#they're literally in the same story i know the solution is to draw them actually interacting
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Ive drawn her a kajillion times i miss my wife
#my wife is a 36 year old man named Jupiter Ikeda-Watters#as much as i love my babygirl (19 year old supernatural transfem) i miss my BABYGIRL (36 year old trans man scientist)#they're literally in the same story i know the solution is to draw them actually interacting#retro.wips#the elysium valley radio show
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Hello, i hope you are having nice day/night! I have a question, i have tarot card as well but I can’t read them well or make connections, how can i do that better ? I hope it is not a silly question. I just want to know how to get better at reading cards <3
Oh wow, y'all are fast. lmao
I guess it depends on what your goals are. For me, I'm coming at this from an academic/historical POV so I spent a while learning about the history of the Rider-Smith-Waite tarot, some of the occult ideas being referenced by the cards, etc. (I also learned about other major tarot decks, but I don't usually use that while doing readings.)
You really do not have to do that, though. If you just want to know about the generally accepted meanings for tarot cards, there are tons of books and web sites that will help you learn. It's good to keep in mind that cards don't generally have just one meaning. Sometimes their meanings are complex, and sometimes different people ascribe different meanings to the same card.
One other thing here is that, while the same card can have many meanings, often the creator of the deck has a specific meaning in mind, when it comes to modern decks. Many modern decks come with a small booklet that explains the choices they made. You don't have to use this book, but knowing what the creator intended can help you know what each card is supposed to mean when there are a lot of options to choose from.
So... once you know what each card means (or at least what your options are) then you do actual spreads. Again, there's no one right way to do this. There are a lot of very common spreads, like a Celtic Cross or a Horseshoe, but this doesn't need to be complicated. You can do simple three-card readings like I do, or you can even do a reading with just one card. I think the secret here is just to have what you want out of this spread in mind before you start. If you're doing a three-card spread, does each station (place where the card is put) mean something? Is it a past, present, future situation? A problem, cause, solution situation? Or do you just want to bring the cards you draw into a cohesive whole?
When I do readings on tumblr, I usually just do a basic three-card draw to make things simpler. Then... well, again, this can be done however you want to do it. For me personally, I think about the three cards and how they could be assembled, then I almost kind of write a story about those three (or more) elements coming together. I guess you could say I kind of write tarot fanfiction for each person I give a reading to, lmao. In other words, if all three of these sets of themes/events are to be fit together, how would I fit them together if I were writing a story, if that makes sense...?
I think about human nature, or at least my understanding of it, then I try to think about a reading that makes sense. Sometimes I think about the literal meaning. Sometimes I think about the historical allusions. Sometimes I think about vibes. It's not an exact science or anything. I just kinda write down whatever makes sense to me.
We have fun here. :')
But again, it doesn't have to be like that! You can go as literal or as metaphorical as you want, as simple or as complicated. And... honestly, a not inconsequential amount of this is just vibes. How do you feel looking at these cards? Does this feel positive or negative? Going with your gut never hurts in a situation with no wrong answers.
As far as psychic readings... Well, I'm not psychic, though I have done ethnographic research with people who... I guess I'd say at least genuinely believe they are. I can't say that I have strong feelings either way on whether they're right. (That wasn't really my concern lmao.) So I guess I'd say... if you want to try and exercise your ESP, really lean into those gut feelings. Know the basic meanings of the cards and then listen to your own intuition. What do you think this card is trying to tell you? How does that interact with the other cards on the table? Is this a message from something larger than you, or you assembling your own subconscious psychic intuition into something consciously comprehensible? Are the cards guiding you, or is your power guiding the cards? Things to consider, I suppose.
Altogether, though, I would just say that tarot is a living tradition, and there are no hard and fast rules. Buy the decks you like, use them how you like. The "meanings" of these cards change drastically depending on the historical period, where you are, and who's interpreting them, and your ideas do not matter less than anyone else's. Some people don't even bother learning the "right" meanings! They just go off vibes.
Honestly, I'd say to just start researching commonly accepted meanings of cards, read the booklet that came with your deck, and start doing it. Do all kinds of things. You'll eventually find the method that feels right for you.
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I'm curious, what would your ideal FE be?
And do you have any particular FE concepts in mind?
Hmmm, I've been thinking this over since you sent it to me, and it's hard to say because there's a lot of things I like that I dunno if they'd actually work together, if that makes sense? Mostly I just have a lot of thoughts about things I'd like to see in a FE game, which I can write out. Under the cut bc, length (it is Very Long, I'm so sorry). Also fair warning that I'm kind of rambling with some direction and organization, but this was all very train-of-thought while I wrote.
