others gives us a sense of agency when things seem out of control.
17. Find something you can control, and control the heck out of it. In moments of big uncertainty and overwhelm, control your little corner of the world. Organize your bookshelf, purge your closet, put together that furniture, group your toys. It helps to anchor and ground us when the bigger things are chaotic.
18. Find a long-term project to dive into. Now is the time to learn how to play the keyboard, put together a huge jigsaw puzzle, start a 15 hour game of Risk, paint a picture, read the Harry Potter series, binge watch an 8-season show, crochet a blanket, solve a Rubix cube, or develop a new town in Animal Crossing. Find something that will keep you busy, distracted, and engaged to take breaks from what is going on in the outside world.
19. Engage in repetitive movements and left-right movements. Research has shown that repetitive movement (knitting, coloring, painting, clay sculpting, jump roping etc) especially left-right movement (running, drumming, skating, hopping) can be effective at self-soothing and maintaining self-regulation in moments of distress.
20. Find an expressive art and go for it. Our emotional brain is very receptive to the creative arts, and it is a direct portal for release of feeling. Find something that is creative (sculpting, drawing, dancing, music, singing, playing) and give it your all. See how relieved you can feel. It is a very effective way of helping kids to emote and communicate as well!
21. Find lightness and humor in each day. There is a lot to be worried about, and with good reason. Counterbalance this heaviness with something funny each day: cat videos on YouTube, a stand-up show on Netflix, a funny movie—we all need a little comedic relief in our day, every day.
22. Reach out for help—your team is there for you. If you have a therapist or psychiatrist, they are available to you, even at a distance. Keep up your medications and your therapy sessions the best you can. If you are having difficulty coping, seek out help for the first time. There are mental health people on the ready to help you through this crisis. Your children’s teachers and related service providers will do anything within their power to help, especially for those parents tasked with the difficult task of being a whole treatment team to their child with special challenges. Seek support groups of fellow home-schoolers, parents, and neighbors to feel connected. There is help and support out there, any time of the day—although we are physically distant, we can always connect virtually.
23. “Chunk” your quarantine, take it moment by moment. We have no road map for this. We don’t know what this will look like in 1 day, 1 week, or 1 month from now. Often, when I work with patients who have anxiety around overwhelming issues, I suggest that they engage in a strategy called “chunking”—focusing on whatever bite-sized piece of a challenge that feels manageable. Whether that be 5 minutes, a day, or a week at a time—find what feels doable for you, and set a time stamp for how far ahead in the future you will let yourself worry. Take each chunk one at a time, and move through stress in pieces.
24. Remind yourself daily that this is temporary. It seems in the midst of this quarantine that it will never end. It is terrifying to think of the road stretching ahead of us. Please take time to remind yourself that although this is very scary and difficult, and will go on for an undetermined amount of time, it is a season of life and it will pass. We will return to feeing free, safe, busy, and connected in the days ahead.
25. Find the lesson. This whole crisis can seem sad, senseless, and at times, avoidable. When psychologists work with trauma, a key feature to helping someone work through said trauma is to help them find their agency, the potential positive outcomes they can effect, the meaning and construction that can come out of destruction. What can each of us learn here, in big and small ways, from this crisis? What needs to change in ourselves, our homes, our communities, our nation, and our world?
2 notes · View notes
rebeccawebbart · 5 years
Text
Self Evaluation Form
I began with a desire to reconnect with nature. After regarding the natural elements as sculptors of the landscape, I decided to introduce myself to the influential forces that sculpt the landscape, making me equal to the wind and the waves. This led me to question what does the image of human influence look like and how does it differentiate from natures design. Manipulating natural forms through man-made processes such as sculpting and casting lead me to explore how separated our design has become from nature, thus highlighting our distanced relationship with mother earth. In the display of these sculptures, highlighted how influential the sculptures surroundings are, leading me to question how an object exists in a space. Displaying my works as excavated objects made them appear as natural historic documentations of human activity, reuniting my work with the concept of human connections with nature. The works thus became portraits of the co-existing relationship between humans and mother earth.  
However, understanding the connective co-existing relationship between humans and nature is not just a one sided, in my explorative journey I have only experimented on how man dominates and how nature submits to man’s influence. Therefore, to demonstrate a more equal and unbiased representation of the co-existing relationship between man and nature, I may possibly go into exploring how nature’s image also goes on to manipulate man’s formations. This way my work will truly demonstrate the true image of our unified relationship.
At the beginning of this project I had been questioned on why I use clay as a medium and was asked to query why it is important for my practice. After discovering clay could have been the birthplace of intelligent life, working with natural clay became very important to me, especially as I had an interest in reconnecting with nature. Despite the concepts of the work later evolving, the use of natural clay only appeared logical as being a manipulative material only added to its efficiency in providing evidence of human’s influence over nature.
Despite working with natural clay, I have experimented with many materials and ways of working by experimenting with casting using both plaster and wax. Exploring casting and sculpting also lead me to work with nonconventional materials such as silicone moulds and domestic household materials which helped me to further explore our distanced evolutionary relationship with the natural world.
My awareness to an items relationship with their environment was brought to me through the work of Gabriel Orzco’s ‘Yeilding stone’, his work demonstrated how sculpture can connect with its environment and revealed how surrounding influences sculpt the objects and imprint their image amongst its surroundings. His practice included creating work with the materials in which he stumbled across, which encouraged me to look to my surroundings to make art.  These concepts of interconnectivity found themselves routed within various pop-culture sources such as “Amuse-Bouche” ep.2 in the Hannibal TV series. This explored the use of Mycellium (fungus) to connect humans together in a way the brain is incapable of doing so. Singer Björk, explored the unified equality of nature through metamorphic imagery of evolving natural forms, birthing from oneself. All these influences helped me to explore the effects of interconnectivity and environmental influences in my pledge to generate relations between the natural and un-natural.
Throughout my work I also had delved into reading the book by David Abram, “The Spell of the Sensuous”. He spoke about the beliefs of Aristotle, claiming the superiority of man due to our gift of the rational mind to triumph over nature. This helped me to understand were our disconnected relationship began. Reflecting on my own practice I realised that using natural materials was only a reflection of how Aristotle’s theories have become ingrained into most modern societies, which meant my later work was successful in highlighting societies diversion from nature.
Through this module I have begun to understand how the display of the piece can affect the meaning of the work. I have learnt to understand a sculpture has its own individual needs in terms of display and not all sculptures require a plinth to be exhibited. Embracing its individual qualities and displaying them accordingly, to address its uniqueness as an object can add more depth to the work than sticking to traditional display methods.  
This term I decided to expand on how I recorded my work’s progress by keeping a small note book in which I documented inspiring thoughts, concepts and plans (like an art diary). This helped keep my ideas fresh for more genuine responses to avoid pre-planning my work and to allow the work itself to be a form of research. I have also seen the progress and development of my work unfolding by making use of the studio space. This has helped me reflect and form a more personal relationship with my practice. My practice also progressed through my attendance to most 2nd year lectures and also attending the majority of the Monday and Thursday evening lectures. Some lectures had a large impact on my practice introducing philosophical material I would have most likely not been exposed to otherwise.  
For the first half of this module the momentum of my practice had an increased improvement, working and reflecting on my work consistently every day. I erased my tendency to pre-plan works and instead experimented by creating works without an intended direction and used the discoveries to fuel my future works. However, I let myself down, by failing to manage my time with the essay assignment. This interrupted the momentum of my practice which cut out a lot of practical time within this term leading me to feel disappointed with the amount I have achieved. Acknowledging my failure in time management, I have set myself the task to complete most of the Dissertation project throughout the Summer to avoid becoming overwhelmed and distracted from my practical work during the final year.  
0 notes
diningpageantry · 6 years
Text
When Are We Not Dreaming
Archive Link: https://archiveofourown.org/works/15747540
Word Count: 21,648
Summary: This is the tale of two lovers, existings in two worlds and meeting only in their slumber. When dawn breaks, away the sun leaves the moon to rest and sulk and await the return of his starshine. When the day trickles away, the warrior of the land returns to the darkness to only find warmth. One a war machine built to slaughter, and one a dark creature built to survive, and both exist to kill. Bloodshed shall end when lovers find paths within each other.
-
Simon Snow is the greatest warrior of his time and he’s sent off to slay the Bloodtaker, a demon who has been terrorizing the lands. He falls in love with him instead, and falls out of himself in the process.
TW: Suicide Attempt (Not graphic; Romeo And Juliet-esque).
Notes: Mega thanks to my betas, @ravenclawbaz @jessethejoyful @thedrag0nqueen and @wisest-girl for their efforts on this work! Also, I am not publishing the whole fic under the cut; I’m only posting the first section because it’s quite large. Also, I have art of Demon!Baz, if you’re interested in my interpretation. Anyway, enjoy!
A man steadily approaches a broad opening, fingertips dragging against the crumbling stone walls surrounding the village. They seem to deteriorate at just a glance, raising high and towering as ghosts hiding away an abandoned land, splattered with dried blood and fresh fear of a village now gone.
The bravest warrior, from water-tip to water-tip of England, Simon Snow, stares at the barren wasteland of a previous town, brain buzzing with energy, with ability, with skill to be the one man to finally defeat the Great Bloodtaker. There’s only rumors of his true form, yet when he comes to the mortal realm, he’s bursting with charm; a dark man, tall of stature, with a gentle voice, upturned lips, and a handsome face.
Soft-spoken. Ruthless.
A demon.
A demon walking the land. A demon who’s said to be akin to vampires. If he pleases, he’ll suck the life from your neck, provoked only by a broken deal. He uses favors as an exchange of currency, posing as a poor man. Only a true fool would resist the pleas of the attractive trickster, one that asks for home, for food, for care. The figure then makes deals around, promising good health for a dying man’s wife if he can provide anything of his wishes. All fall for his tricks, all being unable to provide the small things he wishes (a single red shoe, a young pheasant hunted by hand, all differing according to the victim). He sends a curse upon them, continuing to each family until the final night of bloodshed and destruction. The night he attacks.
And now stands Simon Snow, the one chosen to take down the Bloodtaker, to end his path of destruction and blood consummation of the great people of the lands. He takes in the aftermath, hand clutching the hilt of his sword while utterly unsure of what he’ll face.
But alas, as he descends into the crumbling town, he faces nothing in the empty homes and discarded shops. All but rotting food and a pet or two, left untouched and crying for help, have been emptied out. Snow lets the animals smell him. He has nothing to offer but small pieces of bread, and even that runs short too quickly.
The bodies are gone, most likely dragged off somewhere to be burnt to hide the evidence of bloodless carcasses, but it was too late. The word spread far and wide of another town culled by the cannibalistic beast.
It has been occurring far too often, and for far too long. It’s time for this to end.
It’s the time that Snow has been trained for.
With every clash of the blade, with every strike in the heart of his enemy and cry into battle, he grew stronger and more capable. With every training day, The Grand Mage tutting aside at every sloppy movement Snow makes and reminding him countlessly that he was chosen for a reason, and the reason was not to make a fool of him and his country.
He was chosen because he’s magic with a sword; his energy explodes out of him. He’s a killing machine, stronger than the largest brigade threatening the lands. Snow’s choosing was one of tradition, one passed from the previous Grand Mage--the one who found him, who built him to become what he is. Brave. An honor to look upon. The country’s unbeatable weapon.
Despite his reputation, Snow hasn’t completely proven himself without a final challenge.
His challenge is proving himself absolutely, once and for all, as the greatest warrior to come to man. The destroyer of all creatures, human or beyond.
That could be proven, of course, if the demon would step out of his shadow.
Which does not happen. At least, not within his daylight hours of searching. This prompts Snow to set up camp, laying in an abandoned bed in an abandoned house. Drinking ale until he sends his lone body spinning into a spiral of sleep, waking only in the depths of a pit of his mind.
Only his mind doesn’t exist. Purgatory only holds enough, and not one's’ mind.
Yet there stands Snow, clamored in armor and sword in hand, in a strange place with only one staircase as an exit, leading him into an unsure descent.
With nowhere else to go but down, Snow goes. Sinking into the world, into the depths, into the new land he’s unsure of. Steps taking him deeper and deeper. It’s burning hot, as if flames licked at the wall from behind the thick stone.
Hotter and hotter, into the lair of the Bloodtaker.
As Snow’s decline continues, the walls slowly compress, pressure squeezing the air out of the man’s lungs as the world reeks of fire and blood.
Then, as if someone flipped a lever, it’s clear. Open.
A long hallway to an open room, flames crackling beyond his sight.
And there, Snow finds the Bloodtaker, lounging in his seat and swirling a glass of something unknown, something dark. The creature sips it slowly, watching the gold speckled man enter his realm. His piercing eyes following his every move, like a hunter watching its prey. Yet, he doesn’t advance towards him. Not even as Snow draws his sword, hand shaking in the slightest. Snow feels… scared?
“O-O’ great Bloodtaker,” he begins, the metal of his suit clattering the slightest against itself. “I’ve come to destroy wha-what’s destroyed so much… else…” he trails, watching the great beast rise to his feet and approach Snow steadily.
Assumedly, this is his true form, which is somehow grander than what the stories have told. He seems to have some of the attributes that the tales tell, but with more embellishments; pitch black hands, razor sharp claws, pointed teeth and curling horns. He stands at possibly a foot taller than Snow, rising to his feet with impeccable grace, silken robes following in swirls as he steps forward. Pause. Another step, reaching closer and closer to the glowing man of maybe 19 years of age, face relaxed and eyes traveling over the smaller figure before him.
Snow freezes, feet moulding to the ground beneath him as he gapes up at the human-like creature. His skin is much richer in person; like he was sculpted by the gods with river clay and given gemstones for eyes.
He looks like he was built for sin.
By the way Snow reacts, he feels as though the Great Bloodtaker has casted his will onto him. The mortal’s breath catches in his throat as the creature’s hand rises and levitates above the long line of tawny neck, staying as an untouched claw under the jaw of the man.
“You’ve come to bring what upon me, exactly?” he coos, velvety voice twisting Snow’s insides. “You think you can defeat me , mortal?”
