#they're just more costly to make
Explore tagged Tumblr posts
majormeilani · 1 year ago
Text
Tumblr media
inventor of the health pons and the smartest girl around 💖
32 notes · View notes
pandemic-info · 5 months ago
Text
"Any chance we're wrong about Covid?"
It's a valid question many people earnestly think about — even the very cautious.
'it becomes important to ask: "what does the data actually say?"'
Quoting a few good answers from a thread:
"Covid left me disabled in 2020. I know with 100% certainty that I am not wrong about Covid. I live with the proof every minute of every day for the rest of my life."
"The insurance companies and government statisticians care, or rather they have taken an objective interest." > https://fred.stlouisfed.org/series/LNU01074597 > https://insurancenewsnet.com/innarticle/insurance-industry-coalition-forms-non-profit-to-study-excess-mortality
"There are parallels between how governments are responding to COVID-19 and how they responded to tobacco back in the day. “it would be a mistake to assume governments would automatically protect people from a public health threat in the face of more immediate economic considerations…there would be resistance to change that might be costly until evidence to justify it was overwhelming.”" > https://johnsnowproject.org/insights/merchants-of-doubt/
"I suspect most of us entertain this thought from time to time, especially when it’s this absurdly difficult and lonely to maintain a Covid Conscious lifestyle. But it’s important to remember that history is littered with people making terrible choices en masse: with handling past pandemics, the holocaust, slavery, witch burnings, etc. Hell pretty much everyone used to smoke and putting lead in everything was A-ok. Just because a lot of people believe something doesn’t mean they’re right. So it becomes important to ask what does the data actually say? The research and the statistical data on this subject paint an ugly but fairly quantifiable picture by which we can gauge our understanding of the situation and our choices in response to it. Read the science. Look at the data on things like Long Covid. There are also many of us who have already had our health absolutely ravaged by this virus or lost loved ones to it etc., and everyone in that position has first hand evidence for how dangerous this virus is. It’s tremendously difficult to swim against the current like we are and self-doubt is natural in those conditions, but that’s when seeking out factual information on the subject is the best course of action."
"But what it all comes back to for me is - say we're wrong, and covid is a big nothingburger and lockdowns are the root of all evil. Ok, well, what I'm doing is acting on the best information available to me at this time to protect my family. I can't regret that. I will always be able to look my kids in the eye and say "I did my best with what I had."" ... So if we're wrong - well, we wore masks, changed our social habits, reduced our consumerism and our contribution to the destruction of our planet, and reduced how often we got sick. None of those things are bad. If they're wrong, they and their kids are screwed. I'd rather err on the side of caution.
862 notes · View notes
mostlysignssomeportents · 10 months ago
Text
Prison-tech company bribed jails to ban in-person visits
Tumblr media
I'm on tour with my new, nationally bestselling novel The Bezzle! Catch me in BOSTON with Randall "XKCD" Munroe (Apr 11), then PROVIDENCE (Apr 12), and beyond!
Tumblr media
Beware of geeks bearing gifts. When prison-tech companies started offering "free" tablets to America's vast army of prisoners, it set off alarm-bells for prison reform advocates – but not for the law-enforcement agencies that manage the great American carceral enterprise.
The pitch from these prison-tech companies was that they could cut the costs of locking people up while making jails and prisons safer. Hell, they'd even make life better for prisoners. And they'd do it for free!
These prison tablets would give every prisoner their own phone and their own video-conferencing terminal. They'd supply email, of course, and all the world's books, music, movies and games. Prisoners could maintain connections with the outside world, from family to continuing education. Sounds too good to be true, huh?
Here's the catch: all of these services are blisteringly expensive. Prisoners are accustomed to being gouged on phone calls – for years, prisons have done deals with private telcos that charge a fortune for prisoners' calls and split the take with prison administrators – but even by those standards, the calls you make on a tablet are still a ripoff.
Sure, there are some prisoners for whom money is no object – wealthy people who screwed up so bad they can't get bail and are stewing in a county lockup, along with the odd rich murderer or scammer serving a long bid. But most prisoners are poor. They start poor – the cops are more likely to arrest poor people than rich people, even for the same crime, and the poorer you are, the more likely you are to get convicted or be suckered into a plea bargain with a long sentence. State legislatures are easy to whip up into a froth about minimum sentences for shoplifters who steal $7 deodorant sticks, but they are wildly indifferent to the store owner's rampant wage-theft. Wage theft is by far the most costly form of property crime in America and it is almost entirely ignored:
https://www.theguardian.com/us-news/2023/jun/15/wage-theft-us-workers-employees
So America's prisons are heaving with its poorest citizens, and they're certainly not getting any richer while they're inside. While many prisoners hold jobs – prisoners produce $2b/year in goods and $9b/year in services – the average prison wage is $0.52/hour:
https://www.dollarsandsense.org/archives/2024/0324bowman.html
(In six states, prisoners get nothing; North Carolina law bans paying prisoners more than $1/day, the 13th Amendment to the US Constitution explicitly permits slavery – forced labor without pay – for prisoners.)
Likewise, prisoners' families are poor. They start poor – being poor is a strong correlate of being an American prisoner – and then one of their breadwinners is put behind bars, taking their income with them. The family savings go to paying a lawyer.
Prison-tech is a bet that these poor people, locked up and paid $1/day or less; or their families, deprived of an earner and in debt to a lawyer; will somehow come up with cash to pay $13 for a 20-minute phone call, $3 for an MP3, or double the Kindle price for an ebook.
How do you convince a prisoner earning $0.52/hour to spend $13 on a phone-call?
Well, for Securus and Viapath (AKA Global Tellink) – a pair of private equity backed prison monopolists who have swallowed nearly all their competitors – the answer was simple: they bribed prison officials to get rid of the prison phones.
Not just the phones, either: a pair of Michigan suits brought by the Civil Rights Corps accuse sheriffs and the state Department of Corrections of ending in-person visits in exchange for kickbacks from the money that prisoners' families would pay once the only way to reach their loved ones was over the "free" tablets:
https://arstechnica.com/tech-policy/2024/03/jails-banned-family-visits-to-make-more-money-on-video-calls-lawsuits-claim/
These two cases are just the tip of the iceberg; Civil Rights Corps says there are hundreds of jails and prisons where Securus and Viapath have struck similar corrupt bargains:
https://civilrightscorps.org/case/port-huron-michigan-right2hug/
And it's not just visits and calls. Prison-tech companies have convinced jails and prisons to eliminate mail and parcels. Letters to prisoners are scanned and delivered their tablets, at a price. Prisoners – and their loved ones – have to buy virtual "postage stamps" and pay one stamp per "page" of email. Scanned letters (say, hand-drawn birthday cards from your kids) cost several stamps:
https://pluralistic.net/2024/02/14/minnesota-nice/#shitty-technology-adoption-curve
Prisons and jails have also been convinced to eliminate their libraries and continuing education programs, and to get rid of TVs and recreational equipment. That way, prisoners will pay vastly inflated prices for streaming videos and DRM-locked music.
The icing on the cake? If the prison changes providers, all that data is wiped out – a prisoner serving decades of time will lose their music library, their kids' letters, the books they love. They can get some of that back – by working for $1/day – but the personal stuff? It's just gone.
Readers of my novels know all this. A prison-tech scam just like the one described in the Civil Rights Corps suits is at the center of my latest novel The Bezzle:
https://us.macmillan.com/books/9781250865878/thebezzle
Prison-tech has haunted me for years. At first, it was just the normal horror anyone with a shred of empathy would feel for prisoners and their families, captive customers for sadistic "businesses" that have figured out how to get the poorest, most desperate people in the country to make them billions. In the novel, I call prison-tech "a machine":
a million-­armed robot whose every limb was tipped with a needle that sank itself into a different place on prisoners and their families and drew out a few more cc’s of blood.
