#the way their entire deal was just explicitly layed out and explained and resolved in dialogue
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i'm watching 7th time loop bc it has relationship dynamics that appeal to me but its absolute refusal to leave anything to subtext or utilise implying things instead of laying them out in two consise paragraphs spoken by one character to another is seriously annoying (also it doesn't understand anything about how production and trade work, apparently? even an idiot like me watched the trade negotiations scene and noticed how none of what they said could work ever)
#i like the two brothers trying to out-vincentnightray eachother but#the way their entire deal was just explicitly layed out and explained and resolved in dialogue#over the course of one episode is so.#im generally not into light novels is that just how theyre written or#seasonal anime bleating#imagine *talking to myself* imagine if vincent very casually in like early chapters went up to gilbert and was like.#hey i plan to erase my existence from this world so that you will be happy#and gilbert was like. understood brother mine. i will treat you better so you will not be as miserable#and vincent was like wow im so glad we talked this out like mature 13 and 16 year olds#(arnold and theodore's ages i assume)#(i thought arnold and rishe were adults at first but apparently no)
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Rime of the Frostmaiden Follow-Up
Something that annoys me about the adventure is how blase people are about the situation. "Just another gruesome day in Icewind Dale" says the opening "read this to the players". No it's not! "The tavern is abuzz with talk of"... How can the taverns be abuzz? And how can it be on any topic other than "How are we going to survive the next week". The rest of the adventure reads like this is just a normal, if severe, winter, rather than the apocalypse ( and it IS the apocalypse, albeit a very local one). The locals seem to have an attitude of "Oho! Cold enough for you? Ah you weak southerner". But buddy, you're not surviving this either. I can see how the villages with pop of 100-200 might survive by hunting or ice fishing, but even then: After a year of winter, there should be no more fish: Not because the humans have eaten them all, but because the fish themselves have no food. Hunting and ice fishing is how they weather a normal winter. I was listening to the Dragon Talk podcast and the question of how the bees of Goodmead have survived. This was answered by saying they live in the mead house which is kept heated. And I can see this is how the bees survive a normal winter, but what are they eating? There are no flowers and have not been for 2 years, and yet the bees are not only surviving, they are still producing enough honey to make enough mead to supply the entire region. Even assuming the people of 10 towns are getting food shipped in ( And they're not, more of that later ) or have magical means of food production ( cauldrons of plenty, create food and water, goodberry, which requires a level of casual magic 10 town's doesn't have and I'm not willing to give it ), we're looking at total ecological collapse last year. No more reindeer, fish, moose, crag cats, yetis, gnolls, etc etc. - tolcreator, post on ENWorld.org
My somewhat hasty and casual critique of Icewind Dale: Rime of the Frostmaiden was largely based on the issues I had with the structure of the adventure, with a few nods made toward odd choices in content. Then I read the post quoted above on ENWorld's message boards, and became even more regretful of my decision to purchase the adventure.
The criticisms in tolcreator's post are spot-on: the adventure explicitly states that "the average temperature in Icewind Dale is -49 degrees Fahrenheit (-45 degrees Celsius)" (p.11), and that Auril's ritual "prevents the next day's sun from rising above the horizon, turning midday into twilight and trapping Icewind Dale in winter's dark embrace, with no sunlight or warmth to melt the snow and ice." (p.5) Under these circumstances, no sunlight gets into the lakes to cause plants to grow to feed the fish that the residents of Ten Towns have, up til now, used as the primary staple of their diet. Flowers don't bloom, so the bees of the town of Goodmead, said in a podcast to be living in the meadhouse for warmth, have no place to gather pollen and nectar to feed themselves, much less to allow the residents to produce their normal quantity of fermented honey wine. If this had just recently started going on, it would be a catastrophe in the making, but as the adventure points out that this has been happening "for more than two years" (p.5); adventurers arriving in Ten Towns shouldn't discover adventure, but widespread death and ecological catastrophe.
However, some still try to defend the details of the adventure. A different poster, TheSword, summarizes all the individual responses to tolcreator's original argument:
It's a magical world with magical animals and plants.