Snow’s chin lifts further, breath trying to scratch out in huffs. “Y-yes,” he manages out, eyes staring directly into the creature’s leveled gaze and sputtering out breaths as the Bloodtaker drops his hand to his side, stepping back swiftly and meeting both clawed fingers in front of him in a clasp. The creature’s mouth draws out into a smirk, watching the golden boy scramble to a fighting stance. “I’ve been sent to-to t-take your l-life…”
The Bloodtaker drags his tongue slowly against his top lip, chin tilted up as he stares down at Snow, lips tweaked into a smirk. “Oh you can’t possibly do that, can you? Not with such a simple blade?”
Snow advances in the slightest, hand trembling. He’s not quite sure he exactly can. “I can, I can, I can. ” He has to. He can’t return to his homelands without the head of the beast, but yet, his stance falters, limbs nearly giving. He’s weak to whatever curse the demon cast upon him, giving in to his gaze as the monster grins.
“Oh, but you can’t,” he breathes, stepping back forward as Snow drops his blade, leaving it to clatter against the ground. The Bloodtaker’s hand reaches forward to Snow’s face, nails subtly dragging against the underside of the human’s chin. “Why don’t you stay, oh brave warrior, and keep my lonesome self some company? I’ll feed you for your time, and you can try to defeat me tomorrow.”
Snow crumbles like the gates of the town, head shaking yes as his feet tumble forward. His eyes drift around the room for the first time, absorbing his surroundings. Although he could have sworn that it was empty except the throne, it now has a large dining table, filled to the brim with various foods and drinks, causing Snow’s stomach to growl at the sight.
He drags himself there, immediately beginning to stuff his mouth with whatever he can get his hands on. It dawns on him, half a turkey leg down his throat, that the creature could have easily poisoned his food in attempts to kill him. It’d be so simple, and there he sits, across the long end of the table as he swirls his wineglass slowly, eyeing him carefully through long sips.
Yet Snow doesn’t stop. After all, he’s eaten enough for two regular meals anyway, and he’s going on his third, ravenously hungry from his travels, both alive and in his current realm. As he exists, he’s starved. He stuffs himself further until he can barely manage another bite, food smeared across his face and dripping off his chin as he chugs down ale and clean water , eyes closing and hands trembling as he gulps.
And the beast just stays, eyes locked on the mortal’s face.
One would expect the beast to attack, as he’s fattening up the merely muscle and bone fighter, but instead he admires. He stays, watching his curls bob too and fro and catching the eyes of the man on occasion, giving him a long, satisfied stare. Even as he finishes eating, raising to his feet with a gentle grunt, the creature gives him a once over. “You are free to stay, Great Warrior,” the demon offers, gesturing over his lair.
“It’s Snow,” he states clear as day, eyes flicking over the creature. “Simon Snow, The Mage of Warriors.”
A curt snort comes from the demon, swirling his blood-thick drink. “As if you hold any power above me,” he purrs, licking his lips once again before waving a hand to himself. “Pitch. Tyrannus Basilton Grimm-Pitch is the name my human form takes upon.”
Snow, with raising brows, watches him with curiosity. “Such a bold name for one to pose as a beggar, no?”
“Such a bold question to ask a creature that could kill you so quickly.”
“I don’t believe you’ll kill me after you’ve fed me.”
The creature, or so as he calls himself Tyrannus Basilton Grimm-Pitch, sneers at the mere mortal before sipping from his glass. “I like to play with my food.”
Snow shifts his weight again, this time in the slightest. Food . “Do the words have any significance?” he queries, stepping over to the throne and sprawling himself over the grand chair.
Bold and idiotic, this brave man, and why the creature hasn’t killed him yet is the mystery for the ages.
As he sits, untouched by the darkest creature of the land as he disrespects his power, he continues to challenge him, to question him, to dig deeper into the mind of the being.
“My name?” Tyrannus Basilton Grimm-Pitch mocks. “I… it quite fits me. I’m quite handsome, and a handsome face requires a handsome name?”
“Such as Basilton?”
“ Yes .”
Snow smiles in the slightest. “I quite like that part. Basilton .” He draws it out, head resting back against the cushioned side. “Basil? Bazzz?”
“Baz is quite a crude bastardization of the name...”
“Exactly,” Snow grins. “ Baz . A tad whimsical.”
“I don’t think I agree that it would be fitting.”
“I believe so.”
Baz cocks a brow, sipping his wine (thickened to look like blood for the dramatics) and rolling his eyes for the effect. “You dare taunt a demon?”
“I dare taunt a demon who won’t kill me.”
“I see why you have no further title than Mage of Warriors.”
Snow throws a mean look, but it doesn’t stick.
“Alas, The Warrior is speechless.”
The golden man watches him and slowly spreads across the chair even further, making a point of the demon’s (frankly inexplicable) lack of punishment for disrespect. Baz remains in his seat adjacent to Snow’s, though, enjoying the mortal for all he’s worth, for he’s never had a moment to truly enjoy something so beautiful in his long lifetime, and he’s not quite sure he’ll be able to again.
Fate is so sick and twisted, even for the darkest of creatures. To live without a love, to exist without simple joys is a robbery of a life at all. So, it should be drunk in; sipped slowly and with caution, but finished to fill. To live a short life, one full of true existence is preferable to a never-ending life without such care.
A life known by the striking soldier with rich honeycomb skin, speckled like a hen’s egg and bronze licks of hair curling at every odd and end. He’s a sight to drink in, a sight that Baz doesn’t quite want to take in steadily, but instead he wishes to have him all to himself for now, and for the rest of time.
Such fate isn’t one that would be so kindly graced upon a killer like himself, but wishes can be dreams and dreams can be wishes.
And thus stands their bickering interactions, a back and forth of questions, such as Snow asking why he chose such a lair as his and Baz simply answers “It doesn’t beg the question whether or not he’s genuinely dark”, which was satisfying enough for the mortal, but not enough, as he asks further questions of how he came to be a demon, why he attacks such villages, and whether or not he takes the effort to make his hair fall in a careful way. The personal grooming questions were a tad odd, but somewhat reasonable, given the humanoid’s attention to detail in his appearance. All questions are ones that other creatures would slash the throat of the man after he dares speak, but Baz simply listens, giving snarky answers and snide comments, all the while a small smile trying to push through his cheeks. He takes notice as Snow starts to yawn, struggling to keep a conversation while his eyes grow heavy.
“Tomorrow, then,” he says, eyes drifting up to meet Baz’s. “Tomorrow, I’ll kill you.”
“Tomorrow it is.”
Tomorrow it is. It echoes through Snow’s brain as he rattles awake, laying among the sheets of an abandoned bed in the emptied town.
read the rest on archive!
56 notes · View notes
origami-goblin · 6 years
Photo
Tumblr media
Complete Starfinder Theme Series - Creation Tips and Character Concepts
---
Part 1 - Sculpting Your Backstory - Themes in Starfinder
Creating characters in tabletop RPGs is an art. Before we even put a pen to the page, our minds might already have a vision of our character’s impulsive habits, their fatal flaws, and their love of honeyed candies. We pick up the misshapen ball of clay and sculpt details until our character is standing there, breathing on the page before our very eyes. To put it simply, a part of ourselves becomes attached to that player and we can usually see our own faces staring back at us. It can give us the opportunity to address shortcomings that we have or learn to see things from a different perspective. So, in a way, we level up in RL along with our characters.
But how do you start with a broad idea and hammer out the dents to end up with a fully-fledged character? In Dungeons and Dragons 5E we could start with a Background, like a Sailor or a Noble, and we also received prompts to determine flaws, bonds, and ideals to help breathe life into our newborns. Pathfinder didn’t have much specifically in terms of backgrounds to choose from, but we could choose specific traits that had some backstory to get the wheels turning. With Starfinder, we are presented with one word: theme.
Instantly I’m reminded of the scene in A Christmas Story when Ralphie’s class is assigned the arduous task of writing a theme centered around what they wanted for Christmas (Red Rider BB Gun, anyone?). Starfinder doesn’t appear to leave us with a similar length of creative rope; only ten options? Really? How am I supposed to develop an original history and genealogy of my character when I’m shoehorned into a limiting background from the beginning?
That’s where I’ll jump in to say that you’re wrong to think that way. Honestly, I LOVE that we are limited to a single choice of ten themes. For one, we already know that there are an extensive number of Feats to choose from and having more starting options to memorize on top of those would simply be too much for a game trying to simplify the rules and character creation process. Secondly, I’m a firm believer that limitations and restrictions breed more creativity than rabbits at a carrot festival. They force us to approach our characters with a fresh perspective. Let’s look at the Icon theme, for example:
Icon Character Concepts
“Thanks to interstellar transmissions and Drift travel, the galaxy is smaller than ever, and this connectivity has facilitated your ascension to celebrity status. You might be a famous performer or a celebrated scientist, but either way, you get recognized on the Pact Worlds and in associated systems. Your reason for traveling to unknown worlds might be to further spread your acclaim or to escape the limelight.” - Starfinder CRB
Popular and respected celebrity who can leverage the public’s adoration for specific needs.
Alright, so this describes a character that everybody knows, for some reason or another. The way that it is phrased, it seems like notoriety isn’t completely out of the question, but it is definitely a gray area. So…for what reasons could somebody be famous on an interstellar level?
Pop Icon - Music, dance, special FX, etc. Maybe you’re part of a galactic Blue Man Group or you’re a Kardashian of the Pact Worlds.
Renowned Scientist - You’ve made leaps and bounds in the discoveries of other species and planets. You could be a geologist specializing in the terraformation of planetary features or an intelligent botanist who has cataloged countless samples from neighboring star systems.
Political Propaganda - Your face was used as part of a political campaign for your Home Planet and you are recognized everywhere you go - it’s kind of like being the Coppertone baby or Justin Long from Apple commercials.
Luxurious Billionaire - Part of a historic family, you grew up in the limelight. Every waking moment was scrutinized because you had to live up to your family’s name. Why you don’t have any of that wealth now…that’s up for you to decide.
Skilled Athlete - Having scored the winning goal in the Interplanetary Scrooving Cup, you brought honor, wealth, and fame to your previously unimportant home planet. It doesn’t have to be scrooving, of course (especially since I haven’t invented the rules…yet), but it could be a podracing variant or even a form of space-jousting.
You see, all it takes is a single word to have a canvas on which to build your character. On any of the examples above, you probably have a loose framework of how that person would act; the scientist might bravely charge into the unknown for the sake of scientific discovery, or the athlete might live a shallow life outside of their matches.
Be bold and stretch your imagination. We are no longer limited by the atmosphere.
---
Part 2 - Starfinder Theme Focus - Ace Pilots and Bounty Hunters
This week I’m going back to the scene of the crime to revisit the themes in Starfinder and offer some possible avenues down which you can direct your creative character-building energies. In case you’re completely in the dark on this topic, Starfinder introduces the concept of themes that you can use as a small puzzle piece in sculpting your character. In addition to providing some RP definition, each theme will give your character a boost to a specific stat and bonuses at 1st, 6th, 12th, and 18th level. As an aside, Paizo’s choice to have the theme progression remain identical throughout the possible selections helps to limit the min-maxing a bit, by ensuring that players aren’t choosing themes based on whichever ones grant them bonuses the soonest. Of course, the bonuses that each theme provides inherently enable some level of power-gaming, but that is going to be the case with nearly any pen-and-paper PRG.
Last time, as a part of my deeper dive into themes, I specifically touched on the Icon and listed several examples of character concepts that a player could use when creating a Startfinder character kissed by the Icon theme. The point of the post was to show that themes aren’t meant to limit creativity; they foster it. Just as there’s no wrong way to eat a Reese’s, there are countless interpretations to each theme and the characters that can be molded into existence. Today, I’ll be firing up my brain engine to offer some different charger ideas for the Ace Pilot and Bounty Hunter themes. Buckle up, we’re making the jump!
Ace Pilot Character Concepts
“You are most comfortable at the controls of a vehicle, whether it’s a starship racing through the inky void of space or a ground vehicle zooming between trees, around boulders, and across dusty badlands. You might be a member of an elite military force, the recipient of intense courses of training. Alternatively, you might be a total amateur with innate skills that make you a much-admired hotshot.” – Starfinder CRB
Cargo Transport Pilot – You’ve been on the open road…er…space your whole life. Maybe you enjoy the solitude that comes with transporting outrageous quantities of goods across planets or star systems. These goods could be anything – weapons, construction materials, medical devices. Or maybe it’s a grab bag and half of the excitement stems from wondering what the next shipment will contain. The many laws governing tariffs & import/export taxes come second-nature, and your expertise in maneuvering an unruly behemoth transport ship is unrivaled. I’m sure you have some fantastic stories about the characters that you’ve met at depots and docks along the way. Have you operated with a crew or are you more of a lone wolf? Are you ‘by the book’ or are you known to bend the rules when regulations aren’t being followed? And hey, I’m not going to judge if you smuggle something every now and again – that’s completely up to you.
Mining Rig Operator – A specialist when it comes to operating heavy machinery, and someone who’s not afraid to get their hands dirty. Whether it be a massive drill, asteroid borer, front-end loader, or excavator, you have the honed precision required of someone who could easily level a structure or cause a fatality with a minor slip of the controls. You might harbor a deep love of geology, wealth, or the smell of space-diesel. If you’ve seen Disney’s Atlantis, Gaetan ‘The Mole’ comes to mind here, in all his grimy glory. Has mining been in your family for generations, or were you trying to make some credits in whatever profession was available? Have you pocketed any of your unearthed materials and sold them on the sly? What sort of role would you have on a starship that isn’t a dedicated mining vessel?
Stunt Driver – Inhabitants of the Pact Worlds crave entertainment, and you know how to deliver. From hologram tapes to over-capacity arenas, the lengths you go to appease your audiences is unmatched. How do you prepare yourself mentally to be fearless? Is there any stunt that you won’t do? Huge flames, steep jumps, free-falling acrobatics – you’ve done it all! Have you become an adventurer to satisfy a new craving that’s suddenly emerged deep inside? Are you an adrenaline junky with no care for your personal safety? Or are you THAT confident in your abilities that you simply must show them off at every opportunity?  