But over time, that furious empathy gave way to dread. Prisoners are at the bottom of the shitty technology adoption curve. They endure the technological torments that haven't yet been sanded down on their bodies, normalized enough to impose them on people with a little more privilege and agency. I'm a long way up the curve from prisoners, but while the shitty technology curve may grind slow, it grinds fine:
https://pluralistic.net/2021/02/24/gwb-rumsfeld-monsters/#bossware
The future isn't here, it's just not evenly distributed. Prisoners are the ultimate early adopters of the technology that the richest, most powerful, most sadistic people in the country's corporate board-rooms would like to force us all to use.
Tumblr media
If you'd like an essay-formatted version of this post to read or share, here's a link to it on pluralistic.net, my surveillance-free, ad-free, tracker-free blog:
https://pluralistic.net/2024/04/02/captive-customers/#guillotine-watch
Tumblr media
Image: Cryteria (modified) https://commons.wikimedia.org/wiki/File:HAL9000.svg
CC BY 3.0 https://creativecommons.org/licenses/by/3.0/deed.en
--
Flying Logos https://commons.wikimedia.org/wiki/File:Over_$1,000,000_dollars_in_USD_$100_bill_stacks.png
CC BY-SA 4.0 https://creativecommons.org/licenses/by-sa/4.0/deed.en
--
KGBO https://commons.wikimedia.org/wiki/File:Suncorp_Bank_ATM.jpg
CC BY-SA 3.0 https://creativecommons.org/licenses/by-sa/3.0/deed.en
1K notes · View notes
hotvintagepoll · 10 months ago
Note
Do you have any opinions on modern (post-1970s) movies that you feel capture the essence (in a good way) of Old Movies?
No, unfortunately. That doesn't mean I don't like modern movies or that modern movies aren't good, but modern movies—and here I'm really using modern to mean post-2010, so contemporary movies—have different standards for pacing, characterization, budget, and production that make it harder (or impossible) to capture some of the magic of old movies. Even when modern movies clearly try to emulate that old-movie feeling—I'm thinking of La La Land, The Artist, The Shape of Water, In the Heights—they play the homage too broadly, or they ignore crucial components that make the original films work.
There's kind of too much to go into here without writing a full essay, but essentially, the Old Hollywood system—ugly, failed beast as she was—made some movies simply more accessible to make, due to the ongoing storage of props, sets, master craftsmen, crew, and onscreen talent that could move from one movie to the next without pause. If you needed a dancer, he was already on staff. If you needed a fancy bed, it was already in the warehouse. That kind of longterm storage is invaluable if you want to crank out movies quickly and cheaply because it saves so much time on individual negotiation and sourcing. Modern production companies have to work out individual contracts for every actor on every film; crew members have to negotiate rental contracts and source pieces from scratch; if you need someone with specialist skills, you have to contract them specially at a high rate, which a lot of small companies can't (or won't) budget to do. There's sand in the wheels where there needn't be any. It's wasteful, and costly, but that's the system modern movies are made with.
Which all means that even if the modern movie system wanted to make a classic movie musical just like the old ones, they couldn't, because the talent isn't already there—it hasn't been trained up enough, and there's not that breadth of knowledge you can only get from people who have been allowed to work in the same department in the same place for decades. Movies like La La Land fail, for me, because they present themselves as descendants of Fred Astaire or Busby Berkley movies, while missing the bit where Fred Astaire was a master of his craft. When you watch Fred Astaire dance—or Moira Shearer, or the Nicholas Brothers, or Ann Miller—you are watching a true artist at work, purposely showcased by the studios because they already have them on contract. Modern movies, on the other hand, tend to take people who already have star talent (as actors) and try to convert them into dancers/singers—or they pull dancers/singers off of Broadway, but then they don't have the star power built in. You end up with lackluster musicals where no one truly knows what they're doing, or they do but they're not built up enough by the studios to sell. And that's me discussing just on-screen talent for musicals—there is a huge loss behind the scenes, as well, for all kinds of movies, where roles that would have been filled by union crew who moved continuously from one job to the next have been swapped for freelance labor who live with immense turnover, financial insecurity, and knowledge loss. You could hand me the budget and I could try to make an old movie, but the industry itself has changed so much it's impossible to recapture that charm of steady, niche talent, the amazing possibilities of bonkers set design, and the ability to take a risk on a smaller movie because the other films being produced by the same studio can help balance the budget.
I've talked way, way too much about all of this! Sorry, I just have a lot of thoughts—and the one above is just one of them; the talent loss and storage issues are only facets of a much bigger problem that extends to how we watch movies today, how we market them, what we expect of them, and what's allowed in them. It's a crying shame because the talent is still there, but times change and so does the industry, for better or for worse. (And, just again to clarify, I don't think modern movies are bad—they're just missing a lot of the juice old movies got to play with, even if there's more talent available than ever before.)
502 notes · View notes
peliginspeaks · 14 days ago
Text
This made me think - it's been a while since I played the Ambition, but yeah, the player does earn a measure of respect from Veils through their single-minded insistence on killing it. I almost wonder if the image of the hunter shifts in its mind to someone it could possibly recruit, directly or indirectly, which is. Fascinating. Once defeated, it does seem to almost be tempting you to leave a part of it alive, especially the more political and "human" aspects of it. Surface Veils could be useful to you, and it knows this. It now sees you as potentially someone of a cruelty and relentlessness nearing its own.
I think it's another powerful commentary on authority, that it tries to live on through you once you've proven yourself violent enough to kill it. The monster is the role Veils plays just as much as it is the individual - probably even more, and the ending hands you that role, no matter what path you pick. There is no ending that does not leave either an aspect of Veils or its responsibilities whispering in your ear. I'm personally of the opinion that the narrative hands you that burden as a way of putting the story and its conclusions fully into the player's hands, a reminder that the monster is only dead if you keep killing it with every decision after that, rather than a definite "if you kill a monster you become one" (which is another common interpretation that's always bugged me)
More OC stuff + your tags on Rory under the cut
Tumblr media
This is SUPER INTERESTING and I'm very pleased to learn it. Usually it irks me a bit the idea that killing the Vake automatically turns you into it in some way, but the way you've done this with Rory is not automatic and meshes super well with who she is as well as the themes of the story. It sounds like where they started is where they ended motivation-wise, in a way - killing for the sake of killing, like you said - except now with the benefit of an inherited empire of structure behind it. It's empowering in a way (which I can see Rory longing for) and decentralizes the power of the Masters which is always good, but Veils definitely lives on as a concept as long as its momentum is carried forward in that way.
In a way, this is also why I very intentionally didn't go with any of those themes for Hallowrove post-BaL. For them it was never about the killing for killing's sake - if anything it was the hunting for hunting's sake, first out of curiosity and then as a dance they'd stepped into that was whirling too fast to know how to step out of. Hallowrove didn't start thinking about the Vake as in any way relatable to them until a few weeks after its death, and then it was the horror of existing as a complex whole and being split into more easily definable parts that got them, not the power fantasy. I don't see Hallowrove as an inherently or unfailingly good person, but as far as the reward for killing every Veils aspect goes, he was never going to make full use of that. In my timeline Veils' factories are now worker-owned, its surface assets disbanded, and its hoards quickly dwindling as the flow of goods from where they're made to where they will be used is allowed to continue. Dola Hallowrove grew up learning to keep her head down and aged into a life of long shifts and brutal foremen. There was never going to be a universe where she would step into Veils' shoes.
The marks are still there, sure - they do use the monetary reward and connections quite liberally, and they've never quite been able to adjust to not having a hunt on the go again - but I think the difference in perspectives is the difference between there still being a monster after the fall of Veils and there not being, to the various degrees that is true between the two of these guys. Absolute power might corrupt absolutely, but Veils' power was never as absolute as it wanted you to think it was, and the lie of no choice in the matter can be as dangerous as being complacent in the idea that "the monster" died with the individual.
It's been more than two entire years since I finished BaL and now I'm using mobile data at work to be angry about Veils. Okay so. Here's the thing.