While it is true that the Forgotten Realms has much more magic than our Earth, that magic is limited; not everything is magical, and for the most part, magic doesn't really impact peoples' daily lives. Much of the Realms is merely exotic, not outright magical. For example, instead of musk oxen, the people of Ten Towns domesticate axe-beaks, oversized birds like arctic ostriches, as pack animals. The bees of Goodmead aren't magical -- they're normal bees, and the 'knucklehead trout' which are one of the signature beasts of the region also aren't magical, just very large, strong fish.
Not to mention that if there was a magical grain that could grow in the near absence of sunlight and in devastatingly low temperatures, a great deal of what we'd think of as the horror of Icewind Dale's predicament disappears -- if the people have the means of surviving in this 'eternal winter', just as they did before, then there's not really much point in using the 'eternal winter' as a means of providing urgency to the PCs actions in the adventure. After all, the people are doing OK.
The ecology of a fantasy world can be better adapted to extremes.
This is true, but trivial. You can just as easily say that some human cultures on Earth have better adapted to extreme ecological conditions, but if you don't explain how this happens, and what impact it has on those cultures, then you're not really saying anything with any signficance. Being able to explain how a culture like the Inuit or the Yanomamo, who dwell in extreme ecological conditions on Earth, are able to survive and even thrive to some degree goes a long way toward explaining the human capacity for adaptation, and helps define the limits of what kinds of cultures humans are capable of creating. Just saying, 'eh, the Inuit survive in the northern climes of Canada, so our culture could do the same' is over-simplistic hand-waving and is arguably untrue -- modern technological culture would likely only survive in the state we know it in by making significant changes to the ecology of northern Canada; without the ability to make those changes, our culture would likely change to much more closely resemble that of the Inuit, simply because environment informs and can even dictate culture and modes of survival.
And again, if the residents of Ten Towns have actually adapted to the eternal winter, what's the rush to resolve the problem?
Druids can help keep ecology alive more than we could expect.
Druidic magic in D&D actually would have a profound impact on a culture's ability to adapt to changing ecological conditions, so bringing up this point is a good one. Unfortunately, the adventure itself presents good reason why this wouldn't be much benefit to Ten Towns. First, in the section on Magic in Ten Towns, the adventure points out that there are no high-level spell casters in Ten Towns, and that one person in a hundred dwelling in Ten Towns is a "friendly druid, priest, or mage". Here's the official census for each of the ten towns:
Bremen = 150
Bryn Shander = 1200
Caer-Dineval = 100
Caer-Konig = 150
Dougan's Hole = 50
Easthaven = 750
Good Mead = 100
Lonelywood = 100
Targos = 1000
Termalaine = 600
Fewer than half the locations in Ten Towns have a population large enough to possess more than one of these special individuals, and while I don't want to get hung up on the 'druid, priest, or mage' description to say that these professions are equally probable, it's pretty clear that some number of places in Ten Towns won't have a druid to assist them.
This is important due to the other factor noted by the adventure: Auril's ritual and its effects have also "heightened rivalries that have simmered for years, turning neighboring towns against one another as competition for resources becomes increasingly intense." (p.19) So even if there is a druid in Easthaven -- a decent bet given their population -- that druid is going to either be disinclined or be persuaded by the powers-that-be in their town to not provide assistance to their rivals, in this case Caer-Dineval and Caer-Konig, either of which is small enough that it might not have a druid of its own.
The biggest problem, though, is that some portion of these druids and priests are going to be servitors of Auril herself, and will not be providing assistance, but rather enforcing the sacrifices that Auril demands of each of the Ten Towns (Sacrifices to Auril, p.21)
Lastly, if there were one or more druids trying steadfastly to maintain the ecology of Icewind Dale in the face of Auril's ritual, you'd think that interacting with and assisting those druids would be part of the adventure, given how fitting such an interaction would be to the adventure's setting and themes. It isn't.
Priests would be expected to support their communities with magic where possible.