Military Training Pilot – You’ve risen through the ranks of a military sect, but you figured that you’re done with combat missions. Instead, you are now responsible for grooming the fresh batch of hot-heads in the Academy to ensure that engagements end favorably at the minimal loss of life and equipment. You could be highly decorated and revered by all, or maybe you’ve never actually seen combat but have a brilliant mind for tactics and strategy. Did you develop a sophisticated training module for recruits? Are you a master of physics and can perform complex equations regarding acceleration, drag, and gravity on the fly? Maybe you’re not pleased about being given a non-combative assignment and yearn to be back in the fight, wherever that might be.
Getaway Driver – You’ll ‘wait in the car.’ You know the best nooks and crannies to hide in after a successful operation, be it a heist or a GTA. Apart from having nerves of steel, your ability to handle any vehicle makes you highly coveted in the high-stakes game of evading the authorities. Perhaps you have a catchy pseudonym, like “Leadfoot” or “Afterburner” that adds an edge of mystery to your growing legend. Are you available for hire depending on the highest bidder, or are you loyal to a dedicated group of criminals? Or maybe you’re not a criminal at all, and you’re an undercover agent networking to root out the top dogs of the criminal world. What drives you (pun intended) and keeps your foot on the accelerator? I haven’t seen Baby Driver, but I imagine that he would make for a fun Starfinder character.
Bounty Hunter Character Concepts
“You track people down for money. It is a dangerous profession, as most of your targets understandably don’t wish to be caught. You wouldn’t have it any other way. You might have a code of ethics, never taking jobs that, say, target children or members of your own race. You might hunt down only escaped criminals. Or you might be completely amoral, taking any job that comes along—for the right price.” – Starfinder CRB
Great Mouse Detective – Maybe I’m getting a little ahead of myself on this one, but a Ysoki Detective? Come on! Okay, we can drop the ‘mouse’ portion of this to generalize it a bit, but a detective makes for a great Bounty Hunter. Searching for clues? Check. Interrogating witnesses? Check. An independent free-lancer? Check, check, check. Now all we need is a mahogany pipe that functions while wearing an airtight, pressurized helmet. Are you a Private Investigator, helping people track down lost relatives? Do you offer your services on a contract basis, assisting the local authorities when your services are required? Maybe you’re exceptional at finding clues, or adept at making accurate deductions based on the information on-hand. Or perhaps your forte involves the canvassing of a crime scene to gather the word on the street, or you could be skilled at poring over historical documents and ancestry lineages.
Gung-Ho Repo-Man – It’s time to pay the piper. Whether it be collecting vehicles or ships that have defaulted loans, or shaking down debtors who are skipping town without paying back the credits owed, there are plenty of avenues to venture down as a repo-man (or woman). Are you employed by a roving band of outlaws or by a seedy brand of space mafia? Do you find honor in returning to others what is rightfully theirs? You can be cold and calculated, or a wild child with a smoking gun. Do you believe in using violence to get the job done, by obtaining the required items by whatever means necessary? Or do you have a strict code of conduct and will only resort to fighting if it is absolutely necessary and all other accessible routes have been exhausted? Either way, you get the job done and collect that paycheck, because if someone is going to get paid, it might as well be you.  
Corporate Headhunter – Everybody’s looking for that perfect candidate to fill the shoes and help their company prosper. Sure, you’re a bounty hunter, but you aren’t collecting the reward on some beat-up Toyota Star-is or trying to bring in a fugitive; you are trying to find the right people and put them in the right seats. Corporations pay you top dollar (after six months) when you track down someone with the appropriate skillset and convince them to accept a position at their firms. You have an absurd eye for noticing talent, even when it isn’t a skill that people recognize themselves as having. These aren’t rush jobs; you know that the only way to scout ability is to dig in beyond the resume and get to know the person behind the paper. Whittling down long lists of candidates to a select few and engaging them in social situations is your true calling, and you truly want them to succeed. If they’re not a fit, it’s on to the next one until you find that diamond in the rough.
Pre-Gap Antiquarian – Not much is known about the Gap (that’s why it’s called ‘the Gap’), but you recognize that there is much to be learned about the past, and that the key to unlocking the secrets of what we’ve collectively forgotten lies in the relics that remain. You seek out machinery, trinkets, baubles, clothing – any odds and ends whose origins have long since been forgotten. Perhaps you scour through old histories and manuscripts, trying to locate legendary items of extraordinary power. Do you have magic at your disposal to aid you in your search, ala a dowsing rod? Do you gravitate towards items of a certain kind, like ancient weapons? What draws you to these items in the first place? Maybe there have been stories passed down through your family and you became attached to them, bringing nostalgia into the mix. Or maybe you believe that the way technology is progressing leaves people disconnected with nature or causes us to lack the stronger bond that comes in a slower-moving culture. You probably hoard some of your treasures and keep an exceptionally special item on your person. You could be a hoarder, or run a shop that deals in the sale and acquisition of oddities and antiques.
Zealous Proselytizer – Instead of being driven by the promise of gold or riches, you seek out the good fortune that comes from your deity looking favorably upon you. Whether it be Talavet, Weydan or any deity in between, you seek out others in attempt to show them the enlightenment that comes with becoming a follower. In a way, you are a bounty hunter of souls. Maybe you preach openly in front of large crowds and then try to personally recruit the ones who come up to your afterwards who show interest and promise. Or perhaps you spend more time watching and listening, following people whose dispositions align best with your deity’s tenets. You don’t necessarily have to be pushy, but you certainly could get aggressive if you become frustrated with your efforts. What if they don’t see the world as you see it? You might not be terribly high on the totem pole, either; you could be passing out leaflets in hopes that you ascend the ranks if you make your quota. Do you have a quota? If so, is it more of a personal goal or an appointed goal? What if you’re not aligned with a deity at all, but you hop between them depending on the one that grants the most benefits? After all, nobody’s perfect.
And there you have it! Since I’ve already done the Icon in a previous post, our next stop will be the Mercenary and Outlaw themes. I’m really looking forward to these two, as they both have a negative connotation and I want to see if we can’t shrug off those predispositions and put a positive spin on them! The main problem I have with posts like these is that I want to start putting together a bunch of characters, most of which will never see the light of day. So, please - create! I shall live through your characters!
Until next time – the stars aren’t the limit; they’re only the beginning.
---
Part 3 - Starfinder Theme Focus - Mercenaries and Outlaws
Three down, seven to go! I’ve decided that I might as well just knock out the remaining themes all in a row so that at the very least they’ll be crammed together on the blog in a loose semblance of order. Check back on the first two posts if you want a bit of background on the Starfinder Themes and the role they play in character creation. There isn’t much more I can expand on regarding themes specifically, so maybe I’ll just impart a few thoughts on backstories as little tidbits for you to ruminate on. Maybe I’ll sprinkle some powdered sugar on top. Maybe!
The point of a backstory is provide a framework and serve as a backdrop for your character - what do they believe? What quirks do they have? Why are they the way that they are? We are all products of our environments, and it is that environment that you are trying to envision. Leave spaces in the narrative to come out during the game; if you fill in every tiny detail then there won’t be anything for the GM to work with and incorporate into the story. Loose ends are the best! They can be woven into the narrative in order to enhance the game. Even if you’re playing a prewritten Adventure Path or Module, a good GM will use the gaps in your backstory to help engage your PC and keep them interested. And when you’re talking about the sheet expanse of the Vast in Starfinder, let your imagination run rampant on WHO your character is! Themes are a nice paste you can spread over your character to stick new things on top of.
Alright - now we are primed to talk about the Mercenary and Outlaw themes. There is a “bad boy” mentality that naturally comes into the conversation with each of these, by lets see if we can list out five brief theme concepts that stretch the boundaries of the basic definitions of these words.
Mercenary Character Concepts
“Whether you take jobs that match your ethical beliefs or you fight for anyone who can afford your services, you are a hired gun. You might take pride in your past accomplishments, proudly displaying trophies of your kills, or you might be laden with guilt over being the sole survivor of a mission gone terribly wrong. You most likely work with other mercenaries and are familiar with the methodologies of military actions all across the galaxy.” - Starfinder CRB
Security Officer - You’ve always seen yourself as a protector - whether someone needs a watchful eye to make sure they stay out of trouble, or if an estate needs to reprimand unwelcome visitors, you can answer that call. Your allegiance follows the flow of credits and you won’t let your personal beliefs get in the way of whoever’s paying. Nobody’s breaking Non-Disclosure Agreements, but you wouldn’t be dissuaded from providing your security services for a direct competitor. Do you run a small-scale Security Detail or are you a division of a larger corporation? Do you specialize in a particular type of work, such as being a bodyguard or providing cyber-security? Where is your base of operations, or do you require on-site lodgings in order to provide the best service? Were you a part of a specific military before becoming involved in security or have you never tied yourself down to a specific group in that capacity? I see Michael Weston from Burn Notice as a decent example of a Mercenary in this vein - providing assistance through the completion of odd jobs and using his unique skills to outthink his opposition.
Divine Crusader - You believe that the Divine shape the universe through the people that inhabit it. And after all is said and done, and your light goes out, you want to be sure that your deeds didn’t go unnoticed from the powerful beings above. For this reason you wear every divine symbol under your shirt, prominently displaying the current recipient of your unwavering homage and devotion. For you, it isn’t a matter of lacking faith; you are just covering your spiritual bases. Or maybe you have followed a strict belief to a single deity for your entire life, pledging your devotion whole-cloth from day one. Do you play a prominent militaristic role while professing your faith or do you sell your services in a more charismatic avenue? Are you convinced that your actions are tipping the doomsday scales in your favor, or is there a crack in your faith? Have you served in any divine-fueled wars or defected from a losing side? A character falling into this category should have their religious preference tied into their backstory, which had likely followed their interests, skills, and hobbies. I can’t stop thinking of medieval crusaders in this regard, but there is a lot of flavor to dip into here.
Corporate Consultant - In the Pact Worlds, corporations might as well be planets for all the power that carry, and they probably have a militaristic presence of some kind. A corporate consultant could specialize in offering recommendations to specific equipment and weapons, or perhaps they aren’t involved in a violent capacity at all. They could be ruthless and tactical, pulling the strings from behind the curtain or offering suggestions on where to shave off the excess fat of the company. I particularly like the idea of someone walking around with a clipboard and conducting interviews with employees ala Office Space. But how does that tie to a Mercenary? Maybe it’s the company itself - weapons contractor, thugs for hire, etc. Or, perhaps the war lies between a rival corporation and you are involved in espionage and marketing attacks to gain market share. Targeted advertisements, facilities sabotage, and staged product recalls are only the tip of the iceberg.
Intergalactic Lobbyist - You have connections. We aren’t talking about a guy who does your dry cleaning or a farm with the best space radishes; these are high-level, big-time connections that puts credits in pockets and shapes the political landscape of the Pact Worlds. The companies on the money side of the table tell you which babies to kiss and which people to schmooze. If your efforts lead to a political victory, lax taxation, or breaks in long-standing mercantile tariffs, then you get paid handsomely as well. Having the backing of a wealthy corporation is influential in the complicated game of thrones and your ability to reach across planetary lines to make hands meet in a mutual agreement is second to none. Are you employed by a certain company or industry, or do you represent the lawmaking bodies? Do you have morals where you would refuse to make connections that conflict with your personal beliefs? Are you sincere in your work? Have you been known to exercise a position as a double-agent or worked to tack on seemingly insignificant riders to laws that will add up to accomplish a more grandiose goal? You’re likely trained to handle yourself in case seals go sour, and can get out of hairy situations with your wit or your weapons.
Boisterous Revolutionary - The transgressions of the current government have gone far enough and it is time for someone to lead the charge against their injustice. That someone is you. Whether it be a local affair to overthrow a village leader or an elaborate scheme to Take Down an entire planetary government, you have the tactical mind and leadership ability required to gather people behind a cause. This might not even be your brainchild - perhaps you were hired to be the face of the militaristic front or to train the rabble that will be storming the frontlines of the fight. Is your identity a secret while you infiltrate the ranks of the very government you’re trying to unravel? Are you merely a voice blasting through the sound-waves, promoting action or demanding change? Why do you fight? Is it a personal grievance or is your reasoning more utilitarian than that? How is the revolution designed to be won and what are the conditions of a victory? From a grassroots movement to an all-out war, there are loads of potential for a character who wants things to be different.
Outlaw Character Concepts
“Due to the sins of your past or your current unlawful behavior, you are a wanted individual somewhere in the Pact Worlds. You might not even be guilty and are striving to clear your good name. Or you might fully admit to being a criminal but believe the laws you break are unjust. Whatever the case, boarding a starship headed to the Vast might be just the thing you need until the heat dies down—or until you’re dragged off to prison.” - Starfinder CRB
Escaped Convict - You weren’t about to twiddle your thumbs and patiently serve out your sentence. Through careful planning, tactical bribes, and a healthy serving of luck, you have broken out of prison and now you’re on the lam. I’m sure that the going hasn’t been easy - between hiding from the law, committing other crimes to stay alive, and disguising your appearance, it’s been a challenge. Did you have anyone waiting for you on the outside, or have you been begging, borrowing, and sealing to get by? Did your escape because you were wrongfully convicted or did you have some unfinished business to take care of? Were you a part of a criminal organization that lacked direction after you were locked up? What about going forwards - do you have a new identity that you’ve been working to build? Is this a backstory within a backstory situation? Were you partially rehabilitated? Did a couple screws get popped loose while you were in the clink, or are there any specific life-changing moments after your capture and sentencing? From the details of the escape, to acquaintances made behind bars, to plans for the future, this one has some long legs you can use to take some great strides.