When it hunts, Veils paints itself as a beast. It tells you it's only natural for it to kill, that its appetite must be sated, that its confinement down here is to blame for its actions. This creature, who controls the silk industry in Victorian London, claims instinct is its only motivator and to accuse it of strategy or power-hunger is absurd. But when you want to kill it? Then of course it's an incredibly complex being, so much higher on the chain than you, with plans and strategies beyond your feeble human mind. The whole point of the narrative Veils paints around itself is to both excuse itself of accountability and lift itself above the very idea of being fallible, by manipulating its image to fit either mastermind or animal as it sees fit. And people fall for it. I'm not going to yuck anybody's interpretation of the story (very genuinely I love and value differences in that across players) but I see very very few people acknowledge Veils as a political threat or essentially member of government, and many more focus on the monstrousness of it and the role of instinct in its reasoning.
Bag a Legend is in many ways a story about "violence begets violence", about cycles and corruption, but it's also (as many many stories in Flondon are) a commentary on authority. Veils is, at its core, an authority figure who extended its role from political violence to at-will physical violence against its own charges. Its base role, even if it hadn't become the Vake, is violent. It is heavily involved in the Great Game as well as controlling a vast chunk of London industry, and was actively negotiating the purchase of the Sixth City when the PC killed it - a political action in the interests of the Bazaar that would have killed a vast swathe of people it has no reason to care about beyond as a resource. Even if it had never sunk claws into a person, it would still be violent and extremely dangerous. April knows it, the nuns know it, but it seems a part of Veil's strategy is to get any prospective hunters to forget about that part of its role only when it's convenient and remember it only when it's intimidating.
Incompetent when questioned and all-powerful when threatened. The parallel to real-life corrupt authority is just. Infuriatingly familiar. Excellent job, Failbetter.
61 notes · View notes
elbiotipo · 18 days ago
Text
Some thoughts for a D&D Spelljammer setting I'll probably never get around to actually write:
Spelljamming ships should be a revolution in transport and not only for fantasy space, they're basically flying ships, they could transport things from one end of a planet to another. Worlds that know spelljamming must be very different than those that don't.
What's the limitation here, then? Spelljammers themselves, that is, the guys who pilot the ships. They need to be magic users and you would need at least 2, preferably more, for shifts. That means you need to have mages that could be doing other useful magic stuff piloting a ship.
There's also the cost and skill required to make spelljamming helms. 5000 GPs in materials and level 5 spell apparently. Now, gold and levels in D&D don't mean much to me, so for the purposes of this scenario, I will assume making a spelljamming ship is costly and needs a lot of skill regardless of the actual numbers involved. So you don't have ships flying around the skies of every world, just a few have both the "human resources" (that is, trained mages) and material resources (I assume the spells and components are expensive and rare) to make spelljamming helms and crew ships.
Do we have equivalents of this in the real world? Yes, actually! The entire aircraft industry! Airliners, which are among the most complex machines produced in mass, are basically built only by Boeing, Airbus, and recently Comac on China (there used to be more) and pilots aren't easy to train either. There might be few worlds with the concentrated *productive forces* to build spelljammer helms in "serial" production, outside of some crazy wizard in a tower.
In fact, this is a bit besides the point but in general, the world(s) of D&D are pre-industrial, and this makes sense as for complex tasks you wouldn't really think of using a machine to do it, you seek a magic user who can do it instead. They are very jealous of their trade secrets too. We are looking at a kind of Renaissance economy in a large scale then, with guilds and church(es) and other institutions for "artisanal" complex goods instead of industries. Fantasy settings have always been strange about the demographics of mage users, but I think knowing the role of monasteries, alchemists, etc. during the real-life Renaissance helps you get closer to the dynamics.
Returning to the ships, I think spelljammer ships (or helms) might be hard to make but very hardy, long-lasting and easy to pilot, sort of like DC-3s that were built before WWII and are still used in Colombia. So that fits with the adventurer idea of getting an old ship and going into the stars. And maybe there is a surplus of them in some worlds that used to have large navies (like post-WWII surplus of airplanes and ships).
In Spelljammer you can stick a spelljamming helm on anything and make it fly, even seagoing ships (which are preferred for many reasons) but the true spelljamming ships like the Hammerhead Ship, the Squid Ship, etc. have strange shapes. I will say that those are not just decorative (because that's frankly a bit silly) but actually designed for better navigation through the currents of the Phlogiston or Astral Sea.
The 5e rules of spelljamming navigation basically say that ships go into the Astral Sea and then the spelljammer at the helm just thinks where to go and flies "100 million miles in 24 hours", that's it, just think about it and you're wherever you want, or, if you're not in a ship, you can just fly through the astral sea and, I quote "The more intelligent a creature is, the faster it can move." Which is frankly too stupid for words. I'm actually kind of angry at how stupid it is.
I'm completely ditching the 5e Astral Sea with its whole spiritual thing (to me that's a completely different thing) and making it a material plane of phlogiston (or aether, that sounds better) where the crystal spheres float. They aren't fixed, they move and flow with the stellar currents, but you CAN navigate them if you're attuned to them, you can use navigation equipment to find particular spheres and you can use your sails to get more favorable currents, this is a skill you have to learn and can cut travel times or let you find some things in space.
Doesn't that sound much better than "you just think and you're there xdxddxddxdxd"?
So how fast then? I think we'll just play it safe and see the top speed of sailing ships on the real world. Clippers, the fastest sail ships before steam ships, took roughly 100 days to cross the Pacific. The usual before was about 4-6 months. It depends on how big your setting is, but I think that's a good estimate to go to "the other side of the world" as one would say. And it of course would depend on how well known the routes are. It could be that you simply CAN'T fly to other spheres without doing extensive navigation first.
So instead of having 10 to 100 days at random to go somewhere (like in the original Spelljammer) or the somehow even stupider rules of 5e, you would have a map of well navigated, average, poorly known, and completely unknown spelljamming routes. Every time you got farther away from the well-known routes, navigation becomes more dangerous and travel more slow. You need (both in game terms and in setting terms) to have good navigation skills to get anywhere fast and safe.
You could have crystal spheres grouped in "constellations" (in my setting I do) that are easier to navigate inside, where the currents are known. This is also useful for worldbuilding "regions" in fantasy space that share cultural traits.
There must be all sorts of magical and non-magical navigation means, especially for landing on planets. Magical lighthouses, compasses, communication (a kind of morse code that can be communicated by lights, when magical communication isn't an option). I would think that for convenience, since planets are so big, spelljammers might sort of memorize the land of the main port and not bother with the rest. It might be that in an entire world, only one or two ports are truly visited by spelljammers. This also means that it would be very easy to set up a new base somewhere, even in well-travelled worlds.
What about power projection and star empires? We can read about colonial empires and age of sail trade to get a hint here. Empires where you rule by posting armies in every planet are very unlikely, since we established spelljammers are kind of expensive to make. Imagine invading and controlling, say, Earth in the 1600s with a dozen ships.
But imperialism where an external power controls key trade routes and ports, economically controlling a world, is very possible. This control means that those worlds must be integrated into the *galactic* economy somehow, as a large world can be self-sustaining, but its connections to the greater galaxy can be controlled. So, an imperialist power might succeed into controlling the economy of a world by controlling its trade centers and politics, without needing large armies or simply enlisting local collaborators. In fact, many might not be even aware they belong to a interstellar empire in their maps. On the other hand, *more* *voluntary* associations similar to the Hansa or Greek leagues might arise.
76 notes · View notes
astaroth1357 · 2 years ago
Text
Witchy Requests: The Reality of Summoning a Demon Lord
Contents: Violence and demons being demonic
~♡♡♡~
Summoning Lucifer
First off, this is not even remotely easy to do.
Lucifer does not get summoned away very often because it takes a witch at least comparable to Solomon's skill to pull it off. Of the small handful of people who can, only a couple are crazy enough to try (so he already knows them all by name).
Not only is this hard to do logistically, Lucifer also HATES being summoned with a burning passion. It messes up his schedule, gives him a pounding headache, and it's pretty humiliating to be ordered about like a dog on a lead.
Anyone summoning Lucifer has put some seriously strong spells in place to keep him in check. It'll take more than a salt circle to stay protected because he'll just blow that crap away with his wings.