This is really just a subset of the previous point -- as noted, many communities won't be large enough to have a priest (though most should have either a priest or a druid), and even those that do likely have a priest or druid of Auril as their representative, which isn't actually going to help. And due to the increased competition for resources, communities without such assistance can't rely on getting it from communities that have it.
Winter stores would exist that would allow people and livestock to survive albeit weakened and in a depleted state.
This is superficially a good point -- after all, cultures have been laying in stores for the winter for generations, even centuries. There should be some reserve that the residents of Ten Towns are tapping to remain alive. And if the crisis had started just a few months before, that would be a reasonable argument to make. After all, when that first winter began, the residents would already have put aside enough supplies to get through the normal expected winter period, with maybe a bit extra just in case of a late thaw. If it was now supposed to be mid-summer after the first such winter, some folks might be out of supplies, while others are just getting down to the last meager scraps they hoarded the previous fall.
The problem is that this disaster has been going on, by word of law, for "over two years". Not only would no one have put aside that many supplies to survive two entire years of winter (it would be a waste of supplies, for one, since some portion of those supplies wouldn't keep and would need to be discarded anyway, plus nobody expected the winter to go on as long as it has, so would not have seen the need), but the first year of perpetual winter would have hurt the production of new supplies to the point where there would be far less to stash to survive the now harsher second winter.
In fact, given this point, it's really hard to justify that some towns, rather than holding a lottery to determine which of their residents they're going to sacrifice to Auril's demands, simply give up a day's worth of food instead -- in a community where food has been at a premium for a couple of years now, surrendering food is not really much different than consigning the most vulnerable in that community to death, not that the adventure spends any time really pondering that justifiably horrifying conclusion.
Icy temperatures would allow food to be preserved far longer than would be expected normally.
This, again, seems like a reasonable argument -- after all, we have refrigeration and the ability to freeze food to preserve it, and the folks in Icewind Dale can take advantage of the climate to freeze food for no additional cost.
The problem here is two-fold: not every food can be effectively preserved by freezing, and once frozen, the food becomes inedible until thawed and/or cooked, which requires more resources than Ten Towns really have.
Many of the Ten Towns rely on fishing as their main source of protein, and fish can be fairly easily prepared and frozen. Root vegetables like carrots or onions also freeze pretty well. But leafy vegetables like lettuce, celery, and even some root vegetables like radishes don't freeze well. Likewise eggs, which separate and can lose nutritional value as their proteins are broken up by ice crystals. Milk and other dairy products also don't keep well frozen, with most sources saying that, if you do plan to freeze dairy, you should use it within a month or discard it. Starches made from grain also don't keep well when frozen, with rice and pasta being prime examples of foods that don't need to be frozen before cooking, and shouldn't be frozen after cooking.
More importantly, frozen foods can't be eaten while frozen; they need to be reheated before being consumed. Otherwise, the body spends significant energy simply heating the frozen food in your stomach to the point where nutrients can be extracted from it, resulting in fewer calories that can be spent on normal activity. (The frozen food also lowers your internal body temperature, increasing your risk of hypothermia.) And, as noted in the adventure itself ("Fuel Sources", p.19), Ten Towns residents have a relative lack of fuel to use to heat themselves and their food, with wood actually being at a premium and most residents of larger towns relying on whale oil purchased from whalers who work the Sea of Moving Ice. Whale oil stoves do exist, but they are roughly the size of camp stoves we see today that use kerosene or other fuel sources; there's really no such thing as a stove like the ones we see in our kitchens that run on whale oil.
Hunting and fishing still exist.
Yes, but the original poster's point is that they probably shouldn't.
Lake ecology is fairly straightforward: Light is absorbed by plants and bacteria which produces both oxygen for breathing creatures like fish as well as food for those creatures to eat. Temperature is also an important factor because most species of lake creature don't have internal temperature regulation systems and live at whatever temperature the water they dwell in happens to be. As noted by the original poster, Auril's ritual both reduces sunlight and lowers temperature, so not only should the fish be driven into deeper water where the temperature stays close to what they need to remain alive (and thus become harder to catch), but the lack of light reduces plant life, which lowers both the amount of food the fish have to eat as well as the amount of oxygen they have to breathe, noting as well that, the deeper you go in a lake, the amount of oxygen dissolved in the water naturally decreases, as light can't penetrate beyond a certain depth of water and thus photosynthesis to create oxygen is impossible.