Undercover Vigilante - By day you work a nondescript job behind a desk but once night hits you are something else entirely. Alternate personas, white lies regarding your whereabouts, and layers of complex secrets define your alternate exploits. In your primary life you might display yourself as completely average but your other identity has an astronomical bounty on their head. What sorts of activities do you participate in while you’re on and off the clock? Are you more of a Robin Hood character or an independent crime fighter who bends the rules and laws to bring justice to those who would normally get a slap on the wrist? Are your methods questionable? Do you kill? It’s hard not to use Dexter as a point of comparison for someone who uses illegal means to ensure justice is served. Does anybody know about your double life, or do you offer your services to law enforcement agencies? Is there a contact on the force that helps you plan out your next target? Do you wear a unique costume or uniform or do you think it’s unnecessary so long as your face is hidden?
White Collar Criminal - Blood is messy and it will spoil your freshly laundered clothes. Your crimes aren’t rooted in violence of the body, but in the acquisition of funds through discreet avenues. Accounting errors, financial repossession algorithms, malicious software - you alter the bottom line of companies to fill your purse with those sweet, sweet credits. Maybe you’ve forged documents to give yourself access to places you shouldn’t be, or perhaps you’ve run pyramid schemes that have created an almost-cult following behind you. What sorts of crimes have you performed and what sorts of groups do you typically target? How large is he typical score? Do you use an alias or leave a calling card to pump up your ego or would you rather not take those unnecessary risks? Did you have an inspiration or teacher for your work, or were your skills self-taught? Is this a full-time gig or do you have another job so that your extra-curricular activities are more of a supplement? Neal Caffrey from White Collar would be a solid source of inspiration for this one, and he really is a jack-of-all-trades when it comes to these sorts of things. Think about how it translates to the world of Starfinder, where technology has progressed significantly and the possibility of scams is abundant - lemon starships, pre-Gap forgeries, and impersonations of diplomats who are literally planets away.
Petty Thief - You are small-time but that doesn’t mean you’re any less talented than the more infamous criminals who are making bigger scores than you. In your eyes, smaller is safer since people are less apt to notice and the manhunt won’t be as dedicated when a booster gets stolen off a personal starship or a couple hundred credits get swiped from a stray purse. Maybe you were raised on the streets and this has always been a part of you or maybe you’ve resorted to crime to rebel against an unfair system. Perhaps you enjoy the thrill you get from the act itself, or you like to cut it as close as possible without getting caught. Do you work independently or as a part of a team? Is there a special role that you fill? How much planning do you do before committing a crime or do you act within the moment? Are you skilled with a weapon or are your talents more in line with dexterity and a convincing tongue? Do you have a stash of Stolen Goods or do you turn around and sell the hot items right away? Is there anything that you’ve stolen that has developed sentimental value? You wouldn’t even have to have an evil alignment depending on your intentions and the severity of your crimes.
Contract Assassin - You have your target and it is your job to eliminate that target without drawing suspicion to yourself or your employer(s). Secrecy is the name of the game and nobody is more meticulous in plotting out the precise details of your operation. As such, your skills come at a high price, but people are willing to pay it knowing that you will be successful in fulfilling your end of the bargain. Your actions have ended wars and started them, reunited countries and torn them apart. From insignificant low-lifes to heavily guarded political figures, you fulfill whatever contracts are the most attractive. Are you driven by money or do you believe that the results of your actions will align with another agenda? Is there a list of prerequisites that must be fulfilled before a target becomes an acceptable contract? How do people get in contact with you? How do you provide your resume for the skeptical clientele without giving away your identity completely? My fallback isAgent 47 from the Hitman series, since he is practically more machine than man which provides an interesting dynamic for the rest of the party.
Another two themes are in the books! Think about how you can add additional spins to these and how the other aspects of your character might tie into the Theme. Can you picture a Vesk crunching numbers and pushing papers all day just to hit the streets as a brutish enforcer at night? What about a Ysoki rubbing elbows with some of the most elite leaders in the Pact Worlds? Priests and Scholars are up next - stay tuned for more Starfinder goodness!
---
Part 4 - Starfinder Theme Focus – Priests and Scholars
As we continue our journey through the themes of Starfinder, let’s take a second to look back on what we’ve already covered. Things were unofficially kicked off in the startup article detailing each theme individually, in which we shined the spotlight on the Icon (something they’re well-versed with). We’ve discussed the daring Ace Pilot and their mastery over starships and land vehicles. Next came the bounty hunter, searching the vastness of space and overturning asteroids to unearth the location of their prey. After that we made a substantial payment to hire the Mercenary, who gladly offers their services to the party with the fattest purse. Which leaves us with our most recent acquaintance, the Outlaw, who would probably prefer that we mention them as little as possible so as not to give away their identity.
Before we get to today’s scheduled programming, I’d like to mention something about character creation that can be limiting to our creativity. It’s definitely a pitfall that I’ve succumbed to on more than one occasion, and Starfinder Themes can inadvertently recreate the situation. The problem with having specific themes or backgrounds in a tabletop game, is that by selecting one of the options we are essentially putting a label on our PC: Drake is a bounty hunter. Full stop. What tends to happen, is that we have a predisposed definition of ‘bounty hunter’ in our minds; it is a mold that we casually place our character into before we have rolled a single die. It can be limiting and stifling to our creativity, even if we don’t initially see it that way.
Try to get into the habit of generalizing the themes and backgrounds so that all of the stereotypical noise is stripped away, leaving you with a beautiful, hollow shell that you can shape as you see fit. Jumping back to the bounty hunter example: Start off with the bounty hunter definition as outlined in the CRB:
“You track people down for money. It is a dangerous profession, as most of your targets understandably don’t wish to be caught. You wouldn’t have it any other way. You might have a code of ethics, never taking jobs that, say, target children or members of your own race. You might hunt down only escaped criminals. or you might be completely amoral, taking any job that comes along—for the right price.”
Okay, that’s a good place to start but it’s wordy and fills in the gaps unnecessarily. Maybe a regular definition would suffice:
“A person who pursues a criminal or fugitive for whom a reward is offered.”
Better, but the normal definition is making some assumptions that we can generalize even further. Let’s try this:
“A FINDER, paid for FINDING.”
When it all gets boiled down, isn’t that essentially what a bounty hunter does? A bounty hunter doesn’t have to be exclusively searching for people; they can be tracking down objects as well, so long as they’re getting paid for successful completion of the job.
These posts on Starfinder themes have sought to generalize the definition of each theme to give us more creative space to mold and shape our PCs. Of course, your character might be the literal definition of a bounty hunter, and that’s perfectly fine too – fun is whatever YOU find most enjoyable!
Enough jabbering, it’s time to talk about the Priest and the Scholar! In the paraphrased words of Wolfmother, “So I’ll tell you all the story about the Scholar and the Priest of the night!”
Priest Character Concepts
“You are a member of an organized religion or similar association. Your belief, whether it has been a part of you since childhood or it came to you later in life, is an integral part of your character. You might travel the stars proselytizing your deity, or your church might have sent you out on a specific holy (or unholy) mission. No matter what obstacles life puts in your way, you always have the conviction of your beliefs to fall back on.” - Starfinder CRB
Dedicated Pilgrim – Humbled by your beliefs and wanting to strengthen the connection you have with your deity, you have dedicated yourself to a journey of enlightenment. Guided by your immovable faith, you will follow the call of your deity to the end of the Pact Worlds and beyond, if you must. Through the discovery of new planets, people, and technologies, everything serves as a connection to your higher power. Are you specifically travelling to commune with a group of believers at a revered historical site? Is there a tangible beacon guiding you in your pilgrimage, such as a holy relic or powerful artifact? Depending on your deity, you may be driven by or attracted to a multitude of objects, lifestyles, people, etc.
Faithful Preacher – Completely enveloped by your faith, you can’t help but to share the holy words of your divine patron wherever you go. Backing up your speeches with passages from deific texts and reciting countless stories of Even though you are aware that everyone is entitled to their own beliefs, are you pushy about spreading your faith or do you focus more heavily on people who are more apt to be convinced? Do you have a specific audience that you are targeting, be it the elderly or are you shaping the young minds of tomorrow? What sort of demeanor does this character have? How do they handle conflict? Have they had an experience that made them question their faith, or is there a profound moment that filled them with their faith to begin with? Maybe you even have a conversion quota that you’d like to reach before you consider your purpose fulfilled.
Astute Theologian – The key to having a solid foundation in faith is to understand the texts and histories that were written to support and document all pertinent information on your deity. Whether you scribe events yourself or focus exclusively on the texts of theologians prior, you enjoy having concrete evidence available at your fingertips. Are you a bookish individual whose vision is damaged by years under dim lights, or are you a young theologian hoping to excel your tutelage under another? Do you collect stories of every deity, or do you limit your studies to a single divine? Are you accepting of other people’s beliefs? Do you have favorite quotes or passages that you constantly reference? Are there any particular ways that you communicate to those of a lesser intelligence? Or perhaps you’re not as intelligent as you initially seem!
Motivational Life Coach – Nothing pleases you more than using your gifts to help others solve their problems. In just five easy steps, anybody can change their life and turn their luck around! Centered around faith, you develop close relationships with others so that you can understand how they’ve gotten to where they are today. How do you encourage people to lower their guard and accept your proven-plan to enrich their lives? What does your enhancement plan entail? Does it have a cost? Have you done any seminars, published books, or organized any retreats to promote your program? Are you just in it for the money or is this a situation where you are the product of your own success? Buzz words and phrases likely leap from your lips – you’re developing a brand after all!
Secluded Hermit – You’ve always found that developing a deep connection with your deity involves peace, quiet, and a whole lot of R&R. You don’t feel a need to proclaim your faith from the rooftops because as far as you’re concerned, faith is entirely personal. By developing your beliefs in private, you can feel that you’re making progress in bettering your soul. How long have you been living alone and why did you choose that lifestyle for yourself? Was it even your choice? How will you assimilate into society and work closely with a party of adventurers? Have you been living a meager lifestyle? Do you have any important possessions that have centered your meditations? Any surviving family? Are you willing to share your faith with others?
Scholar Character Concepts
“You are an erudite intellectual, pitting your brain against problems and puzzles that others would find daunting. You might be an instructor of a specific topic at a large university or a dabbler in a number of fields of study. You could be exploring the galaxy in search of ancient artifacts or new scientific phenomena. Whatever your motivation, you are sure that the answers you seek are out there.” - Starfinder CRB
Eccentric Entomologist – Not limited to just studying the Shirren, you are heavily interested in anything that creeps and crawls throughout the Pact World System. Where others might cringe and crawl, you revel in the opportunity to uncover new species and the possibility of attributing discoveries to your name. What sorts of insects are your forte? Do you specialize in a certain genus? Have you developed any quirks or tendencies that could be attributed to the subjects that you study? Perhaps your studies are strictly limited to understanding the Shirren and their Hive Mind connection and you want to replicate it in another application. Do you keep your samples on you, or do you have a lab where the majority are stored? Any ties to a museum or research facility? Are you an accredited scientist or more of a glorified hobbyist?
Forensic Scientist – Understanding the complex intricacies that go into crime scene investigation, you have an analytical mind rooted in years of study. It’s important that you are familiar with anatomy, physics, and psychology in order to piece together the clues of a murder and figure out the story. Are you currently a part of a law enforcement unit or are you a contractor for hire? Are you an expert in specific types of crimes? Do you often visit the crime scene, or do you focus more on the laboratory side of things? Is there any particular crime that stands out in your mind as most influential or disturbing? What got you into this field of study? How does technology play a role in your investigations? Do you have any enemies that you’ve helped put behind bars that have threatened to make things difficult to you whenever they get out of prison? How will your services be best used out in the real world of adventuring and space travel?
Acclaimed Archeologist – Every planet tells a story under its surface and your job is to discover that story and share it with the world(s). Whether it is the bones of long-forgotten monsters or remnants of an ancient civilization, proof of the past is out there, ripe for the digging. What sorts of equipment or magic do you use to unearth these hidden riches of the world? Are you looking for signs of life, buildings, treasure, or something else entirely? After you find something, what are your goals for your discovery – sharing it with others or stashing it away for yourself? Are you a part of a small team, large corporation, or just working independently? Is there some great mystery that you’re trying to solve? Who are your key contacts in the industry and how do you determine your dig sites? Maybe you also investigate and search for destroyed ships or vessels that we lost in the Drift, hoping to bring closure to friends and family (or to scavenge the wreckage).
Environmental Engineer – Out in the far reaches of space, the environment is hostile and deadly. Maybe you’ve assisted in developing life support systems or you have assisted in the creation of sustainable housing that can stand up to the harshest of elements. Or maybe you are have studied other planets in-depth and understand the ecology, planetary make-up, atmosphere, and other vital statistics about them. Taking it a step further, maybe you’re involved in the preservation of resources and ensuring that the next generation will not be lacking in basic environmental needs. You might be a geologist, pedologist, or meteorologist. Are you focused on environmental usage or preservation? Is there a specialty that others consult you on, like water, air, or weather? Do you design structures? What about terraforming or reshaping existing planets to suit the needs of the people? Are you paid well for your efforts? Did you attend any schooling or are you self-taught? There is a ton of flexibility in this one because the worlds in Starfinder are incredibly diverse and allow for immense creativity.
Legacy Historian – The Gap has left a literal gap in people’s minds – what happened during the period of time before the present-day? Your research is meant to answer that specific question. You might be focused on the militarization of the Pact Worlds, investigating wars and battles that took place during that time. Or maybe you’re more concerned with cultures and race anthologies, trying to understand the people that existed before and during the Gap. Better yet, you might be a renowned historian on Golarion (leaving the player able to exhibit their Pathfinder knowledge). Historians can also be responsible for chronicling events as they happen. Do you write everything down or are you a ‘living’ historian who has an impeccable memory for reciting facts and figures? What level of history interests you the most – individual and familial histories or the rise and fall of empires? Have you ever tweaked a fact to better fit a desired narrative or are you unbiased in your research? Is your work published anywhere? Do you have any powers of foresight were you can recognize past mistakes and see events unfolding as the consequence to those events? Why do you record – so others can remember or so you don’t forget?