It's well known that he will attack the second that the caster gives him the opportunity. Even so much as looking away could leave enough of an opening for him to fry them to a crisp. Extra potent magic chains and bindings are about the only things that ensure safety....
Deals with Lucifer are extremely costly due to how pissed he is just being there. He doesn't stop at their soul. Depending on the day, he could ask for any number of other sacrifices before he so much as lifts a finger. A person summoning Lucifer must be prepared to lose almost everything...
That said, he always fulfills his contracts to the letter and employs very little trickery. If the agreement was unclear, then that's on the summoner. Not him. They get exactly what they asked for.
There was a rumor going around for a time that if Lucifer was summoned with classical music in background, he'd be easier to deal with. Unfortunately, a naive young witch gave it a try and found out that "easier to deal with" Lucifer is still willing take off a hand or two no matter how sophisticated the room sounds.
Solomon has only managed to summon him twice. The first time was in a bid for a pact (which ended in a very wrecked office) and the second was an attempt to ask the questions about Michael that Simeon refused to answer (he let him go pretty quickly after receiving a death glare that would have turned his hair white if it weren't so silvery already).
Summoning Mammon
So like. It's pretty easy to do, but it ain't cheap.
Mammon only shows up if the caster can offer up some serious wealth in return. We're talking sprinkling the summoning circle in gold coins and Rolex watches to make it happen. They don't get to keep any of it, either. He's taking that as the "entrance fee."
Though he's generally a pretty safe summon, Mammon's motivations are directly tied to how much wealth he's gonna make off of their time together. Bribes aren't just encouraged, they're expected, and he gets pissed off if they think he'll do any work for free.
Since he encompasses the sphere of Greed, he sees a lot of witches and the like who summon him for a bit of luck or to increase their chances of acquiring ill-gotten gains. He usually demands a cut of whatever they manage to get from his help, on top of what it already took for him to play ball to begin with.
The only witches who get to skip his exorbitant prices are, unfortunately, the ones whom he already owes money to and it is degrading to say the least... He tries to keep MC out of that as much as possible and he'll straight up toss anyone who brings it up.
There's an urban legend around witching circles that of you can get Mammon to kiss a Grimm and give it to you, you'll have good fortune for an entire year. He doesn't really believe it himself but he still gave one to MC, just in case.
Solomon hasn't ever tried to summon Mammon, though he knows that he could very easily. He's not too tied to wealth or material possessions, so he's never needed his assistance to start with. If he ever summons him now, it's usually just to ask how MC is doing since the two are so close.
Summoning Levi
Often more trouble than it's worth...
Summoning Levi is really only useful for a VERY small handful of problems, nearly all of which concerning the Devil's Sea in some way. He's the only brother with any jurisdiction over it, much less the ability to talk to fish.
The issue is that Levi hates being summoned just as much as Lucifer. It drags him right out of his comfort zone and puts him a space where he feels like he's being judged for how useless he is... Thus, he'll spend the whole time sulking, irritated, and hissing to be left alone.
Levi has to be spoken to with extreme care because setting him off could result in the caster getting crushed by all 200 tons of Lotan then swept away in the flood that comes after.
Those who can appease him with video games and anime fair better, not by much because he gets even more irritated if they get details the wrong or seem like a "fake fan" (yes, unfortunately he gatekeeps 🥲). Only the most otaku of witches are safe from his temper.
In truth, main reason that anyone summons Levi anymore is for nautical travel through the Devil's Sea. The dude is like a living compass with precise latitude and longitudinal coordinates built into his DNA. But asking for that is also a one way ticket to meet Admiral Levi who is even WORSE to be around than the Otaku version...
The first time Solomon summoned Levi, they actually got along pretty well (largely thanks to Solomon's equally copious knowledge of TSL). He was only looking for the scales of a specific sea monster, but the two ended up chatting for a while. He thought that he could have made a pact with him right then and there, but Levi asked if he liked The Magical Ruri Hana and his answer to THAT shut things down instantly...
Summoning Satan
Practically the OG demon to summon despite being around for the least amount of time.
Satan is one of the easier brothers to summon because he spent a few centuries spreading around just how to do so in the human world. He wanted an excuse to leave the House and piss off Lucifer by fucking with humanity. Architect of the Satanic Panic right here.
I suppose you could say that in his younger years, Satan was something akin to a rockstar in witching terms. Even non-witches knew of him, just not a lot of the accurate details.
Satan was really the "ground zero" for humanity's pop culture surrounding demons. He used to use it as a chance to let loose from Lucifer's constant pressure, so he played up the persona of the "charming, charismatic bad boy with a homicidal mean-streak" beautifully.
You would also have to be a lawyer if you wanted to make a solid contract with him. He was wicked smart even back then and put it good use by tormenting the humans more. That classic phrase, "Deal with the Devil" came from the amount of times he'd gleefully screw someone over.
Since then, he's calmed down considerably and is even a little embarrassed about his old persona if anyone brings it up. He's much more refined in his modern day dealings, though he'll still make a nasty deal or two just to keep the humans on their toes.
Satan's fondness for cats is the reason why cats got tied to witchcraft in media. It was common knowledge that if you summoned him with a cat present, then he would be too distracted to give you a bad deal. Ever since then, it just stuck.
Solomon's true first interaction with Satan was when he summoned him one day to get some advice about making a pact with Lucifer... It was one of his worst ideas to date and he still has the mended ribs to show for it.
Summoning Asmo
Very easy with low risk... for the most part.
Asmo LOVES getting summoned out by witches. It feeds his ego something fierce. So he never makes it all that hard to do, however...
Those who summon Asmo quickly learn that it cannot be a one-time thing. Or if it is, it better fucking stay that way.
Asmo ties a lot of self-worth to how "in demand" he is, so after a witch summons him, he'll keep a tally on how long it takes for them to summon him again.
If they do so quickly and regularly? No issues. He couldn’t be happier! If they take too long between summons though...?
Fury. He'll come at them laying curse after curse because how DARE they forget about him like that!! And after, uh... whatever he did to help them out, no less!
Most witches just preemptively make a pact with him since they know that calling on Asmo is more like an ongoing relationship than a simple business transaction.
Ironically, despite the fact that Asmo wants to be summoned so badly, he is incredibly picky about the kinds of work he'll do. He won't do anything that could ruin his manicures, mess up his hair, strain his muscles, dirty his skin, cause a breakout, make him frown-
All of this absolutely stems from that time he was summoned by Solomon and tricked into doing hard labor to build his Temple. You live and learn, then throw the people who treat you poorly into the desert as punishment. Or something like that.
Summoning Beel
A very unwise decision unless you have the resources of a sultan.
Beel isn't exactly hostile by default, if anything he's very easy going all things considered. It's just that his stomach does a lot of the talking in contract arrangements...
After summoning Beel, the caster has to try and keep him fed at all costs. If he's eating, he's docile and easily negotiable. If he's hungry, he will eat them without hesitation. He's just going to go for the most filling thing in the room and, unfortunately, that tends to be the human in front of him.
As long as they have ten or so caterers on speed dial, deals with Beel are very straightforward. He's refreshingly forthright compared to the rest.
Sure, the first thing he usually asks for is permission to eat them, but he can be easily dissuaded by offering up something else to fill his stomach in their place. He's not bloodthirsty, just hungry.
For a short time, it was theorized that summoning both twins at the same time would make their interactions more safe, but that was quickly canned when it was discovered that Belphie would encourage Beel to eat whomever brought them there... He was not a good influence at all.
Solomon did actually try to summon Beel once thinking that he made enough food to keep him satisfied for a talk. Beel didn't even get three bites into his tuna salad before he lost consciousness... When he woke back up in HoL, he didn't have any memory of it and Solomon tactically decided to never mention it again so he could avoid future arguments.
Summoning Belphie
Blacklisted. Not allowed.
For centuries before MC showed up, Belphie was considered one of the most dangerous demons for a human witch to summon. Full stop. Even worse than Lucifer. The guy's bloodlust was unreal.
How exactly was the weakest brother considered the most deadly to interact with, you ask? Cold, hard manipulation.