A few months into the first unnatural winter, and the fisherman would be complaining about smaller catches and having to work harder to get them. Two years into the crisis, and it would be a small miracle when any fish is pulled from even the largest unfrozen lake.
(And don't think that since fish can normally survive a winter beneath the surface of a frozen lake means that the fish in Icewind Dale would get off scot-free; again, fish survive a winter of the surface of a lake being frozen by going into a torpor, using less oxygen, and feeding on the plant life that remains uneaten in the unfrozen portions of the lake. If the winter goes on too long, the plants that are eaten don't grow back and the oxygen vanishes, and all the fish die. This is why even if you solve the temperature issue by, say, presuming that some of the lakes are fed by geothermally heated streams of underground water, the lack of sunlight still dooms the fish to annihilation.)
The winter has not necessarily always been this bad, it could easily have progressed over time.
This argument is mere wishful thinking -- it is directly contradicted by the adventure's text: "This powerful magic prevents the next day's sun from rising above the horizon, turning midday into twilight...with no sun or warmth to melt the snow and ice." (p.5)
I could see where someone might argue that the effects of the sun being so restricted might have progressed since the first time Auril cast the spell, but all indications are that Auril began casting this ritual during Icewind Dale's winter, so while the effect may certainly have gotten worse, it's not as though the region went from spring or mid-summer and slid back into winter slowly -- it simply never emerged from the winter that started "over two years ago". It also belies that simply ending Auril's casting of the ritual will fix everything overnight -- if it took two years for things to get this bad, then it's going to take some significant amount of time even after things return to 'normal' for the ecology of the area to recover, which again isn't covered in the adventure.
It isn't pitch black (the sun just hasn't risen over the horizon so there absolutely is daylight every day, must not very much and not for long).
In a world where daylight is magical, maybe the difference between actually seeing the sun and getting its light filtered though the atmosphere would be a distinction that made no difference (though I suspect such a world would still have some effect from actually having the sun in the sky, particularly if the sun is itself divine). There are two factors that make this unlikely in the Realms, though.
First off, most plant that we consider crops require direct sunlight and cannot thrive without it. Fruiting vegetables (like tomatoes, which already don't grow in Icewind Dale), most varieties of grain, and even rice need large amounts of direct sunlight to thrive. Some root vegetables can grow with lesser amounts of light (and interestingly, those vegetables also tend to be the ones that are most frost-tolerant), so carrots and the like could likely still be cultivated, but they'd be rather sickly and nutrient-poor compared to their counterparts in warmer, sunnier climes. Similarly, lake plants that feed fish also tend to prefer direct sunlight, and grow poorly in indirect light, which again speaks to the point about fishing above.
Second, that Icewind Dale has this sort of behavior during its winter normally (nobody seems to think that having only four hours of light a day is unnatural, just unnatural for how long it's been going on) suggests that Icewind Dale is close enough to the equivalent of the Arctic Circle on Earth that its summers should feature very long days with 20 or so hours of sun, and its plants would have adapted to that kind of environment much more than to the relative lack of sun in the winter (since the plants do much of their growing and reproducing in the summer and thus would adapt to that environment more than to the winter period when they tend to be in torpor).
Temperatures are average in the wilderness not in protected buildings, carefully designed settlements, crags, ravines, pine forests, glacier lees.
I'm not really sure what the point of this comment is supposed to be.
For starters, the adventure already knows the above, and incorporates it into its text, specifically in the 'snowflake rating' of each community's Comfort. A community with three snowflakes in Comfort (like Bryn Shander) can find decent food and drink and warm beds, but "a one snowflake town might have a cold shed or attic where characters can crash for the night, and that's about it." (p.21) The smaller the community, the more likely it is to be a one-snowflake town, despite the 'carefully designed settlements' noted in the comment above.