And with that, we’ve detailed out seven of the ten themes. But wait! Aren’t there only nine themes? Do I even know what I’m talking about at this point? You would be correct in saying that there are only nine DEFINED themes, but I’m saving the final post in this series for a brief dive into being Themeless. Even though creating a character without a theme seems like writing a book and forgoing a title, themeless is the perfect solution to the problem of dreaming up a character who doesn’t seem to check off the boxes of a single theme, or one that checks off boxes of multiple themes and you simply can’t decide which one is most dominant.
---
Part 5 - Starfinder Theme Focus - Spacefarers and Xenoseekers
First of all, let me apologize. It’s been MONTHS since I teased the final article on Starfinder themes and leaving this series in a perilously unfinished limbo. I wish that I had a decent excuse to explain it, but unfortunately I don’t have that either. So please, accept my apology, and let’s get to the conclusion of this series!
We’ve covered a lot of bases - Ace Pilots, Bounty Hunters, Icons, Mercenaries, Outlaws, Priests, and Scholars, which means that today we will be talking about Spacefarers, Xenoseekers, and briefly touching on the Themeless concept. That’s still a ton of ground to cover, and I’m a bit intimidated even thinking about it. Concluding this intense detail into Starfinder’s themes will be bittersweet - not only because it’ll be over, but also because there’s no way to fully encapsulate the entire, endless spectrum of characters you can create within Paizo’s Starfinder universe. That’s what’s really great about the Themeless option; if none of the other themes do your character justice in describing their schtick, then you can always go Themeless and solve that particular problem.
Whenever I create a character, I will usually start by trying to find an interesting or obscure feat, characteristic, theme, etc and build the character around that. Some people are really creative and come up with amazing backstories first and build the character to fit their artistic vision. Although that’ll happen on occasion, I’ll generally determine a character’s backstory after I’ve fleshed out their vitals and statblock. The important thing for me is that my characters stand out. Not from a min-max perspective (if that’s what you enjoy then keep doing it!), but from a standpoint of going outside the norm and playing a character with abilities that people may have never experienced before.
Stone Warder Sorcerer? Breadth of Experience feat? Archivist Bard? All of these types of choices go leaps and bounds to hint and what the character is all about. A Stone Warder Sorcerer would be something like an Earth Bender from Avatar, gaining their powers from the rocky world around them. Characters with a Breadth of Experience are ancient, meaning that they’ve seen and heard nearly all there is to know. Bards with the Archivist archetype aren’t going to be dishing out much damage, but they are constantly scribbling down their experiences and every bit of lore they can get their hands on. And just like that, a single piece of your character’s statblock can literally define them.
That’s partly been the point of these posts about the Themes in Starfinder. Sure, you can come up with an absolutely AWESOME character concept and attach a theme that fits that character. No problem. But if you’re having trouble coming up with a character, the options listed in these posts are meant to assist you in launching off into the incredible Imagisphere to create a truly unique character.
Alright, I’ve babbled so much that I’ve turned into a brook. (Sorry if I’ve used that particular moniker already…it’s been a long time since my last Starfinder post). Time to finish off the series!
Spacefarer Character Concepts
“Your longing to journey among the stars can’t be sated. You yearn for the adventure of stepping onto a distant world and exploring its secrets. You tend to greet every new opportunity with bravery and fortitude, confident that your multitude of skills will pull you through. Perhaps you simply find joy in the act of traveling with your companions, or perhaps you are just out to line your pockets with all sorts of alien loot!” - Starfinder CRB
Clueless Tourist - Let’s face it. You saw a map of the Pact Worlds and immediately searched the best places to visit on each planet. Theme parks, monuments, parks - you want to visit them all and document your travels on a blog that you’re still coming up with a creative name for. Experiences are the best currency to be paid in, and your goal is to become filthy rich on them. Now, you might not understand all of the different cultures or customs in the places that you’re visiting, but in your eyes everybody else should be happy that you’re bolstering the economy in all of your destinations. Excuse me - could you please take my photo?
Deductive Meteorologist - Perhaps in the same vein as the Environmental Engineer concept from the Scholar post, this character would be all about the weather and is drawn to the varied climates and conditions present in the Pact World planets. Have you ever seen the sunrise through noxious fuchsia clouds or felt thick, oily rain land on your head? All of these phenomenon can be explained through science. Maybe you’ll publish a scholarly journal on your findings, or maybe your more of a storm-chaser bent on surviving the most wild and dangerous conditions. No matter how you spin it, you’re fascinated by the weather, whether your companions like it or not.  
Hospitable Flight Attendant - Time to make everybody else’s travel experiences as enjoyable as possible. You’re an expert at socializing and keeping everybody’s minds off the baggage fees and severe lack of legroom. In your eyes, there’s no part of a space commute that can’t be made better by a tall glass of sherry or a delicious sack of Zeni’s Zesty Znacks. While traveling, you are sure to keep all the amenities nearby to heighten the enjoyment of those around you. You might have gotten into the gig because you wanted to see the universe, and maybe that itch is just beginning to surface once more.
Curious Explorer - Hardly anything fancy about this one. You love exploring. The mystery, intrigue, and discovery thrill you to pieces. Every time you come across a corner, you just HAVE to see what’s on the other side of it. This is known to get you into heaps of trouble and situations where you end up on the wrong end of a ‘No Trespassing’ sign. But, through your foolhardy actions, you’ve been able to experience things that very few other people have, and your stories are the things of legend. There are countless star sectors to visit and only so much time…what are you waiting for?!
Budding Photographer - Your goal? The perfect shot. You might be a movie producer scouting locations for your next sector-buster. Or maybe you’re an artistic photographer determined to capture the essence of the human (and alien) experience. You never miss a moment and you are incredibly easy to track based on the trail of snapshots that you leave behind. Whether your honing your craft or a complete amateur when it comes to lighting, focus, and apertures, space grants you the freedom to create magnificent works of art. Every horizon has another potential shot, and you’ll hitchhike your way around the galaxy if you have to if it means catching your elusive unicorn.
Xenoseeker Character Concepts
“The thought of meeting alien life-forms excites you. The more different their appearances and customs are from yours, the better! You either believe they have much to teach you or you want to prove you are better than them. Of course, the only way to accomplish your goal is to leave the Pact Worlds and travel to the Vast, where a virtually endless number of aliens await.” - Starfinder CRB
Captivated Anthropologist - This concept makes perfect sense. As an anthropologist, you live and love to study the differences between humanoid species. You can even take it a step further to be fascinated with specific aspects of each of the races. What are the secrets behind the Lashunta’s psychic abilities? How tough are the scales of the Vesk? So many questions and not enough time to find all the answers. You might become acutely interested in your crewmates, asking them all sorts of intrusive questions in order to develop an understanding for their specific gifts and talents. Beings with surgical enhancements might be particularly interesting to you as humanoids continue their never-ending quest for power.
Inquisitive Marketing Guru - If you want to sell something, you HAVE to know your market. Double blind surveys, focus groups, experimental expos…you will stop at nothing to understand the people buying the products you’re pitching. Whether you’re a part of an elaborate Ponzi scheme or a well-known enterprise, you are hungry to understand the psychology of buying patterns and habitual spending. If you can unlock those secrets, you will be the most valuable asset to whichever company decides to employ you. And, by developing an understanding for the beings around you, you’ll undoubtedly be an asset in any situation involving sweet-talking with honeyed words. Heck - maybe if you can find some delicious edible aliens, you will be the next great snack mogul in the Pact Worlds! Second only to Zeni himzelf.
Experimental Doctor - You embrace the uniqueness of yourself and encourage others to do the same. Stand out from the crowd, you say. Set yourself apart! Implant yourself with one of the many augmentations that you can provide! Your interest in the countless creeping aliens and obscure creatures skittering around the Vast stimulate your imagination and provide you with the necessary…tools to allow you to develop exciting new attachments for your adoring fans. Or maybe you’re more secretive and don’t think your work should see the light of day. Will you be a mad scientist or a renowned surgeon? The choice is yours!
Calming Zoologist - People will pay loads of money to see an exhibit they’ve never experienced before. There are countless numbers of mindless creatures out in the far reaches of space that would be welcomed additions to a zoological attraction. Your history in taming wild beasts and soothing the animalistic nature in the creatures you’ve encountered makes you the perfect person for the job. There is a fantastic space zoo that’ll pay top dollar for new specimens, and you’re itching to get paid. This isn’t to say that you are inconsiderate of the creatures’ feelings, however. The zoo that you’re working for is more akin to a resort, and they take great care of the residents that live there.
Talkative Space Taxi Driver - While taking fares, you’ve come across just about every type of intelligent being known in the sector. Long nights that turned into early mornings were a staple of yours, and you’ve delivered passengers to slums, clubs, and luxury estates, learning about them all the while. You love a good conversation; it helps pass the time and gives you an amazing repertoire of stories to share with your crewmates. Everybody comes from a different background, and you have learned to appreciate the intricacies and uniqueness that everybody brings to the figurative table. You might have a bit of a lead foot as well…but who doesn’t?
Themeless Characters
If you don’t fit the bill with any of the other themes, then you are probably Themeless. By choosing to forgo a theme designation, your statistical bonuses will suffer compared to a character who has a theme, so if you’re more concerned with numbers and maximizing your character, then this might not be for you. Choosing this option, however, will allow you to portray your character as a vast canvas, awaiting your masterful strokes.
Hopefully I’ve portrayed the wide variety of concepts that the Starfinder themes can cover. With a dash of creativity, you can morph at least one of the themes to fit the base core of your character. Try to think about each of the themes in new ways; don’t get caught up in the specific 'title’ of the theme. Read the blurbs about each one and search for synonyms that line up with the character that you’re envisioning in your mind.
At the end of the day, play a character that you WANT to play. You should be excited every time that you portray your character, and play the game in whatever way is going to be the most fun for you.
I hope you’ve enjoyed this series on the Themes of Starfinder! See you in the stars!
18 notes · View notes
0blivion-laughs · 3 years
Text
RAY CAESAR
Tumblr media
Many call Ray Caesar the Godfather of Digital Art, and his process is completely digital from its beginning through the printing stage. Though he is certainly seminal in his oeuvre, it is his fantastically disturbing content that has made him a cult favorite, from collectors like Madonna and Elton John to the population at large who not only know of his heartache, but embrace it. Caesar frequently talks of suffering from Dissociative Identity Disorder. Combine this with his time working in Art and Photography Department of The Hospital For Sick Children in Toronto and you are faced with a sea of controversial imagery.
“When you grow up in a dark place filled with fear and pain and cruelty, there is a tendency to find hidden places of pleasure and beauty within that world of the night,” mentions the artist. “I have always thought that the greater potential for evil and darkness that there is an even greater potential for good and light. There is a natural inner drive within the human mind to find balance in any situation and find ways of coping in a sea of turbulence. We are all stronger than we give ourselves credit for and when our conscious mind cannot handle something overwhelming in the darkness of the real world, our subconscious becomes very creative and takes its own path into an inner light. For me art is an expression of living in that duality and a visual voice to express fear and rage and sadness… and hope and calm and ultimately, love.”
Tumblr media Tumblr media
SALAD DAYS
I was born in London, England in 1958, the youngest of four and much to my parent’s surprise, I was born a dog. This unfortunate turn of events was soon accepted within my family and was never again mentioned in the presence of polite company.
I was a rambunctious youth as was natural to my breed but showed a fine interest in the arts as I drew pictures incessantly on anything including the walls and floors of every room of our tiny house. After some trouble with intolerant neighbors, my family was convinced to move to Canada and it was not long before the burgeoning town of Toronto became our new home. Unfortunately the drawing continued to become somewhat atypical and aberrant and it was  impressed upon me that such images might not be suitable for public viewing. In the summer of 69, there was a valiant attempt to stop me from doodling infamous contemptible fascist dictators upside down on my stomach with a ballpoint pen. I was consoled however by the encouragement to continue penciling in faces of flamboyant cowboys such as Gene Autry, Roy Rogers, The Lone Ranger and Tonto on my toenails but was expressly forbidden to talk to them at night. It can be said that there are defining moments in a dogs life that can only be described as pivotal. Mine came when I received a gift of a flesh toned 12 inch plastic movable human doll attired in cheaply made military fatigues called “GI Joseph”. I however named him “Stanley Mulver” and immediately resigned his commission from the light infantry. My Mother helped in this by sewing small business suits and leisure wear out of leftover Christmas fabric embroidered with holly and snowmen, tinfoil shoes and one tasteful Safari suit made of tight fitting powder blue rayon that proudly shone cobalt in the summer sunlight. It wasn’t long before I had begun making enlarged wigs out of gray plasticine. These wigs soon became huge pompadours for Stanley and looked even more grand when I meticulously imbedded small hairs from my daily body and face shavings. This hirsute practice along with walking upright allowed me to fit in with other children even though my father considered it a waste of time. In short, Stanley had become a visage of the Man I could never be, of that elusive self one sometimes glimpses down the tunnel of infinite reflected mirrors. Although ridiculed by my peers, I proudly wore Stanley around my neck at all times as if to say “SEE! This is the man I will be, a good man, a kind man”. I have worked in many fields over the years, attended obedience classes and art colleges, jobs designing horrible buildings in architectural studios, medical art facilities, digital service bureaus, suspicious casino computer game companies, eventually working at computer modeling, digital animation and visual effects for television and film. Some award nominations have been attained and I have been driven in long black liquor filled limousines and walked on hind legs down red carpets in Pasadena while wearing strange smelling rented tuxedos. Things change and summer years come to an end. My change occurred one night when my Mother visited me, which was slightly unusual because she had passed away some months before, a victim to the cigarette habit she could never quite lick. Facing a wall and slowly turning I saw the right side of her face ablaze in light, her hand trying to cover the light as if she were apologetic for having it seep through. Words were said about following rabbits down holes and I was shown galleries of work which were to be my own. My Mother was not the first visitation I have had and it seems she will not be the last. I live in a brick house with my wonderful wife Jane and a coyote called Bonnie. I like eating avocados and I don’t really mind being a dog.