Belphegor knows he's considered the weakest. He knows that he doesn't look like much of a threat. He even knows how to play into that "sleepy and harmless baby brother" image that he's spent so damn long building up.
Belphie is even better at persuasion than Satan. He can make whoever summons him feel silly, no, embarrassed for ever thinking he was a threat, then attack them when their guard was down.
Even if they keep him contained, his contracts are notoriously filled with wordplay and deceit. At best, he'll twist the terms around so he doesn't actually have to do anything. At worst, it'll become a death warrant with more than just their life on the line...
All of this, of course, was Belphie back when he still hated humans. But even after settling down with MC, he's in no rush to go correcting any records. He quite likes having his nap days uninterrupted, thank you.
One of the most horrifying rumors about summoning Belphegor is that if you sleep afterwards without fully sanctifying the room, he'll possess you in your sleep. There are still witches to this day who travel to the Devildom with sage in their pockets just in case they see him and need to start cleansing the area immediately.
Much like Mammon, Solomon has also never tried to summon Belphie. Sure, he can be somewhat unscrupulous, but even the witty sorcerer knows when the risk outweighs the reward.
Summoning Diavolo
Really only possible in theory because there has never been a successful attempt.
No one is very sure why all attempts to summon the Demon Prince crash and burn so easily. Solomon himself as spent centuries trying to work out the logistics.
Is there just no sacrifice comparable enough to bring out a being of his magnitude?
Are the sigils and chants required so ancient and esoteric that they've long been forgotten by mortal minds?
Do the summoning circles work but Diavolo, by the nature of his power and authority, just "opts out" of showing up if he feels like it?
Solomon has tried summoning Dia numerous times and every attempt has left him with nothing but wasted materials and broken dreams. This is basically his white whale. Don't bring it up or he'll get pouty.
Summoning Barbatos
Another unwise decision that leaves many with nightmares years later.
Barbatos is an... interesting case to summon. Like Lucifer, the caster has to be incredibly talented. Though unlike Lucifer, Barbatos doesn't react with such upfront vitriol.
To be clear, he is NOT happy. He is NEVER happy to be called away so suddenly from his lord. But it comes across more like a frigid aura of contempt and malice than the white hot hostility of all the others.
Put simply, it just feels like you royally fucked up in ways you can't even process.
The most unnerving thing about accepting a contract with Barbatos is that he will always agree to whatever is asked for with no complaint, but he'll never say what he wants in return.
The terms of all demonic contracts are that whatever is asked must be balanced by an equal sacrifice, but since Barbs NEVER identifies what he plans on taking, it leaves the caster to wonder what they've loss...
Every bad event from then on gets overanalyzed to the point of paranoia where the caster victim tries to identify if their debt has finally been paid or if he may still come to them one day and demand what he's owed...
Solomon doesn't know it, but a popular theory among his peers is that what Barbs took in exchange for their pact was his mortality in hopes that the centuries of loss and isolation would make him go insane. It's a silly little rumor, but it does still make Barbs chuckle whenever he hears it...
2K notes · View notes
ranticore · 3 months ago
Text
actually it is funny to think about some travelling falconer wandering around with a king harpy who is 100% most definitely the one running the show, who thinks the falconer is like. a fun accessory to show off to others/a mouthpiece to communicate through.
i should explain more about village vs travelling falconers in the ama plains region but the gist is that large villages are usually very wealthy and very well-defended because otherwise they would not exist. crawling beasts are drawn to high population density after all - towns are rare and more like fortresses than what you're likely imagining
consider the bastion fort as a model for what a large ama town might look like (in a less temperate climate):
Tumblr media
in some of the larger ones, the 'moat' is actually a continuous firepit which provides passive defence through the night, but the upkeep is insanely costly
anyway the towns here need defending nightly. there are constant waves of enemies it's like the most boring level of a video game, 100% of the time, 365 days a year. those in charge of the town's defence are very selective with their harpies and falconers. the harpies usually breed in the town with occasional input from wild-sourced eggs to keep bloodlines good. the falconers are either former travelling falconers with high accolades looking to settle down, or trained from a very young age in the mews. they're extremely elitist about their falconry techniques and training methods.
for small settlements, they can't afford their own dedicated defence. the resources to supply a harpy flock would be very intensive. that's where we get monster tamers like ambrose who are, for the most part, charlatans who promise they can defend a town with their barely-socialised monsters. travelling falconers fall into this category - it's usually one guy and one harpy who may or may not have been kidnapped as an egg, travelling around and offering budget defence against crawling beasties. falconers are thought to be a little more trustworthy than most because there is the possibility of promotion - if they make a name for themselves and do well, they could be offered a position in a town mews which is by all accounts a cushy job.
but their lives otherwise are very rough. long hours on the road in between spread-out population centres, just yourself and the harpy you probably love and trust but also continuously neglect.
63 notes · View notes
isatling-husbandry-guide · 3 months ago
Note
So, as someone looking to adopt an isatling, what are the available options? Are there many variations of them - say, a Siffrin that keeps both eyes, or a Mirabelle that lacks a shawl - or is there just one overall version for each?
Isatlings have tons of options! There’s a lot of species, making it very difficult to name them all. I urge you to browse through listings of domesticated species! I recommend starting with a Mirabelle, Bonnie, and perhaps even an Isabeau, as they're beginner friendly and have a lot of information available since they're some of the most popular and friendly species, but there's tons of other species out there you can start with! I personally have so much love for Fishing Ones; they're so cool!
When it comes to adoption, think about what you’re looking for in an Isatling! For example, caretakers who want something more independent may steer towards an Odile, while more hands-on caretakers will lean towards a Bonling or King. Consider how much you're willing to spend on an Isatling. Loops and Mirabelles tend to be less costly to care for (though Loops are known to cause damage to household objects if not properly trained), while Housemaiden varieties are often more costly on account of their need for a constantly changing environment (ESPECIALLY Claudes). Also keep in mind how much space you have available. A lot of species thrive when given a tankmate, but they still need space! Make sure you have the resources and space available to properly home your Isalting(s). Ultimately, it's all about finding one that fits your needs best.
Yes, absolutely there’s variations for individual species! Like any other living thing, Isatlings can have different appearances and characteristics than are standard for their species. It’s not too uncommon for a Siffrin to keep both eyes, or for a Euphrasie to have strands or sections of disshaded hair (calico Euphrasies are some of the cutest examples of this, if you ask me). However, some things are actual health issues or intentionally bred deformities rather than species varieties. The most prominent example can be found in armor-less Kings. This so called "specialized breed" been paraded around as being “safe for any caretaker to handle”, despite the fact that a King without armor is greatly at risk since its armor is its main physical defense system and majorly contributes to its maintenance of homeostasis. Keep an eye out for listings that have these types of differences without properly labeling or indicating that the Isatling will need additional care.
Here’s a little guide. Adoption fees can also be a warning sign, but not always.
Tumblr media
I suggest looking at rescues first instead of breeders. Isatlings of all stages and species can be found in them, and working with a rescues and fosters directly can help with getting familiar with caring for an Isatling. A good example, and one of my favorite rescues to peruse is, the Siffrin Sanctuary project, a rescue that posts updates of the Siffrins available for adoption and re-home.
55 notes · View notes
dukku-of-catempty · 8 months ago
Text
Tumblr media
Linking my translation of Red Candle's interview yesterday here, also typed out below. I didn't translate everything, but hopefully it's enough for fans to get a glimpse of their game dev process. Interview vod here.
Ninesols was delayed twice. As their first try at a metroidvania, they found out there's a lot more to be done. Their first game play video was actually an accident. Someone clicked the wrong button on the obs and it became a live stream.
For the interview today, we have 2 of the 6 co-founders of redcandlegames, Henry and Vincent/4wei, plus the game play designer Lighty and Art designer Pege/XiaoHe.
Game Dev Process
Back then Yi was a head shorter, pretty close to Hollow Knight. Devs call it the "Hollow Cat era". It took them 1-2 years to progress from Hollow Cat to 2D Sekiro.
Q: You've already set such a high bar for game play (hollow knight, sekiro), why did you have the same high standard for art and story as well?