More to the point, some communities, unwilling to either sacrifice their citizens or their food to Auril's demands, appease her by forbidding the lighting of fires between dusk and dawn (which, remember, is nearly the entire day), and "[a]nyone who dares to light a fire is savagely beaten." (p.21)
Out in the wilderness, though, a crag, ravine, or 'glacier lee' (whatever that is; my Google search returns Lee Glacier in Antarctica, and the images returned for that search are not glaciers, but scree and other geologic formations formed from retreating glaciers) may protect you from the wind, which might help with the "as much as 80 degrees" colder that the temperature can feel due to wind chill, but doesn't do anything to make that location any warmer in an absolute sense. Caves can be warmer than ambient temperature if there's a heat source, such as a geothermal fissure or nest of creatures, but even there the best you're normally going to get is respite from the wind, not from the cold.
Finally the most important argument to my mind. Things are really really bad here, sacrifice to evil gods, cannibalism, mass starvation and horror are not measures of a society thriving. People are suffering from the issues and are on their last legs. They are doomed if the heroes don't act. Don't worry about calculating precisely when this should have happened. It happens when the PCs arrive.
This is simply the most cynical and dismissive explanation of all, not least of which because of an odd wrinkle when comparing this adventure to another published hardcover adventure.
The idea that sure, there's a lot of bad stuff that's presumed to have been happening here, but none of it has any real impact on anything until the PCs arrive to do something about it is, at its heart, the most horrifying thing about the adventure. It suggests that having communities form a lottery to determine which of them will be exiled into the wilderness to satisfy a deranged goddess, or savagely beating anyone who dares seek respite from the cold, or any of the other ways in which this society has been warped by the events of Auril's ritual are ultimately meaningless unless a 'hero' is there to note it, give their disapproval, and do something to fix it (specifically, go out and beat up the aforementioned deranged goddess). It posits that the people of Ten Towns are basically powerless to deal with the problem themselves, and in the absence of a 'hero' to deal with it for them, have descended into depravity, madness, and horror, on the verge of no longer being a viable civilization.
It's curious that the adventure should go here, especially given WotC's recent statement affirming that they're trying to achieve greater diversity in D&D. After all, an adventure where a party of adventurers arrive on the scene and violently set things back to 'right' has a not insignificant similarity to a story where a 17-year old takes up weapons, travels to a small Wisconsin town, and shoots people he sees as contributing to unrest there. It's one thing to say that these two things aren't equivalent because the adventure is about heroes and the news event clearly doesn't feature heroism, but that depends on who you ask. If Wizards of the Coast really wants to deal with issues of diversity and human dignity in their role-playing game, they need to do a much better job of not supporting these kinds of narratives in their adventures, rather than just eliminating ability penalties for non-human PC races. (In all honesty, this paragraph probably could and should have been the extent of this article, as it's a very topical issue that highlights deep issues with the very idea of 'heroic narratives', especially in the context of those 'heroes' beating down the 'bad people' and taking their stuff. I honestly couldn't blame someone who found the implications of these narratives disturbing and offensive.)
However, there's also another issue, not as culturally important but arguably more significant to some players' likely experience of the adventure, related to the time in which the adventure takes place. As noted in an early sidebar on "Tendays and Dalereckoning" (p.5), "This adventure is assumed to take place in the winter of 1489 DR or later. The exact date is not important." The problem is that an earlier adventure, Storm King's Thunder, also takes a party of adventurers to Bryn Shander, and that adventure "isn't set at a specific time but is assumed to take place sometime after 1485 DR" (Storm King's Thunder, p.13). On the surface, this wouldn't seem to be a problem, as Storm King's Thunder is assumed to occur 'after 1485', while Auril's ritual would have first been cast sometime during the winter of 1487, giving two years before the actual assumed earliest start of Rime of the Frostmaiden in 1489. However, the tiny section of Rime of the Frostmaiden that deals with Bryn Shander (just five pages) doesn't reference anything about the attack just a few years earlier by frost giants (and nothing in Storm King's Thunder foreshadows Auril's plot save a dim possible connection between Auril and the Ring of Winter, ostensibly why the frost giants are attacking Bryn Shander), and if a DM finishes running his PCs through Storm King's Thunder (as a DM I play with just did) and decides to follow up with Rime, the subtle but significant differences between Storm King's Bryn Shander and Rime's Bryn Shander will be jarring to the players, likely salvageable only through the fact that the PCs those players are running will be different, thus amenable to the idea that the adventure they're now playing takes place significantly after the adventure they just finished, explaining why their previous PCs didn't notice anything amiss about the weather or the behavior of the townsfolk.