THE HOSPITAL FOR SICK CHILDREN For 17 years I worked in the Art and Photography Department of The Hospital For Sick Children in Toronto from 1980 until 1997. I worked in a department that documented such things as child abuse, surgical reconstruction, psychology and animal research. They were years that I will never forget, years of witnessing great sadness but also great miracles. I often awake in the middle of the night and realize I have been wondering the hallways and corridors of that giant hospital. As I lay there in the dark, I struggle to remember the fading words of those that still haunt my memories of so many years ago. It is so clear to me that this is the birthplace of all my imagery. It is appropriate that I now live my dreams for those that didn’t get a chance to live theirs…. to do otherwise would be a sin.
Much of my work at the hospital was tedious and boring in that I produced tremendous amounts of statistical data before the advent of computers  and dealt with a lot of sensitive photographic material and work for publication. Another part of my job was overwhelming in that at any given moment I could typically find myself hovering over a tiny premature infant covered with tons of equipment. I would have to sift through the equipment to make a technical diagram, a teaching tool to allow intensive care nurses to have some idea of all that tangle of machinery that kept that tiny infant alive. Other times I would have to draw a similar thing of some poor animal in the research dept that had the misfortune of being a lab animal. To this day I have developed a profound love for animals that is very important to me. On a few occasions I dealt with forensic material for the court or sensitive medical documentation that would for me be overwhelming. I worked on board games and flash cards for brain damaged children and some of the early computer animations of the cryogenic removal of a brain tumors. Teaching hospitals are like tiny cities and whenever you think you have seen it all, reality slaps you in the face and shows you something that makes you re-evaluate everything. I learned in my life that human hands can be cruel and unkind but more often they can perform heart surgery or write a check to build a new wing of a hospital or just simply brush away a child’s tear.” Miracles do exist but they are often the product of our own actions and the incredible work of of the unsung heroes that care for children.
MY PROCESS
Tumblr media
I create models in a three dimensional modeling software called Maya and cover these models with painted and manipulated photographic textures that wrap around them like a map on a globe. Each model is then set up with a invisible skeleton that allows me to pose and position the figure in its three dimensional environment. Digital lights and cameras are added with shadows and reflections simulating that of a real world.First the models are sculpted similar to pushing and pulling the surface of a piece of clay. I am often reminded of being in preschool with my huge chunk of Plasticine. I once modeled a Plasticine shoe but my father forbade me to wear it in public. I then create an inner structure of joints similar to a skeleton that allows me to pose the figure with a spine, shoulders, elbows and even finger joints. Many heads are modeled with many a different expression and these can be blended to create a subtle look similar to the one my wife has when I have done something suspicious.I color the models first in a very simple way, then each surface in the model is wrapped with a texture that may be painted digitally such as a flower petal or from a digital photograph such as a wood surface. I collect textures the way some people collect little silver spoons and I have a story about each texture in my collection such as the one about my father’s hip operation scar or the picture I convinced my gastroenterologist to give me of the inside of my colon. My favorite textures to collect are skin textures, as I have a legitimate excuse to ask people to expose large areas of bare skin.As my work is printed I am often asked about my original, but it exists only in the computer in a dimensional world of depth, width and height. I am fascinated by the concept that this 3 dimensional space exists much as another reality and even though I turn the computer off, I am haunted by the fact that this space is still there existing in a mathematical probability, and the space that we live in now might not be all that different.
Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media
0 notes
openlyandfreely · 4 years
Quote
Advice from a psychologist in NY: After having thirty-one sessions this week with patients where the singular focus was COVID-19 and how to cope, I decided to consolidate my advice and make a list that I hope is helpful to all. I can't control a lot of what is going on right now, but I can contribute to this. MENTAL HEALTH WELLNESS TIPS FOR QUARANTINE 1. Stick to a routine. Go to sleep and wake up at a reasonable time, write a schedule that is varied and includes time for work as well as self-care. 2. Dress for the social life you want, not the social life you have. Get showered and dressed in comfortable clothes, wash your face, brush your teeth. Take the time to do a bath or a facial. Put on some bright colors. It is amazing how our dress can impact our mood. 3. Get out at least once a day, for at least thirty minutes. If you are concerned about contact, try first thing in the morning, or later in the evening, and try less traveled streets and avenues. If you are high risk or living with those who are high risk, open the windows and blast the fan. It is amazing how much fresh air can do for spirits. 4. Find some time to move each day, again daily for at least thirty minutes. If you don’t feel comfortable going outside, there are many YouTube videos that offer free movement classes, and if all else fails, turn on the music and have a dance party! 5. Reach out to others, you guessed it, at least once daily for thirty minutes. Try to do FaceTime, Skype, phone calls, texting—connect with other people to seek and provide support. Don’t forget to do this for your children as well. Set up virtual playdates with friends daily via FaceTime, Facebook Messenger Kids, Zoom, etc—your kids miss their friends, too! 6. Stay hydrated and eat well. This one may seem obvious, but stress and eating often don’t mix well, and we find ourselves over-indulging, forgetting to eat, and avoiding food. Drink plenty of water, eat some good and nutritious foods, and challenge yourself to learn how to cook something new! 7. Develop a self-care toolkit. This can look different for everyone. A lot of successful self-care strategies involve a sensory component (seven senses: touch, taste, sight, hearing, smell, vestibular (movement) and proprioceptive (comforting pressure). An idea for each: a soft blanket or stuffed animal, a hot chocolate, photos of vacations, comforting music, lavender or eucalyptus oil, a small swing or rocking chair, a weighted blanket. A journal, an inspirational book, or a mandala coloring book is wonderful, bubbles to blow or blowing watercolor on paper through a straw are visually appealing as well as work on the controlled breath. Mint gum, Listerine strips, ginger ale, frozen Starburst, ice packs, and cold are also good for anxiety regulation. For children, it is great to help them create a self-regulation comfort box (often a shoe-box or bin they can decorate) that they can use on the ready for first-aid when overwhelmed. 8. Spend extra time playing with children. They will rarely communicate how they are feeling, but will often make a bid for attention and communication through play. Don’t be surprised to see therapeutic themes of illness, doctor visits, and isolation play through. Understand that play is cathartic and helpful for children—it is how they process their world and problem solve, and there’s a lot they are seeing and experiencing in the now. 9. Give everyone the benefit of the doubt, and a wide berth. A lot of cooped up time can bring out the worst in everyone. Each person will have moments when they will not be at their best. It is important to move with grace through blowups, to not show up to every argument you are invited to, and to not hold grudges and continue disagreements. Everyone is doing the best they can to make it through this. 10. Everyone finds their own retreat space. Space is at a premium, particularly with city living. It is important that people think through their own separate space for work and for relaxation. For children, help them identify a place where they can go to retreat when stressed. You can make this place cozy by using blankets, pillows, cushions, scarves, beanbags, tents, and “forts”. It is good to know that even when we are on top of each other, we have our own special place to go to be alone. 11. Expect behavioral issues in children, and respond gently. We are all struggling with disruption in routine, none more than children, who rely on routines constructed by others to make them feel safe and to know what comes next. Expect increased anxiety, worries, and fears, nightmares, difficulty separating or sleeping, testing limits, and meltdowns. Do not introduce major behavioral plans or consequences at this time—hold stable and focus on emotional connection. 12. Focus on safety and attachment. We are going to be living for a bit with the unprecedented demand for meeting all work deadlines, homeschooling children, running a sterile household, and making a whole lot of entertainment in confinement. We can get wrapped up in meeting expectations in all domains, but we must remember that these are scary and unpredictable times for children. Focus on strengthening the connection through time spent following their lead, through physical touch, through play, through therapeutic books, and via verbal reassurances that you will be there for them at this time. 13. Lower expectations and practice radical self-acceptance. This idea is connected with #12. We are doing too many things in this moment, under fear and stress. This does not make a formula for excellence. Instead, give yourself what psychologists call “radical self-acceptance”: accepting everything about yourself, your current situation, and your life without question, blame, or pushback. You cannot fail at this—there is no roadmap, no precedent for this, and we are all truly doing the best we can in an impossible situation. 14. Limit social media and COVID conversation, especially around children. One can find tons of information on COVID-19 to consume, and it changes minute to minute. The information is often sensationalized, negatively skewed, and alarmist. Find a few trusted sources that you can check in with consistently, limit it to a few times a day, and set a time limit for yourself on how much you consume (again 30 minutes tops, 2-3 times daily). Keep news and alarming conversations out of earshot from children—they see and hear everything, and can become very frightened by what they hear. 15. Notice the good in the world, the helpers. There is a lot of scary, negative, and overwhelming information to take in regarding this pandemic. There are also a ton of stories of people sacrificing, donating, and supporting one another in miraculous ways. It is important to counter-balance the heavy information with hopeful information. 16. Help others. Find ways, big and small, to give back to others. Support restaurants offer to grocery shop, check-in with elderly neighbors, write psychological wellness tips for others—helping others gives us a sense of agency when things seem out of control. 17. Find something you can control, and control the heck out of it. In moments of big uncertainty and overwhelm, control your little corner of the world. Organize your bookshelf, purge your closet, put together that furniture, group your toys. It helps to anchor and ground us when the bigger things are chaotic. 18. Find a long-term project to dive into. Now is the time to learn how to play the keyboard, put together a huge jigsaw puzzle, start a 15 hour game of Risk, paint a picture, read the Harry Potter series, binge watch an 8-season show, crochet a blanket, solve a Rubix cube, or develop a new town in Animal Crossing. Find something that will keep you busy, distracted, and engaged to take breaks from what is going on in the outside world. 19. Engage in repetitive movements and left-right movements. Research has shown that repetitive movement (knitting, coloring, painting, clay sculpting, jump roping, etc) especially left-right movement (running, drumming, skating, hopping) can be effective at self-soothing and maintaining self-regulation in moments of distress. 20. Find an expressive art and go for it. Our emotional brain is very receptive to the creative arts, and it is a direct portal for the release of feeling. Find something that is creative (sculpting, drawing, dancing, music, singing, playing) and give it your all. See how relieved you can feel. It is a very effective way of helping kids to emote and communicate as well! 21. Find lightness and humor in each day. There is a lot to be worried about, and with good reason. Counterbalance this heaviness with something funny each day: cat videos on YouTube, a stand-up show on Netflix, a funny movie—we all need a little comedic relief in our day, every day. 22. Reach out for help—your team is there for you. If you have a therapist or psychiatrist, they are available to you, even at a distance. Keep up your medications and your therapy sessions the best you can. If you are having difficulty coping, seek out help for the first time. There are mental health people on the ready to help you through this crisis. Your children’s teachers and related service providers will do anything within their power to help, especially for those parents tasked with the difficult task of being a whole treatment team to their child with special challenges. Seek support groups of fellow home-schoolers, parents, and neighbors to feel connected. There is help and support out there, any time of the day—although we are physically distant, we can always connect virtually. 23. Take it moment by moment. We have no road map for this. We don’t know what this will look like in 1 day, 1 week, or 1 month from now. Often, when I work with patients who have anxiety around overwhelming issues, I suggest that they engage in a strategy called “chunking”—focusing on whatever bite-sized piece of a challenge that feels manageable. Whether that be 5 minutes, a day, or a week at a time—find what feels doable for you, and set a timestamp for how far ahead in the future you will let yourself worry. Take each chunk one at a time, and move through stress in pieces. 24. Remind yourself daily that this is temporary. It seems in the midst of this quarantine that it will never end. It is terrifying to think of the road stretching ahead of us. Please take time to remind yourself that although this is very scary and difficult, and will go on for an undetermined amount of time, it is a season of life and it will pass. We will return to feeling free, safe, busy, and connected in the days ahead. 25. Find the lesson. This whole crisis can seem sad, senseless, and at times, avoidable. When psychologists work with trauma, a key feature to helping someone work through said trauma is to help them find their agency, the potential positive outcomes they can effect, the meaning and construction that can come out of destruction. What can each of us learn here, in big and small ways, from this crisis? What needs to change in ourselves, our homes, our communities, our nation, and our world?
1 note · View note
ciathyzareposts · 6 years
Text
Quest for Glory III and IV
The VGA remake of Quest for Glory I. By this point, Sierra’s graphics exceeded the quality of most Saturday-morning cartoons, and weren’t far off the standard set by feature films, being held back more by the technical limitations of VGA graphics than those of the artists doing the drawing.
Quest for Glory, Lori Ann and Corey Cole’s much-loved series of adventure/CRPG hybrids, took a year off after its second installment, while each half of the couple designed an educational game for Sierra’s Discovery Series. After finishing her Discovery game Mixed-Up Fairy Tales, a less ambitious effort aimed at younger children than Corey’s The Castle of Dr. Brain, Lori headed a remake of the first Quest for Glory, using VGA graphics and a point-and-click interface in place of EGA and a parser. While opinions vary as to the remake’s overall worthiness — I’m personally fonder of the original version, as is Corey Cole — no one could deny that it looked beautiful in 256 colors. Sierra was, like many other media producers at the time, operating in a short-lived intermediate phase between analog and fully-digital production techniques, which gave the work a look unique to this very specific period. For example, most of the characters in the Quest for Glory I remake were first sculpted in clay by art director Arturo Sinclair, then digitized and imported into the game. One can only hope that contemporary gamers took the time to appreciate the earthy craftsmanship of his work. Sierra and much of their industry would soon fall down the full-motion video rabbit hole, and the 3D Revolution as well was just over the horizon, poised to offer all sorts of exciting new experiential possibilities but also to lose almost as much in the way of aesthetic values. It would, in other words, be a long time before games would look this good again.
Thankfully, the era of hand-drawn — or hand-sculpted — art at Sierra would last long enough to carry through the next two Quest for Glory games as well. Much else, though, would conspire against them, and in my opinion neither the third nor the fourth game is as strong as either of the first two. Today we’ll have a look at these later efforts’ strengths and failings and the circumstances that led to each.