Henry:(points at Vincent) this is all him. I said, just focus on the game play! Then he decided to throw in the story
Vincent: I didn't set it out to be so dialogue heavy. But simple gameplay doesn't keep gamers playing, they have to be invested in the world to want to play more.
Vincent: I wanted to save budget so I thought, comics, they're simple enough. Turned out they were costly too. Pege got the other end of that. She drew all the in-game comics.
Pege: Comic works in that you can get up close to the characters and see the details, their expressions.
Their initial inspo for the artstyle was Akira... really reaching for the heights of everything
On the designing process:
Vincent: pacing comes first, whether it's story, combat, or the gaming experience
About 35mins in: Lighty explains the initial concept of TaoPunk
Vincent come up with keywords and Pege designs the character. For example, Goumang was "princess, tsundere", Lady Ethereal was based on "Zhuangzi and the butterfly dream".
40min, Pege explains the character designing process
Pege had the hardest time designing JieQuan. Girls are easier.
Vincent: he's the typical straight macho dude
MCs: what do you mean straight? All I see is 🌈
Vincent wanted there to be a low point for the gamer, since the first 3 bosses were relatively easy. He drew inspiration from Bloodborne and MGS, and JieQuan was born as Yi's tormentor.
Pege's favorite character is Ji, based on his character design and gender.
Vincent: I said Ji can be a they, but Pege insisted on him being male.
MC: So we can actually see stuff under his skirt
Henry: Yi had to struggle to not get flashed during the fight
Lighty also likes Ji best, because of his character. He likes his views as an immortal.
Henry also likes Ji best, because of his combat pattern. Out of all the bosses, his combat pattern is the only one thats entirely original. He wanted to make a 3rd stage.
Since all the characters came from Vincent, he doesn't have a favorite, but is impressed by how popular some of them are. Lady Ethereal's fight was actually the least costly. The platforming was a budget choice. Including the jumpscare, Ethereal was the easiest stage to make.
Vincent: Even the bgm. For Lady Ethereal, I didn't need to tell the composer what I want, they finished it perfectly.
Henry: This is a collaboration where everyone provides their expertise, and Lady Ethereal is an example of us working extremely in sync.
They ran out of time and funds at the research center, and were not entirely satisfied with it even when the game launched.
Solarian was based on Middle Chinese. Old Chinese sounds close to Vietnamese and is too hard for the VAs to pronounce. Vincent thinks since the game is sci-fi in ancient times, a new language is needed for immersion.
Everyone's stressed at the end of the project: it's been five years, and the game hadn't been tested by the mass public, so they weren't sure how it'd be received
Solarian language and Voiceover
Vincent: in Taiwanese we have checked tones, libiodentals, we digged deeper into these traits and referenced Taiwanese/Hokkien, Hakka, Cantonese and Middle Chinese for the Solarian language. Our Solarian expert, Sheng-Han Lin worked on it for 3 months. He even wrote a program where it converts a word into Solarian automatically, complete with KK phonetic symbols.
Basic Solarian words/phrases:
(Making these up, tone numbers are mandarin)
Bi³ Suen² = big brother
Shuai² In³ = Hello Friend
Why⁴ Song⁴ = Stop right there
Uen Zai² Chok = got it (I think?)
Ket Do³ = thank you
Vincent: first thing I said to the VAs was "sorry". Even after the recording process they still weren't sure what they were saying 😂
Many thanks to our voice director Neven Chang. It's the VAs performance that convinced me that Solarian is an actual language.
The Solarian characters came out of the need for there to be inscriptions on the background architectures, but modern Chinese characters breaks the immersion, so the art team came up with the idea to use the CangJie input method.
Vincent: initially we wanted to use the oracle bone script, but it's too time consuming, we needed something systemized. We do have our own Solarian font tho.
Solarian font has been dicephered here
Fan made font
Q&A section!
First question: are there plans for future nine sols DLCs?
Vincent: we still have a lot of work, like console ports and adding more languages, plus the crowndfund reawards... so currently we're looking to finish these first.
Vincent: as you know, we are a bunch of overachievers, so if there is a DLC, there's no telling how long we'll work on it... but atleast for me, I do hope to tell more stories in this world. That's all I'll say for now.
Q: will there be merch?
A: Yes, all the crowdfund rewards will also be sold as merch, like the art book and physical game pack, but at a higher price. Not the figure though, they're already finished, to make more we'll go bankrupt.
Unless, there's a really high demand for it 👀
Q: were there any additional plot you had to cut due to lack of resources?
.
*SPOILERS
.
.
.
.
A: Chien's boss fight, Ji's 3rd phase, Yi fighting himself in Eigong's soul sanctum, a TianHuo last boss, Abacus was supposed to be Yi from the past, Kanghui, the dragon... we cut a lot
Vincent: There are two plotlines I stood my ground on: the revenge plot, and the relationship between Yi and Heng.
We actually changed Shuanshuan's story a lot. Initially he was supposed to be super energetic and run around all of New Kunlun.
Q: there are a lot of ways the player can fight in #ninesols, were you worried about it being too hard?
A: Yes. It's very parry focused, so if you can't parry, you're dead. The Story Mode was made out of this fear. But from the response we've got so far, it seems to be ok.
Vincent: the real problem is gamers having false expectations. Souls fans get frustrated with the parrying and combat fans get frustrated with the dialouges. So we have to let the gamers know, this isn't hollow knight, isn't Sekiro, this is Nine Sols.
Q: what do the lyrics in the bgm mean?
A: they are all really simple. Like "heroes are forged in agony". For Fuxi and Nuwa, their keyword was "Peony Pavilion", opera related, so the composer incorporated 牧虎關 into their battle bgm.
All #ninesols boss music was composed by @/FFXX_sound. 4-5 of the songs were recomposed after betaing. The boss fight in plumblossom village wasn't supposed to be this hard, but the bgm was too fire, so the team adjusted it.
Vincent: the composer could choose whether to use Solarian or Mandarin lyrics. I was there during recording. We got a talented Taiwanese men's choir to sing for us. Four professional singers singing "Huh! Hah! Heroes are forged in agony!" It looked ridiculous.
For the ending song, redcandle wanted to connect to the international audience, and Collage fit that perfectly. Plus our fans kept recommending them to us. Communication was smooth, apparently Natsuko is a gamer and really liked us.
Taopunk was a mix of Eastern and Western cultures, so it was decided early on that there would be English lyrics in the ED.
There was an ARG on discord where fans can uncover the ED bit by bit.
There are also plans for future interactive games like that
Q: what are some challenges for the EN locoalizatuon?
A: It was pretty smooth, we had a lot of help from our discrod server, including JP proofreading. Both EN and JP TL was actually done in a month before release. We just posted our beta dialougues and everyone came to help us.
Lady Ethereal used to be FuDie, but it sounds terrible in English, so she was renamed.
KangHui used to be GongGong, but it's too confusing to non mandarin speakers.
Eigong too, she used to be Yigong, Yi as in change, but players may mistake her to be related to Yi.
Solarian society trivia:
-they are a matriarchal society
-the average age of death is 140
-cats are evolved from Solarians
They are working on more languages, all of them EU ones. MC asked if there are plans for SEA languages. They say that'll require ppl fluent in these languages, since the other TL are mostly done by community members/fans.
2-3days after release, their text file was hacked. It's a Google doc, Lighty went on there and found someone typing Italian text there, all correct dialougues. They kicked them out then emailed the Italian.
The Italian : I'm just a player, I just want to help.
They translated pages of text, the team was terrified. Security breach!
the Italian said thank you to the team for being patient with them, cause they did the same thing with other games and got severe responses.
RedCandle: thanks but please don't ever do it again.
Q: are you satisfied with the response from non CN speaking players?
A: Yes. Most of the reviews we got were English. It's our goal anyway, to break the culture barrier.
There are of course some surprises.
MC: you mean the furries?
A: the amount of fanart was unexpected
Vincent: I was also surprised by the response we got on reddit. We actually realized our goal, so I was pretty happy with that.