Most of these issues aren't insurmountable -- a savvy DM can provide foreshadowing of the events of Rime of the Frostmaiden while running a party through Storm King's Thunder, and one who prefers a more realistic depiction of the climate catastrophe represented by Auril's ritual can shift the time between the first casting of that spell from 'over two years' to just a few months without significant harm. The structure of the adventure itself, though, as with Storm King's Thunder and frankly all the WotC hardcovers, where normal people can't solve problems themselves and must rely on the intervention of self-proclaimed 'heroes' whose activities largely boil down to murdering undesirables and taking their stuff is a harder problem to resolve within the context of what's actually written in the adventures, and arguably makes them problematic on a level that can't really be adapted by any but the most astute and sensitive DM. And if you are that kind of DM, for the money you'd be spending on these adventures, you'll probably be far better off writing your own adventures free of these problematic tropes from the outset rather than having to spend at least as much time and effort untangling them from the so-called 'experts' of D&D adventure and campaign design.
tolcreator's post provides me with yet more reason to regret my purchase of Rime of the Frostmaiden, as well as to discount the well-meaning but ultimately toothless claims by Wizards that they are planning to effectively address issues of diversity and equality within their flagship role-playing game.
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Quirks: Pet Peeves
• People giving contrasting attitudes. Like you can’t just flip on me. I hate people that are fickle. Pick one. Either we’re good or we’re not. Either you’re treating me right or you just...don’t? Either you fuck with me or you don’t. None of that fickle back and forth shit. It’s annoying as hell. And fake. You can’t be all open and friendly one second. And the next be a total asshole and all closed off. I just hate that shit.
• Fakeness in general. I’m a genuine person to the bottom of my core. Who will be real and joke around and care for anyone i fuck with. So if I share myself with you or show you I care about you at all? Don’t. Do NOT. be fake with me. It will not only destroy my trust entirely. It’ll destroy me. I too frequently give a fuck about people and give myself to them whole heartedly... for them to turn around, be fake, and do me dirty. I’m over it. It’s the highest level of disrespect and the toxicity isn’t needed. Either be a genuine good person... or get tf out. Sorry that i’m not the slightest bit sorry.
• Edit: Hypocrites. They just make me uspet. But yea.
• People developing an unneeded attitude when I’m calm or being nice. It literally makes me so fucking angry and makes me not want to talk or be nice or joke with you ever.
• Being cut off repetitively. I don’t talk often. Sure I rant on here. But I don’t just talk. I say meaningful shit. I say shit I want you to listen to or hear. I never just talk for the sake of talking. If I don’t have something worth wild of saying??? I won’t open my mouth. So having someone cut me off constantly when i’m trying to talk which I don’t do if it’s not important or relevant.... will make me want to stop talking to that person. Ever. Just make me feel like what I’m saying matters okay? Thanks.
• Being compared to people. I am my own person. It’s one thing to say that i’m similar once and a while or for someone to say I think like them or even this person makes you think OF me. But when a person discredits the person I am... by comparing me to someone else??? It makes me fucking angry. Especially cause most of the time? I have never heard someone ever say something positively. It’s always some kind of negative thing. “Oh you’re just like...blah blah blah.” Yeah hahaha no. Stop. Don’t make me punch you in phase. This shit is annoying as fuck. I hate this almost as much as...