Well before starting work on the very first Quest for Glory, Lori Ann Cole had sketched out a four-game plan for the series as a whole. It would see the player’s evolving hero visiting four different cultural regions of a fantasy world, all drawn from cultures of our own world, in adventures where the stakes would get steadily higher. The first two games had thus covered medieval Germany and the Arab world, and the last two were slated to go to the murky environs of Eastern Europe and the blazing sunshine of mythic Greece. In fact, Quest for Glory II ends with an advertisement of sorts for the “upcoming” Quest for Glory III: Shadows of Darkness, the Eastern European game. Yet almost as soon as the second game was out the door, the Coles started to have misgivings. To go with its milieu drawn from Romanian and Slavic folklore and the Gothic-horror tradition, Shadows of Darkness was to have a more unfriendly, foreboding approach to gameplay as well. The Coles planned to make “aloneness, suspicion, and paranoia,” as Corey puts it, the hallmarks of the game. They didn’t want to abandon that uncompromising vision, but neither were they sure that their players were ready for it.
Shortly before leaving Sierra to join Origin Systems, staff writer Ellen Guon suggested that the third game could easily be set in Africa instead, following up on an anecdote mentioned by one of the characters in passing in Quest for Glory II — thus extending the series’s arc from four to five games and postponing the “dark” entry until a little later. The Coles loved the idea, and Quest for Glory III: The Wages of War was born. Sure, making it did interfere with some of the thematic unities Lori had built into the series; its entries had been planned to correspond with the four classical elements of Earth, Fire, Air, and Water, as well as the four cardinal compass directions and the four seasons. But perhaps that was all a little too matchy-matchy anyway…
Other, less welcome changes were also in the offing: the new game’s gestation was immediately impacted by the removal of Corey Cole from most of the process. Corey had originally been hired by Sierra in a strictly technical role — specifically, for his expertise in programming the Atari ST and the Motorola 68000 CPU at its heart. His first assigned task had been to help port Sierra’s then-new SCI game engine to that platform, and he was still regarded around the office as the resident 68000 expert. Thus when Sierra head Ken Williams cooked up a scheme to bring their games to the Sega Genesis, a videogame console that was also built around the 68000, it was to Corey that he turned. So, while Lori worked on Quest for Glory III alone, Corey struggled with what turned out to be an impossible task. The Genesis’s memory was woefully inadequate, and its graphics were limited to 64 colors from a palette of 512, as opposed to the 256 colors from a palette of 262,144 of the VGA graphics standard for which Sierra’s latest computer games were coded. Wiser heads finally prevailed and the whole endeavor was cancelled, freeing up Corey to reform his design partnership with Lori.
This happened, however, only in the final stages of Quest for Glory III‘s development. Among fans today, this game is generally considered the weakest link in the series, and the absence of Corey Cole is often cited as a primary reason. I’ll return to the impact his absence may have had, but first I’d like to mention what the game undeniably does right: the setting.
Importantly, Quest for the Glory III, this “game set in fantasy Africa,” encompasses the whole of the continent. It’s often forgotten that Egypt, that birthplace of so much of human civilization, is a part of Africa; this essential fact, though, Lori Ann Cole didn’t neglect. Conforming to real-world geography, the northern part of the game’s map, where you begin, is based on ancient Egypt, complete with the pyramids and other monumental architecture we know from our history books. As you travel southward, the desert turns into tundra and then jungle, and the societies you meet there become reflections of tribal Africa. It’s all drawn — both metaphorically, through the writing, and literally, through the graphics — with considerable charm and skill. Sub-Saharan Africa in particular isn’t a region we see depicted very often in games, and still less often with this degree of sympathy. As I noted in my first article on the Quest for Glory series, there’s a travelogue quality that runs through its entirety, showing us our own world’s many great and varied cultures through the lens of these fantasy adventures. The third game, suffice to say, upholds that tradition admirably.
Also welcome is the theme of the game. In contrast to most computer games, this one has you trying to prevent a war rather than win one. The aforementioned Egyptian and tribal African cultures have have been set at odds by a combination of prejudices, misunderstandings, and — this being a fantasy game and all — the odd evil wizard. It’s up to you to play the peacemaker. “You start getting a better and better idea of just how senseless war is,” says Corey, “and how everybody loses by it.” Of course, there’s a certain cognitive dissonance about an allegedly anti-war game in which you spend so much of your time mowing down monsters by decidedly violent means, but props for effort.
In fact, any criticism of Quest for Glory should be tempered by the understanding that what the Coles did with this series was quite literally unprecedented, and, further, that no one else has ever tried to do anything quite like it since. While plenty of vintage CRPGs, dating all the way back to Wizardry, allowed you to move your characters from game to game, the Quest for Glory series is a far more complex take on a role-playing game than those simple monster bashers, with character attributes affecting far more aspects of the experience than combat alone — even extending into a moral dimension via a character’s “honor” attribute and the associated possibility to change to the prestige class of Paladin. It must have been tempting indeed to throw out the past and force players to start over with new characters each time the Coles started working on the next game in the series, but they doggedly stuck to their original vision of four — no, make that five — interlinked games that could all feature the very same custom hero, assuming the player was up to the task of buying and playing all of them.
But, fundamental to the Coles’ conception of their series though it was, this approach did have its drawbacks, which were starting to become clear by the time of Quest for Glory III. Corey Cole himself has admitted that “the play balance — both pacing and combat difficulty — and of course the freshness of the concept were strongest in Quest for Glory I.” Certainly that’s the entry in this hybrid series that works best as a CRPG, providing that addictive thrill of seeing your character slowly getting stronger, able to tackle monsters and challenges he couldn’t have dreamed of in the beginning. The later games are hampered by the well-known sense of diminishing returns that afflicts so many RPGs at higher levels; it’s much more fun in tabletop Dungeons & Dragons as well to advance from level 1 to level 8 than it is from level 8 to level 16. Even when you find that you need to spend time training in order to meet some arbitrary threshold — more on that momentarily — your character in the later Quest for Glory games never really feels like he’s going anywhere. The end result is to sharply reduce the importance of the most unique aspect of the series as it wears on. For this player anyway, that also reduces a big chunk of the series’s overall appeal. I haven’t tried it, but I suspect that these games may actually be more satisfying to play if you don’t import your old character into each new one, but rather start out fresh each time with a weaker hero and enjoy the thrill of building him up.
Sanford and Son make an appearance.
Quest for Glory III also disappoints in other ways.The first two games had been loaded with alternative solutions and approaches of all stripes, full of countless secrets and Easter eggs. Quest for Glory III is far less generous on all of these fronts. There just isn’t as much to do and discover outside the bounds of those things that are absolutely necessary to advance the plot. And one of the three possible character classes you can play, the Thief, has markedly fewer interesting things to do than the others even in the course of doing that much. The whole game feels less accommodating and rewarding — less amendable to your personal choices, one might say — than what came before. It plays, in other words, more like just another Sierra adventure game and less like the uniquely rich and flexible experience the first two games are.
This lack of design ambition can to some degree be laid at the feet of the absence of Corey Cole for most of the design process. Corey was generally the “puzzle guy” in the partnership, dealing with all the questions of smaller-scale interactivity, while Lori was the “story gal,” responsible for the wide-angle plotting.  And indeed, when I asked Corey about his own impressions of the game in relation to its predecessors, he acknowledged that “certainly Quest for Glory III is lighter on puzzles, while having just as much story as Quest for Glory II.”
Yet Corey’s absence isn’t the only reason that the personality of the series began to morph with this third installment. The most obvious change between the second and third game — blindingly obvious to anyone who plays them back to back — is the move from a parser-based to a pure point-and-click interface. I trust that I don’t need to belabor how this could remove some of the scope for player creativity, and especially what it might mean for the many little secrets for which the first two games are so known. I’m no absolute parser purist — my opinion has always been that the best interface for any given game is entirely contextual, based upon the type of experience the designer is trying to create — but I can’t help but feel that Quest for Glory lost something when it dumped the parser.
One issue with Quest for Glory III that may actually be a subtle, inadvertent byproduct of the switch to point-and-click is a certain aimlessness that seems baked into the design. Too much of the story is predicated on unmotivated wandering over a map that’s not at all suited to more methodical exploration.
I hate the Quest for Glory III overland map with a passion. Unique locations aren’t signaled on it, but it’s nevertheless vital that you thoroughly explore it, meaning you’re forced to click on any formation that looks interesting in the hope that it’s more than decorative, a process which disappoints and frustrates more often than not. And while you’re wandering around in this random fashion, you’re constantly being attacked by uninteresting monsters and being forced to engage in tedious combat. Note that what you see above is only the first of several screens full of this sort of thing.
When I played Quest for Glory III, I eventually wound up in that dreaded place known to every adventure player: where you’ve exhausted all your leads and are left with no idea what the game expects from you next. This was, however, a feeling new to me in the course of playing this particular series. When I turned with great reluctance to a walkthrough — I’d solved the first two games entirely on my own — I learned that I was expected to train my skills up to a certain level in order shake the plot back into gear.
But how, you ask, can such problems be traced back to the loss of the parser? Well, Corey has mentioned how Lori — later, he and Lori — attempted to restore some of the sense of spontaneity and surprise that had perhaps been lost alongside the parser through the use of “events”: “Instead of each game scene having one specific thing that happens in it, our scenes change throughout the game. Sometimes the passage of time triggers a new event, and sometimes it’s the result of the ripple effect of player actions. It was supposed to feel organic.” When this approach works well, it works wonderfully well in providing a dynamic environment that seems to unfold spontaneously from the player’s perspective, just the way a good interactive story should. That’s the best-case scenario. The worst case is when you haven’t done whatever arbitrary action is needed to get a vital event to fire, and you’re left to wander around wondering what’s next. Finally, when you peek at a walkthrough, the mechanisms behind it all are revealed in the ugliest, most mimesis-annihilating way imaginable. I understand what Quest for Glory III wants to do, and I wholeheartedly approve. But there needed to be more work done to avoid dead spots — whether in the form of more possible triggers or just of more nudges to tell the player what the game expects from her — or, ideally, both.
Another odd Quest for Glory tradition was to give each game in the series a new combat system. Quest for Glory III tried to add a bit more strategy to the affair with buttons for “swing,” “dodge,” “thrust,” and “parry,” but in my experience at least simply mashing down the swing button works as well as anything else. Thus another Quest for Glory tradition: that of none of these multifarious combat systems ever being completely satisfying.
Still, whatever the game’s failings, few players or reviewers in its own time seemed to notice. Upon its release in September of 1992 — just four months after the Quest for Glory I remake — Quest for Glory III was greeted with solid sales and positive reviews, a reception which stands in contrast to its contemporary reputation as the weakest link in the series. With this affirmation of their efforts and with Corey now free of distractions, the Coles plunged right into the fourth game. Quest for Glory IV would prove the most ambitious and the most difficult entry in the series — and, in my opinion anyway, its greatest waste of potential.
The game officially known simply as Quest for Glory: Shadows of Darkness — Sierra inexplicably dropped the Roman numeral this time and this time only — is indeed often spoken of as the “dark” entry of the series, but that claim strikes me as, at most, relative. My skepticism begins with the unbelievably cheesy subtitle, which put my wife right off the game before she saw more than the title screen. (“Someone should tell those people that darkness doesn’t make shadows…”) Banal subtitles, perhaps (hopefully?) delivered with an implied wink and nudge, had become something of a series trademark by this point — Trial by Fire? The Wages of War? Cliché much? — but this was taking things to a whole other level.
Dr. Brain fans will presumably be pleased to meet his alter ego Dr. Cranium in Quest for Glory IV. (Frankie, for the record, is a female Frankenstein whose “assets” Dr. Cranium very much approves of.)
To speak more substantively (or at least less snarkily), the “dark” aspects of the game come to the fore intermittently at best. I’ve played games which I’ve found genuinely scary; this is not one of them. It certainly includes plenty of horror tropes, but it’s difficult to take any of it all that seriously. This is a game that features Dr. Brain channeling Dr. Frankenstein. It’s a game where you fight a killer rabbit lifted out of Monty Python and the Holy Grail. It’s a game where you win the final battle against the evil wizard by telling him the Ultimate Joke and taking advantage when he collapses into laughter. From the Boris Karloff imitator guarding the gates to the villain’s castle to Igor the hunchbacked gravedigger, this is strictly B-movie horror — or, perhaps better said, a parody of B-movie horror. It’s hard to imagine anyone losing sleep over this game.
In fact, I was so nonplussed by its popularly accepted “dark” label that I asked Corey what he thought about it, and was gratified to find that he at least partially agreed with me:
Maybe a better word would be “unforgiving.” A Quest for Glory III theme is friendship and the need to work together with others. In Quest for Glory IV, we turned that around 180 degrees. The player would start out on his own, mistrusted by everyone. Through the course of the game, he will gradually win people’s trust and once again have allies by the end. This is not an easy theme for players new to the series to handle.
Lori Ann Cole elaborated on the same idea in a contemporary interview:
You’ll be very much alone [in Quest for Glory IV]. In Trial by Fire, you had a lot of friends to help you. You always had a place to go back to to rest. You always had a place of safety until the very end of the game. Once you get into Shadows of Darkness, you’re not going to have any sanctuary. You won’t be able to trust anyone because nobody will trust you.
It’s true that a few subplots here strain toward a gravitas unlike anything else the Coles have ever attempted. In particular, the vampire named Katrina can be singled out as a villain who isn’t just Evil for the sake of it. She’s kidnapped a little girl from the village that is your center of operations, and one of your quests is to rescue her. In the course of doing so, you learn that the kidnapping was motivated by Katrina’s desperate, very human desire for family and companionship in her isolated castle. You end up killing her, of course, but her story is often praised — justifiably on the whole, if sometimes a bit too effusively — as a benchmark for intelligent characterization in games.
Structurally, Quest for Glory IV is most reminiscent of the first game in the series. You arrive in the village of Mordavia, part of a region that goes by the same name, which has been plagued of late by vampires, ghosts, mad scientists, and most of the other inhabitants of the Hammer Horror oeuvre. As you solve the villagers’ considerable collection of problems one by one, they go from being spit-in-your-food hostile to lauding you as the greatest hero in the land. In the best tradition of the series, and in contrast to some of the most commonly voiced complaints about Quest for Glory III, much of the game is nonlinear, and some of it is entirely optional.