Q: any plans for a new game?
they've worked on nine sols for 5 years already, pretty drained right now, so (as a team) theres no new content planned yet
And here comes the funniest part lol (clip)
Q: any plans for a new game?
Vincent: Having ideas for a new game is one thing, but we still--
(Thunder claps)
Vincent: 😱 Did I say the wrong thing? I'm sorry! OK? We'll start working on it!
Discussing the ending...
Devs consider the true ending a good ending. Its ok if life has no meaning, having lived is enough and all that.
And ED is Collage's take on the ending.
I'll end the thread here, though there are 30mins more to go. Many thank to Wenlobong for hosting the interview, and Red Candle for making the game! Really hope #ninesols will get more recognition
120 notes · View notes
indigo-casson · 1 year ago
Text
something that i've been thinking about lately is the parallels between star wars: andor/rogue one and tamora pierce's trickster's queen duology. primarily because the star wars brainrot is real and the tamora pierce obsession is forever, but also because they are kind of both tonal and thematic departures from their main 'verses in some similar ways?
in both the star wars verse and the tortall verse, the majority of the media has focused on one individual (or a small group of individuals) who make a profound difference in the world. Whether that's alanna singlehandedly finding the dominion jewel/becoming king's champion/making way for female knights, or luke skywalker blowing up the death star, or daine and numair going to the divine realms during the immortals war, or anakin skywalker becoming a sith and dooming the republic, most of the original material has seen battle and political change as something that is affected by either an actual chosen one or simply a single very plucky and well-placed individual.
trickster's queen and andor, however, really look at rebellion as something that has to be done by a diverse group of flawed people who work together despite their differences. mon mothma knows that her role is raising money. ulasim, chenaol, and the other members of the raka conspiracy each take their individual roles in the rebellion, and recognize that even though they might not want to work with aly or the luarin nobility, they need their skills and influence to make it happen.
both stories also show rebellion as extremely costly and something that requires making tough calls. nobody has their hands clean by the end of a civil war. notably, trickster's queen explicitly narrowly avoids having the protagonists kill a group of 5 year olds. luthen is ready to kill cassian when he becomes a liability, and cassian does kill lots of people, including some allies whose only "crime" is being susceptible to giving up rebellion secrets.
in rogue one, we don't like davits draven because he orders jyn's father killed, and that just feels wrong. jyn is our heroine and it upsets her, so emotionally it's distressing. but of course, draven and cassian and jyn are all working towards the same goal. draven did what he had to--galen erso is a liability as long as he's alive. dove and sarai's little brother elsren has to die because he's a direct heir to the throne, ahead of his sisters. it doesn't matter that he's five and totally innocent. as long as he lives, a luarin has a greater claim to the throne than a raka, and as long as that's true, the rebellion can't succeed.
in the star wars original trilogy, people for sure die! i'm not trying to say that they don't, but it's definitely not something that's shown affecting our protagonists on a deep, emotional level. they're all side characters, or else they come back as force ghosts. the prequels are uh. fucking tragic, but at the end of it, almost all of our heroes make it out. even the casualties of the war are droids vs clones, which is to say, totally interchangeable cannon fodder on both sides!
the number of character deaths in the tortall 'verse is fewer, probably because it's primarily created for middle grades, but even when people do die, they're either demonstrably bad people or minor enough characters that the emotional resonance isn't the same.
by contrast, at the end of trickster's queen, almost the majority of the main conspirators die in battle, not to mention those who don't even make it to the final conflict. at the end of rogue one, all of our heroes are dead, and people aren't exactly making it out of andor s1 in good shape either. more than half of the aldhani team dies on that mission.
I could go on further, but I think my main takeaway is that once you've invested a lot of time and attention and fandom into a 'verse, you have a lot more leeway to tell different kinds of stories. tamora pierce could not have written trickster's choice until after the values and world of tortall were so clearly established, and if she had, it wouldn't have had the impact that it did. similarly, part of what makes rogue one/andor so striking is the fact that it is such a departure from the preexisting values and story format of star wars.
for every chosen one we see in media, there are hundreds of people working behind the scenes to make their big, death star destroying moment possible. the only way to improve society is through collective action, and part of that is that everyone's hands are going to get dirty. i think lots of people want to imagine that they could be like luke skywalker and swoop in 2 weeks before the battle of yavin and become a hero, but the fact of the matter is that that's not how the world works! war requires us to do things that would ordinarily go against our values, but in the context of a drawn out, bloody, thankless battle, maybe we decide the ends justify the means.
288 notes · View notes
thesweetnessofspring · 9 months ago
Text
A big reason why there's a very stupid, yet persistent old fan theory that Katniss and Peeta were "chosen" to be part of the rebellion is the statistics of Prim (who's name was in once) and Peeta (who's name was in at least five times) getting chosen not just once, but both of them at the same time, is small. And so some fans speculate that it was rigged (it wasn't).
However, we don't know for certain how many entries Peeta had. At the age of 16, he had to have at least five, but could have taken up to 30 slips to get tessarae for his family. We know Madge only had five, and there is an understanding that the merchant class Peeta belongs to has less entries than kids from the Seam. Yet we also learn that Katniss assumed Peeta was eating well, however, he was eating stale bread they weren't able to sell. We also know that his mother hit him for burning the loaves he gave to Katniss, saying that "no one decent will buy" burned bread. Peeta ate at the profit of the bakery, and that stressed out an already-stressed Mrs. Mellark even more.
I wonder, then, if it's possible Peeta had perhaps taken more entries for tessarae? Probably not the full 30, but maybe one or two extra? I really don't think that no merchant kid had ever not taken tessarae out. In the end, they're running businesses and businesses have expenses and some are better off than others. People also make poor money decisions in general, or things like medical emergencies happen. For a merchant family to have their child take out tessarae would be shameful and they wouldn't want anyone to know, but I don't think it's only Seam kids who do it, even if most merchant kids don't.
So could the bakery have had some sort of loss that year that affected their bottom line and meant they could have lost it all? Could Peeta have gotten sick and the Mellarks had to scrounge up money to get him costly medicine, which his mother then had him "make up" by taking an extra entry?
We don't know for sure how many entries Peeta had that year, but lately I've started to favor the idea it wasn't just the five most people assume he had. I think he had at least 10.
127 notes · View notes
mylittleredgirl · 3 months ago
Text
i just tried to find info about reducing a psychiatric medication and the entire first page of results was just anti-medication alternative health sites and boutique detox centers, each trying to sell me on their (costly) solution by bold-texting all the ways that being on psychiatric meds is bad for me. like yeah dude i know, believe me i am Well Aware that these things cause physical side effects as if i'm ingesting something that's lowkey toxic, because i am. i know. my psychiatrist knows. it's just the cost of doing business (being alive and functional). and btw i also know your random herbs are often also small dose toxins, they're just not tested and regulated, and fearmongering about how the goal is to Get Off Your Meds is only going to make people who are already suffering suffer more. it is and has always been a question of whether the treatment is better or worse than what's being treated.
(note: this post is rebloggable but i will shut it down the very minute that it crosses into conspiracy theory tumblr)
44 notes · View notes
writingquestionsanswered · 9 months ago
Note
Hey! I was wondering. Does it still counts as plagiarism if one of your ideas gets tweaked, but the premise and even the character's motivation and personality remains the same in the story, although is with another name? (Not even the name if honest.)
How could I protect my work from this? More important, is there any way or it is possible to protect ideas? Or the protection only applies for the work itself?
Thanks in advance!
Tweaked Ideas and Plagiarism
Premises and ideas can't be protected. It's how the premise and ideas are executed that matters. One of my favorite examples of this is The Vampire Diaries vs Twilight. Premise-wise, they're almost identical...