Like, ideally, my first thing would to be to get rid of all gender-locked classes. They're absurd. Fates got the idea right by getting rid of them, honestly (although I think women should be allowed to be butlers and men maids, as a treat, even though I know those two classes were literally the same class w/ different aesthetics). I don't have any specific wants for which classes should appear, be added, or be dropped really, just so long as the classes make sense for the overall story (Fates once more takes the prize for having the most narratively-appropriate and creative classes). I would like to see some really weird classes though, like the wolf riders in Engage are Very Cool bc wolves, and I want more weird stuff like that. Give me people riding skeleton animals, or giant bugs, as well as bears and moose and all manner of creatures that actually exist. I mean heck, historically camels and elephants were used as mounts, and we've yet to see either in FE. I also want more diversity and creativity in the infantry classes. Again, whatever fits the aesthetic and themes of the story, but I feel like we only get a handful of really weird infantry classes every now and then if we're lucky. Mounting/dismounting should be a permanent mechanic as well, there's nothing more satisfying that sticking a flier in archer range and then having them get off their flying beast.
Also weapon durability should stay gone, I hate weapon durability so much. Although I do like how combat arts and spells worked in Echoes and Three Houses, but like, the mechanics need to be tweaked. The easiest solution would be to simply have like, an attack power meter or something similar that characters could draw on to use combat arts and spells. Also, rather than locking combat arts to specific weapons a la Echoes, have is so that each character either has unique combat arts (and spells), or that they can learn combat arts and spells from specific weapons that they've "mastered" by using a certain number of times in combat, which they can then carry-over to a different weapon.
I also liked how 3H allowed any class to use any weapon, but I think this also needs to extend to magic, so that magic can be used with any class as well. This would open up a lot of opportunity for the player to really experiment mixing and matching classes, weapons, and magic with different units, which I think would be a lot of fun to play (based on how much fun I had with similar mechanics in 3H), and offer a lot of replayability for the sheer madness of trying new things with new characters. This will also do away with a lot of "I love this character, but their stats suck and they're nigh unusable" that sometimes occurs, since the player could theoretically just try out different combinations until they got something that worked (RIP to all the people who said Ignatz wasn't a good unit, I ran him through the thief/assassin line and gave him some magic, and he was a crit machine by the time I landed him in mortal savant, I want more madness like that honestly).
Obviously, having an AP pool would also require mechanics that replenish the pool during battle, which could be any variation or combination of skills, specific actions taken on the map (resting on a specific tile, attacking normally, etc.), or even adding in a special staff. Speaking of, staff durability has to go too, I'm so tired of needing to buy staffs. Also, I know a lot of magic in FE is either "a single spell stored in a tome" (most games) or "spell that character can personally gain access to" (i.e. Echoes, 3H), and like, cool beans, but I think, ideally, I'd want like, actual grimoires or other sorts of magical foci (crystal balls, wands, scepters, magic cards, the possibilities are literally endless). Either the magic weapon allows units more powerful magic attacks (if units had magic specific to them), or "taught" the unit specific types of magic (i.e. a Fire Grimoire might teach a unit fire, elfire, and bolganone, or something along those lines). Also, I want there to be a magic triangle the same way weapons get a triangle, although how that should be arranged (for both) would vary based on what types of weapons and magic the game actually contained.
Aside from what I'd like to see out of classes and battle mechanics, I don't have too many other things to wish for. I really am one of those rare "actually I really do play the game for the mechanics" FE fans. I'd want an interesting, and consistently written, story, mostly. Engage actually hit the story notes perfectly in my opinion, all the characters were about equal in their characterization--even the women were as diverse and interesting as the men--unlike the rampant sexism in Echoes or the uneven characterization depth of 3H, or the unrealized potential due to :too many characters" in Fates; Awakening was fine too, but Engage really polishes the support-based characterization to a shine. So I'd want more of that, like, even if a character is a side character, they should have interesting supports that build their characterization, and I want every character to be about equal in their writing (I know protags obviously get more attention, and that's fine).
Generally I feel like the model for supports is fine, although I think it'd be interesting to have group supports of 3+ characters to contrast the one-on-one of the current support model, just to really add more depth to the characters outside of what they get from the story. Also, while I liked that there was a lot more platonic supports in Engage, I really do miss seeing different paired endings, so I'd honestly bring back S-ranks between non-protag characters, but like, maybe not too many, if that makes sense? Awakening and Fates' supports suffered a bit from the "every man and woman can S-rank every other unit of the opposite gender bc of the child units", whereas I feel that limiting character supports per character really helps to focus the writing in a stronger way (Echoes and Engage did this the best, although I will give kudos to 3H for its unique take on supports, although the roulette of paired endings was...not well-implemented at all). But I also want there to still be a lot of platonic supports, I dunno. Mostly I just want well-written and interesting supports.