The combat system in Quest for Glory IV owes a lot to the Street Fighter franchise of standup-arcade, console, and computer games, which were among the most popular of the era. Corey Cole considers it the best combat engine in the history of the series; opinions among fans are more divided. For those not interested in street-fighting their way through a Quest for Glory game, the Coles did make it possible for the first time to turn on an auto-combat mode.
Sadly, though, the game is nowhere near as playable as Quest for Glory I, II, or to some extent even III. This fault arises not from doing too little but rather from attempting to do too much. At the risk of being accused of psychoanalyzing its designers, I will note that the Coles had clearly been psyching themselves up to make this game for a long time — that, even as it was being pushed back to make room for Quest for Glory III, it had long since come to loom over their conception of the series as the Big Statement. Even when they were giving interviews to promote the finished Quest for Glory III, the conversation would keep drifting into their plans for the fourth game. “It will be a very intense game to design,” said Corey in one of those interviews, a comment that could be taken to reflect either excitement or trepidation — or, more likely, both. This was to be the place where the series departed from being easygoing light fantasy to become something more challenging, both thematically and in terms of its puzzles and other mechanics.
So, they just kept cramming more and more stuff into it. The setting doesn’t have the laser focus of the earlier games in the series, all of which portrayed fairly faithfully the myths and legends of a very specific real-world culture. Quest for Glory IV, despite including some monsters drawn from real Eastern European folklore, is more interested in Western pop culture’s idea of Transylvania than any real place — a land of shadows and creatures that go bump in the night and “I vant to bite yer neck.” Then, because the parade of Gothic-horror clichés apparently wasn’t enough, the Coles added H.P. Lovecraft’s Cthulhu Mythos to the mix (or, as the manual calls him, “P.H. Craftlove”). The two make decidedly uneasy bedfellows. Gothic horror, as expressed best in Bram Stoker’s ultimate Gothic novel Dracula, takes place, explicitly or implicitly, in an essentially moral universe drawing heavily from Christianity, in which Good and Evil, God and the Devil, are real entities at war with one another, thus setting up the narratives of sin and redemption which predominate. Lovecraftian horror, on the other hand, posits an utterly uncaring, amoral universe, in which Good and Evil are meaningless concepts, mere ephemera of the deluded human imagination. To combine the two in one work of fiction is… problematic.
For all that one has to wonder whether any fans of this heretofore genial series were truly saying to themselves, “You know, what these games really need to be is harder,” the Coles’ determination to make this entry more difficult than its predecessors isn’t invalid in itself. In trying to make their harder game, however, they sometimes fall into the all too typical trap of making a game that’s not so much more difficult as less fair. The CRPG aspects are yet further de-emphasized in favor of more puzzles, some of which push the bounds of realistic solubility. And, for the first time in the series’s history, there are irrecoverable dead ends to wander into scattered across the design, along with other situations that seem like dead ends. The latter arise because the design once again relies heavily on “events” that the player triggers without being aware how she does so — and, once again, this isn’t a bad thing at all in theory, but in practice it’s too easy to get stuck in a cul de sac with no idea how to prod the plotting machinery into motion again.
Greatly exacerbating all of these issues — indeed, virtually indistinguishable from them, given that it’s often unclear which design infelicities are intentional and which are not — are all the bugs. Even today, when patch after patch has been applied, the game remains a terrifyingly unstable edifice. If your (emulated?) machine runs just a little bit too slow or too fast, it will crash at random points with a cryptic “Error 47” or “Error 52.” But far worse are the hidden bugs that can ruin your game while letting you play on for hours without realizing anything is wrong. The most well-known of these involves a vital letter that’s supposed to show up at your hotel, but that, for reasons that are still imperfectly understood even after all these years, sometimes fails to do so. If you’re unfortunate enough to have this happen to you, it will only be much, much later, when you can’t figure out what to do next and finally turn to a walkthrough, that you realize you have to all but start over from scratch.
In my experience, an adventure game must establish a bond of trust with its player to be enjoyable. My dominant emotion when playing Quest for Glory IV, however, was just the opposite. I mistrusted the design, and mistrusted the implementation of the design even more, asking myself at every turn whether I’d broken anything, whether this latest problem I was having was a legitimate puzzle or a bug. When you have to meta-game your way through a game, relying on FAQs and walkthrough to tiptoe around all its pitfalls, it’s awfully hard to engage with the story and atmosphere.
Still, I can be thankful that I first played Quest for Glory IV a quarter-century after its original release, after all those patches had already been applied. The game that shipped on December 31, 1993, was in a truly unconscionable, very probably unwinnable condition. This wasn’t, I should emphasize, the fault of the Coles, who would have given anything to have a few more months with their baby. But Sierra was having an ugly year financially, and decided that the game simply had to be released before the year was out for accounting reasons, come what may. If there was any justice in the world, they would have been rewarded with a class-action lawsuit for knowingly selling a product that was not just flawed but outright broken. To give you a taste of what gamers unwise enough to buy Quest for Glory IV in its original incarnation got to go through, I’d like to quote at some length from the review by Scorpia, Computer Gaming World magazine’s regular adventure columnist.
My difficulties began after the game was installed and it simply refused to run, period. A call to the Sierra tech line revealed that Shadows of Darkness, as released, was not compatible with the AMI BIOS (not exactly an obscure one). This was related to the special 32-bit protected mode under which the software operates. Fortunately, a patch was available, and I quickly got it online.
After the patch was applied, the game finally came up. Unfortunately, it came up silent. The 32-bit protected mode grabs all of upper memory for itself, so nothing can be loaded high, and a bare-bones DOS boot disk is necessary. This made it impossible to load in the Gravis Ultrasound Roland emulator, and I found that with the Sound Blaster emulator loaded low, the game again wouldn’t run. So, I had to play with no sound or music, which explains why there is no commentary on either.
I ran from a boot disk without sound, and for a while everything was fine. However, the further into the game, the slower it was in saving and restoring. Actual disk access was quite speedy, but waiting for the software to make up its mind to go to disk took a long time, often a minute or more. Some online folk complained of waiting three minutes or longer to restore a saved game. It was usually faster to quit the game, rerun it, and then restore a position. For saving, of course, you just had to wait it out.
Regardless of the frustrations, I got through the game [playing as] a Paladin and a Mage, and then moved on to the Thief. Three quarters of the way along, the game crashed in the swamp whenever I tried to open the Mad Monk’s tomb. This turned out to be a “random error” that might or might not show up. It hadn’t done so with the other two heroes, but this time it reared its ugly head.
Well, Sierra had a patch that fixed both this problem and the interminable waits for saves and restores (this patch, by the way, came out some time after the first one I had gotten). There was only one drawback: because of the extensive changes made to the files, my saved games were no good and I had to start over again from the beginning.
So, I started my Thief over. By day 11 in the game, all the quests had been finished, the five rituals collected, and it was just a matter of waiting for a certain note to appear in my room one morning (this note initiates the end of the game). On day 26, I was still waiting for it. Nothing could make it appear, even replaying from some earlier positions. Either the trigger for this event was not set, or somehow it was turned off. I had no way of knowing, and, with that in mind, I had no inclination to start from scratch again. This also happened to other players who were running characters other than Thieves, and we all eventually abandoned those games.
A way around the dead-end problem was worked out by Sierra. The key is spending enough nights in your room at the inn to hear several “voice dreams,” and, most importantly, hearing the weeping from the innkeeper’s room one midnight (you are awakened by this; don’t stay up waiting for it). These events must happen before you rescue Tanya.
Once those situations have occurred, it should be safe to rescue the girl. I tried this in my Thief game, and after spending two extra nights in my room, the problem was cleared up and I finished the game with the Thief. So, if you have been waiting around for that note, and it hasn’t shown, follow the above procedure and you should be able to continue on with the game.
Scorpia’s last two paragraphs in particular illustrate what I mean when I say that you can’t really hope to play Quest for Glory IV so much as meta-game your way through it with the aid of walkthroughs. She was extremely lucky to have been among the minority with online access at the time of the game’s release, and thus able to download patches and discuss the game’s multiple points of entrapment with other players. Most would only have been able to plead with Sierra’s support personnel and hope for a disk to arrive in the mail a week or two later.
What ought to have been the exciting climactic battle of Quest for Glory IV was so buggy in the original release that the game was literally impossible to complete. It’s remained one of the worst problem spots over the years since, requiring multiple FAQ consultations to tiptoe through all the potential problems. Have I mentioned how exhausting and disheartening it is to be forced to play this way?
Some months after the bug-ridden floppy-based release, Sierra published Quest for Glory IV on CD-ROM, in a version that tried to clean up the bugs and that added voice acting. It accomplished the former task imperfectly; as already noted, plenty of glitches still remain even in the version available for digital download today, not least among them the mystery of the never-appearing letter. The latter task, however, it accomplished superlatively. In a welcome departure from the atrocious voice acting found in their earliest CD-ROM products, Sierra put together a team of top-flight acting professionals, headed by the dulcet Shakespearian tones of John Rhys-Davies — a veteran character actor of many decades’ standing who’s best known today as Gimli the dwarf in Peter Jackson’s Lords of the Rings films — as the narrator and master of ceremonies. Rhys-Davies, who had apparently signed the contract in anticipation of a quick-and-easy payday, was shocked at the sheer volume of text he was expected to voice, and took to calling the game “the CD-ROM from hell” after spending days on end in the studio. But he persevered. Indeed, he and the other actors quite clearly had more than a little fun with it. The bickering inhabitants of the Mordavia Inn are a particular delight. These voice actors obviously take their roles with no seriousness whatsoever, preferring to wander off-script into broad semi-improvised impersonations of Jack Nicholson, Clint Eastwood, and Rodney Dangerfield. Would you think less of me if I admitted that they’re my favorite part of the game?
https://www.filfre.net/wp-content/uploads/2018/10/qfg4.mp4
Of course, one could argue that Sierra’s decision to devote so many resources to this multimedia window dressing, while still leaving so many fundamental problems to fester in the core game, is a sad illustration of their misplaced priorities in this new age of CD-ROM-based gaming. The full story of just what the hell was going on inside Sierra at this point, leading to this imperfect and premature Quest for Glory IV as well as even worse disasters like their infamously half-finished 1994 release Outpost, is an important one that needs to be told, but one best reserved for a later article of its own.
For now, suffice to say that Quest for Glory IV was made to suffer for its failings, with a number of outright bad reviews in a gaming press that generally tended to publish very little of that sort of thing, and with far worse word of mouth among ordinary gamers. For a long time, its poor reception seemed to have stopped the series in its tracks, one game short of Lori Ann Cole’s long-planned climax. When a transformed Sierra, under new owners with new priorities, finally allowed that fifth and final game to be made years later, it would strike the series’s remaining fans as a minor miracle, even as the technology it employed was miles away from the trusty old SCI engine that had powered the series’s first four entries.
The critical consensuses on Quest for Glory III and IV have neatly changed places in the years since that last entry in the series was published. The third game was widely lauded back in the day, the fourth about as widely panned as the timid gaming press ever dared. But today, it’s the third game that is widely considered to be the series’s weakest link, while the fourth is frequently called the very best of them all. As someone who finds them both to be more or less flawed creations in comparison to what came before, I don’t really have a dog in this fight. Nevertheless, I do find this case of switched places intriguing. I think it says something about the way that so many play games — especially adventure games — today: with FAQ and walkthrough at the ready for the first sign of trouble. There’s of course nothing wrong with choosing to play this way; I’ve gone on record many times saying there is no universally right or wrong way to play any game, only those ways which are more or less fun for you. And certainly the fact that you can now buy the entire Quest for Glory series for less than $10 — much less when it goes on sale! — impacts the way players approach the games. No one worries too much about rushing through a game they’ve bought for pocket change, but might be much more inclined to play a game they’ve spent $50 on “honestly.” All of which is as it may be. I will only say that, as someone who does still hate turning to a walkthrough, the more typical modern way of playing sometimes dismays me because of the way it can — especially when combined with the ever-distorting fog of nostalgia — lead us to excuse or entirely overlook serious issues of design in vintage games.
But lest I be too harsh on these two middle — middling? — entries in this remarkable series of games, I should remember that they were produced in times of enormous technological change, in a business environment that was changing just as rapidly, and that those realities were often in conflict with their designers’ own best intentions. Corey Cole:
Lori has commented that we started at Sierra almost completely clueless, and had to figure out how to design a Sierra-style game “from scratch.” Then, armed with that knowledge, we confidently started work on the next game, only to have Sierra pull the rug out from under us. Each time the technology and management style changed, we had to rework many of the techniques we had developed to make our previous games.
They may be, in the opinion of this humble reviewer anyway, weaker than their predecessors, but neither Quest for Glory III nor IV is without its interest. If you’d like to see the progression of one of the most unique long-term projects in the history of gaming, by all means, have a look and decide for yourself.
(Sources: Questbusters of May 1992, September 1992, December 1992, September 1993, February 1994; Sierra’s InterAction magazine from Fall 1992, Summer 1993, and Holiday 1993; Computer Gaming World of January 1993 and April 1994; the readme file included with Sierra’s 1998 Quest for Glory Collection; documents and other materials included in the Sierra archive at the Strong Museum of Play. Most of all, my thanks go to Corey Cole for once again allowing me to pepper him with questions, even though he knew beforehand that my opinion of these two games wasn’t as overwhelmingly positive as it had been the last time around.
The entire Quest for Glory series is available for purchase as a package on GOG.com. And by all means check out the Coles’ welcome return to game design in the spirit of Quest for Glory, the recently released Hero-U: Rogue to Redemption. I don’t often get to play games that aren’t “on the syllabus,” as a friend of mine puts it, but I made time for this one, and I’m so glad I did. In my eyes, it’s the best thing the Coles have ever done.)
source http://reposts.ciathyza.com/quest-for-glory-iii-and-iv/
0 notes