🗸 17-year old "non-magical" girl protagonist 🗸 (she's actually secretly magical... sort of...) 🗸 Protagonist has parental issues 🗸 Mystical small town setting 🗸 Protagonist unaware of town's supernatural undercurrent 🗸 Protagonist meets hot "born-in-a-prior-century" vampire at school 🗸 His senses allow him to identify her among all other students 🗸 They fall in love 🗸 She gets sucked into supernatural shenanigans 🗸 She finds out she has friends who are secretly supernatural 🗸 Dangerous ancient council creates more shenanigans 🗸 Eventually she becomes a vampire
It looks bad on paper, but it's the myriad differences that make these stories completely unique. First, Bella is the polar opposite of Elena in terms of personality and situation. Bella's parents are alive but immature, Elena's parents died in a tragic accident. Bella moved to Forks to live with her father, Elena grew up in Mystic Falls. Edward was born in 1901, Stefan was born in 1846 (TV, 1490 books.) Edward has a big adoptive family. Stefan has his brother. Edward can't read Bella's mind, Stefan can read Elena's mind. Bella's supernatural friends are wolf shifters who are part of the local Indigenous tribe; Elena's supernatural friends include a werewolf, witch, and a vampire hunter. Bella can shield her mind from mind readers, Elena is a doppelgänger. Bella and friends fight an ancient council of vampires who micromanage the vampire world, Elena and friends fight a town council made up of anti-vampire humans.
The point is, the actual stories are very, very different despite the similarities in premise.
Now, I will say that if the premise is genuinely the same, and the character has the same appearance, personality, and even a similar name, that's a bit concerning. If you take a brutally honest look at the two works and find more similarities than differences, it's possible this person did over borrow. The problem is there may not be much you can do about it, but it depends on the situation. If you're both published but you published first, it's something you can take up with your agent or publisher, or if you don't have one, you can contact a copyright lawyer to explore your options. It's costly, however. If you can't afford this option, you can contact them and ask them to take it down, but they're not obligated to. Outside of that, there isn't much you can do.
There honestly isn't much you can do to protect yourself from plagiarism. It's part of the risk we take in putting our work out there. Again, if you're agented, have a publisher, or can hire a copyright attorney, you may find you have some legal recourse, especially if the plagiarism is glaring and they're making money off what they stole. Otherwise, you just have to grin and bear it. But the truth is, given the wealth of stories being published every day, plagiarism isn't that common of an occurrence. (Although, it's increasing now somewhat with the advent of AI...)
And I'll tell you, the harsh reality is you may feel like a work is so similar to yours it must be an intentional rip-off, but our brains have a way of making mountains out of molehills when it comes to spotting similarities. Nine out of ten times it's just not as similar as you think it is.
Other relevant posts:
Similarities vs Plagiarism Plagiarism vs Reference vs Inspiration Beta Reader Sees Similarity with Existing Character Does My Book/Story Already Exist Taking Inspiration from Another Story’s Premise Afraid of Ideas Being Stolen or Copied Once Shared Afraid of Plagiarism Accusation
•••••••••••••••••••••••••••••••••
I’ve been writing seriously for over 30 years and love to share what I’ve learned. Have a writing question? My inbox is always open!
♦ Questions that violate my ask policies will be deleted! ♦ Please see my master list of top posts before asking ♦ Learn more about WQA here
97 notes · View notes
altraviolet · 2 months ago
Note
do you have tips for characterizing rodimus 👀
Ummm yeah I can give this a shot. tbh I found him quite challenging, in some ways.
I suppose the way you characterize him is going to be based on how you want to portray him. MTMTE Rodimus is not a very nice person. fandom twists that quite often - which is fine - and you can do that if you want. I did that: TEG Rodimus was purposefully done a little nicer than MTMTE Rodimus (because I figured after 3000+ dimensions of seeing his crew slowly deteriorate, he'd be faced with the reality of the situation, and it would necessitate some maturity).
A few places to look for info would be:
-the tfwiki article
-going back to the comics
-asking HUGE fans of him what they like/don't like about him
let's look at some of his canon moments.
here's Rodimus absolutely ecstatic that his somewhat-nemesis, Thunderclash, is actively dying:
Tumblr media
Did you know Rewind punched Rodimus in the face because Rodimus kept pushing Chromedome to do his magic fingers thing, which is incredibly dangerous/deadly for him? I don't recall Rewind punching anyone else in the face. I can't find a screenshot, but it happened.
Here's Rodimus after trashing his own room because someone else got the credit for defeating Overlord:
Tumblr media
and, oh, what's another bad one... the time Fortress Maximus is having a very delicate situation with Whirl and Rung and the thing that ticks Rodimus off the most is not that people are getting hurt, it's that Fort Max called him Hot Rod. He hates that.
So. We have a very immature person. Kind of an asshole, honestly. Like, being very honest with you, if I were just some normal crew member on the LL, I would've mutinied (Perceptor did, just saying). Very little of his outward behavior actually indicates that he cares for/about other people, or takes their comments into consideration.
Now, we as readers know he does have a positive side. The very end of Lost Light gives us, imho, Rodimus's crowning moment: the moment he acknowledges how different everyone is, and how everyone is not really all that good, but they're "good enough." He has a definite character arc where he goes from what we see above to someone who cares a little more.
How can we summarize this? I think the tf wiki does a good job:
He tends to make snap judgments based on ego and relies on others to soften the consequences of his numerous and costly mistakes. However, his unfailing ability to inspire loyalty is his greatest asset and many of his peers see a special "something" in Rodimus that is undeniable. Under his captaincy of the Lost Light, a group of misfits, misanthropes, and also-rans eventually bonded as a family, which is perhaps the greatest testament to the noble and well-meaning core of Rodimus' being.
So if you are writing him in a scene, say, then like all characters, you will characterize him based on:
-his past
-what he was just doing right before this scene occurs/what his current state of mind is/what his goals are
-what this scene needs him to do (keep it realistic to keep it in character)
You wouldn't go wrong in making him a bit selfish and arrogant. You wouldn't go wrong in making him a bit pathetic. You wouldn't go wrong with making him well-intentioned, but maybe the intentions aren't what other people want. You would also not go wrong in giving him a more tender, authentic moment where he tells someone (directly or indirectly) what they're truly worth.
Hope that helps :)
39 notes · View notes
argumate · 1 year ago
Text
hirosensei said: I still don’t understand what ads are supposed to do besides let me know that something exists if I didn’t already know about it.
advertising does let you know that something exists, but obviously the way it's traditionally applied goes way beyond that: in your daily life you're already gonna see people driving BMWs and drinking Coke and wearing Nike and yet still get reminders of the existence of these products every day for the rest of your life, why?
the folk explanation of advertising is that it conveys a message, typically explicit in the text and reinforced in the subtext, that the product in question will make you happy and successful and admired and sexy and people respond to that by buying the product, but that's obviously still too simplistic as we've all seen advertising for products we have no interest in and no intention of ever buying and most markets are competitive and there's more than one option and they all advertise, so what gives?
we can get more sophisticated by considering advertising as a dynamic equilibrium like an arms race or an ecosystem where Coke and Pepsi both need to keep advertising even though it isn't helping them gain an edge over the other simply because if they stopped they would fall behind, like trees wasting energy competing to be the tallest for sunlight when in an ideal world they would all agree to keep the forest canopy as low as possible.
or you can see advertising as akin to a potlatch, where the amount spent on it is a costly signal of the power and wealth of the brand, in itself demonstrating confidence and success more than anything that might be in the actual ad itself; corporations burning wealth to convince you that they are winners and you would be wise to affiliate with them.
or we can get a little introspective and consider that advertising isn't just to convince you to buy the product, it's to convince the people who do buy the product that you're convinced that they are cool people, such that they buy it not because advertising works on them (they're too cool to be won over!) but because they believe it works on you (you're impressionable!) except of course that all happens at the subconscious level as it sounds silly when spelled out explicitly.
other explanations for advertising (besides that it works) are that it makes the people running the brand feel good about themselves and is another form of compensation for them, either by boosting their image or giving them the excuse to dabble in the creative arts or liaise with actors or musicians or athletes they normally would have no reason to contact.
and similar analysis applies to all forms of design and marketing, not just obvious stuff like TV ads but logos, color schemes, custom corporate fonts, web design, everything orthogonal to a product that costs money and shapes the way that it is perceived in the market.
158 notes · View notes