Supports aside, the only thing I'd want from the main story--aside from "well-written, consistently written", would be to Not Do whatever the writers were trying to do in 3H. It's my unpopular opinion, but (for as much as I love the characters and gameplay) the story writing just isn't that good or consistent in 3H. Fates, even with it's shitty localization, is more consistently written, and more strongly written, than 3H. FE has never actually been about war a critique of war (go to MGS or like, Triangle Strategy for that). FE flourishes narratively when it's a little goofy, and completely earnest, and focused on a few key narrative themes. I dunno what I'd want to see specifically for those themes, because I enjoy all sorts of stories, but yeah...(although to be fair, FE would probably fail as a cosmic horror story--or as any type of true horror--so I wouldn't want that I suppose, despite loving cosmic horror). Also, no split-timelines, multiple routes, etc. Just one storyline. I don't hate how Fates and 3H use multiple storylines, but...I prefer a singular story arc.
The music has been really good for basically every game, so I'd be fine with the current composers being allowed to do whatever they please. Now the art direction...I have a lot of conflicting thoughts because, on one hand, I know why a lot of the things I have personal beef with exist from a production standpoint (almost everyone has one of like, four body model types in Engage and it drives me insane bc there is NO body type diversity, but also for the modelers, it was probably more cost-effective to just have a handful of models for each class to swap out character heads and palettes for class changes, but I still hate the lack of body diversity, but I also understand why it would be easier, but...and so on).
That said, if we are talking what my absolute ideal would be, I just, really, really want diverse character designs. I want many different body shapes and sizes, I want lots of different skin tones (and please enough with the nigh grey-skinned characters), I want people to have actual noses and more than one or two nose shapes, I want crooked teeth and wrinkles and other "allegedly unflattering" physical appearances for characters who aren't evil, and just, I want the character design to really push beyond the whole "aesthetically pleasing based on the current sense of what is considered aesthetically pleasing" that I've seen in...too many media. Also enough with making all villains "ugly" (or the weird "big tiddy evil lady" trope, we've moved beyond demonizing women by making them sexy femme fatales), like, as much as I love the cartoonishly evil villains, sometimes the caricatures are just, tiring and uninspired. Honestly, Heroes is pulling more weight in the "interesting villain designs" department (as well as Kozaki just pulling all the weight in trying to have more diverse designs for women for Heroes), and just, we need more of that in the mainline games.
Also, for as far as like, animations and cutscenes and stuff, I feel like Engage made a lot of progress with it's pre-rendered cutscenes (they're back to being on par with the animations for Awakening and Fates, which had the best pre-rendered animated cutscenes of the games I've been using as examples, in my opinion), but the in-game cutscenes reverted back to the characters standing around in a circle talking a la 3H. We'd never get something like Sumia punching Chrom on the screen in either 3H or Engage, and that's a real shame bc the 3D models do look a lot more complex and pretty than the little polygon people of Awakening, Fates, or Echoes, and yet the in-game cutscenes don't do anything with them. Again, I get that from a production standpoint, having a handful of stock animations for body language and then setting the characters in a circle in a skybox to talk is easier and less-intensive cost-wise, but damn does it really suck the life out of the story at that moment. If it wasn't for the stellar voice acting, then scenes would really fall flat I think. So yeah, more character design diversity all around, better utilization of 3D assets.
And that's...where I think I'm gonna call this a post. I don't have any particular concepts for a hypothetical FE game, partly bc any time I think, "I wish this narrative device or type of story existed" I just end up taking it and turning it into one of my many personal original project ideas instead. Which is...probably why I don't have a lot of AU ideas ever, bc part of me figures if I'm gonna change that much from canon, I might as well just make up my own thing entirely and be bound by no rules except my own. But since I can't see myself getting into game coding and trying to make my own game anytime soon, I can at least think about the types of things I'd like to see in a FE game, though they may never come to be.
#this was a really interesting ask and I had to think about it a lot#but as I result I talked twice as much as I normally do#so yeah this is...very lengthy I am sorry#also I wrote it all before going to bed so apologies for typos and stuff#alas I will regret staying up this late tomorrow BUT I wanted to write down my thoughts so...here we are#unsuspecting-person#I still don't have an ask tag
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