• Someone being compared to me. I hate being compared to people. But when someone compares someone to me. It’s ALWAYS negative. It’s always some stupid shit. And people that really knew or gave a shit about not upsetting me should fucking know this. But clearly that’s too much to expect from anyone. It’s always like, “She’s/He’s just like you bruh... or stop acting like Uterika ..like blah blah blah.” I hate that shit so much. Cause it’s never positive. If I were to be compared or someone were to be compared to me ever and it’s fucking POSITIVE. Maybe I’d have a better time not being immediately pissed off by it. But all my life it’s negative after negative so I’m sick of it all together.
• Being yelled at. Don’t. Just...just don’t.
• Being touched to prove a point. I can’t even.... I once told MY MOTHER that did that to me...that if she was anyone else I would punch her. Now imagine if you ARE NOT my mother and I do NOT respect you. You will face all of my wrath. And I will not hold back. Honestly? It’s an automatic reaction. I have this friend that can’t help but touch you when he’s talking to you or trying to make you understand something. And usually he’s not even mad but he’s literally faced his fair share of hits. Don’t touch me. Unless I make it explicitly clear and you’re touching me in a way that isn’t disrespectful (cause that shit IS disrespectful) do. not. lay. your. hands. on. my. person.
• Being disrespected or made fun of. This is kinda a deep one. Like it’s not that deep. And it’s not just cause i’m sensitive at all. But I use to get bullied. Like a lot. For every fucking thing. My weight. My name. The way I talked. My lisp. Every thing that people could think of to bully me with they did. And I literally managed to not be cool or respected enough all through my life, where I found people at every goddamn grade I went to even up until I was in fucking college.... TO MAKE FUN OF ME. So even in jest. Idk. Unless it’s seriously a joke I can laugh at or find funny or something. Something that doesn’t flat out make me second guess whether or not you’re ACTUALLY joking... stop. Just stop. Call me bitchy. Call me sensitive. Idgaf. Either choose not to disrespect me. Or choose not to be in my life. Simple.
• Not being heard or appreciated. It’s a big thing. I do a lot for people. I help them. I understand them. I put so much effort into people I care about and sometimes even people I don’t. And to no resolve. Like I don’t expect a thank you. It’d be nice as hell for someone to grow some fucking balls and come back to the person that helped them or let them know something was gonna happen and show you APPRECIATE it. But Lol people don’t do that. Ever. They take what they can get from you, and throw you away when you’re no longer a convenience or help to them. And if you’re not giving them exactly what they want... even if they NEED something different... they don’t care to fuck with you.. not along appreciate you. Just I do a lot & get nothing or no respect in return. It’s just draining and upsetting and I hate it.
• Disrespect in general. That’s it. It explains itself. Some people can handle it. Not me.
• Cheating. In just about every circumstances. i hate it. Emotional and Physical. As someone who gives lots of undeserved chances ....... I don’t want to be put into that situation. Cause I hate cheating. And i don’t even know what I would do. Because I have a habit of letting toxic people ruin my life by giving them too many fucking chance or the benefit of the doubt
• Pop up Ads. This isn’t that big of a deal. But like... they’re just annoying.
• Inconsiderate smokers. Just the overpowering scent of nicotine gets me upset. I have asthma. It makes me sick. Very quickly. People that know that should care to be considerate. Idk. It just a touchy subject for me. Cause of circumstances out of the control of me or her... my mom has become addicted to cigarettes and addiction ruins rationality in every way. and she doesn’t seem to want to stop when the scent gets to my lungs and makes me start coughing uncontrollably. I dont even get mad anymore. But her dad died from cigarettes and addiction. So did her brother. Now my mom is addicted. To something that can actually kill her. It scares me. And addiction is hereditary which is why I literally don’t think I will ever put drugs or heavy alcohol anywhere near my lips. And addiction scares the fuck out of me. Idk. It...it is a very touchy subject actually... I’m sorry to have shared so much.
Anyways Yea
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