I feel like this fandom shouldn’t be this mean and divisive about having different takes/ predictions about A STORY THAT IS STILL BEING TOLD
At the end of the day we’re all just responding to improv. Yes, Matt has likely put together some key plot events but his work will only take us so far without the choices the players make.
People can bring up lore/canon/past texts but at some point we do gotta recognize that the path forward is ultimately being decided by Matt and the players.
Use lore/canon/past eps as a guidepost but don’t get superior in thinking your prediction of how things will go is going to be the Correct Version and everyone else “lacks media literacy” (whatever the fuck that overused phrase even means anymore)
Carabidae / ground and tiger beetles
Agonum viduum - 2023
Violet Ground Beetle (Carabus violaceus) - 2024
Carabus - 2024
Carabus coriaceus - 2024
there's an angel (insect) and a devil('s coach horse beetle) on each shoulder
thinking of opening a small shop next year... these would be a set of 2 stickers :>
I'm not a writer whatsoever and am currently listening to the OSPod Publishing special, and was really intruiged by your description of your character-driven stories as being similar to a DnD campaign. Could you please elaborate a bit on what you mean by "it's good when the characters surprise you"? It's likely an obvious writer thing, but I would've thought that an author wouldn't be surprised by where their story or characters go since, well, they're the one writing it. Regardless the comic is amazing so however confusing your process may be to me personally it's clearly effective
It's a little bit difficult to explain!
A lot of the writing process is just sitting down and writing it - laying out the setpieces, describing what the characters do, writing and tweaking the dialogue for impact. But in my experience, the vast majority of the REAL writing process happens internally, and large chunks of it are out of conscious reach of the writer. This unreachable space is where new ideas form, and why no writer has ever been able to answer the question "where do you get your ideas from?"
This is why a writer can beat their head against writers block for weeks at a time, then wake up one day with a solution and the entire next chunk of storyline fully formed. My dad calls this phenomenon "the better writer in the back of your head." A lot of the creative process doesn't happen in the front of your mind, where your ego and your inner voice live. Most of it is deeper down. This is how your mind is capable of surprising you in any context, including dreams or unexpected emotional reactions - your mind is a lot larger than just the parts you can consciously feel.
When I put a character in a situation, I can make a conscious decision for what they'll do and then execute it, but I can also listen for ideas bubbling out of that inaccessible region of my mind. Most character ideas start out as a small set of conscious decisions on the part of the writer - "I'll make him a classical hero with a strong sense of justice" or "she'll be a strong but weary leader putting on a brave face" or "I'm playing an edgy rogue with a dark past" etc etc, quick and basic elevator pitches. But the characters come alive when they're allowed to grow down into the inaccessible parts of the mind, where consciousness gives way to emotions bubbling up from even deeper processes. Once the characters are allowed to start feeling things about their story - like "maybe that classical hero doesn't actually feel great about the lord they serve" or "the weary leader has an endless wellspring of vengeful rage to keep her going when she falters," more creative ideas for their next move start bubbling up. Things that don't flow logically from their elevator pitch, but make sense for the character that grows out of that pitch as they're allowed to engage with the world and story around them.
The way I build characters puts a focus on how they're feeling in any given situation, which is completely separate from what I, the writer of the plot, need them to do to move the plot in the direction I was planning. So sometimes I'll be writing something, and a little bubble of inspiration will pop up and let me know that, unexpectedly, this situation is really getting to one of the characters. And I can choose to keep them on track, or I can let their internal compass take over and see what makes the most sense to them at that moment of the story.
Characters are not real people, and they aren't as large or complex as a human mind, but in my experience, if you build a character solidly enough and give yourself room to play, they will grow down into your subconscious wellspring of creativity, and your mind will volunteer ideas to you using their voice. You don't need to use them, but it's very useful to cultivate them, because sometimes those ideas are better than anything you could consciously stick together in the public-spacing front of your mind.
There’s a bunch of right-wing people posting memes about “”DOGE”” making the government more efficient by removing funding from “”dumb bug researchers”” and I am now realizing how little the average person knows about entomology and its importance
Excuse me while I get sad .
As a hardcore Corellon Larethian fan from the moment I read the deity’s canon 5e lore, I admit to have always been disappointed by how underrated they are.
Corellon is prideful, egotistic, cocky, simultaneously the deity with domains of Magic, Music, Arts, Crafts, Warfare, Poetry, Trickery and Knowledge. Their battles with Grumsh and his ex-wife Lolth are legendary. They have an organization called “Fellowship of the Forgotten Flower” which just realm hops to recover elven relics.
Seeing their representation in CR Downfall brings me so much joy! I understand that the Exandrian version of Corellon has differences with the canon 5e version of the Elven Prime Deity, but honestly just seeing them on my screen fills me with joy.
Abubakar does such an incredible job! I hope my elven prime deity daddy (genderfluid) starts getting more recognition now!
who’s sexier than the Arch Heart NO ONE
comic done for a project assignment a few years back!
A bit of a strange question, but if there were any of your videos you were to "remake" today for any reason (ex: you feel like you misrepresented the original text or spread misinformation), which would it be and why? None of them is a perfectly valid answer
Again: bit of a strange question, but I've been thinking about my own creations and how I could have done so much better with some of them, but I also know that is a sign of my growth and constantly chasing "what if I did this instead" isn't always healthy for nurturing a creative mindset, and I was wondering what your opinion might be as a Creator of Things with a bit more experience than I
There's been a few trope talks where I've thought later of other angles I could've explored that might warrant sequels or part 2s, but I don't dislike any of the summaries enough to justify a rework.
I always find "I could've done this better if I made it now" to be a bit of a fallacy. I'm only better at making things now because I made all those earlier things. If I knew everything I'd learn from making a project before I started the project, it wouldn't come out the same.
I think when it comes to the "rework remake perfect" instinct, it helps to zero in on what the impulse is really grounded in. In my experience, more often than not, it's not actually about making the art better, except incidentally. It's usually about showing that you are better. It's demonstrating your competence and your higher standards and your skills, and more importantly it's overwriting the proof that you were once less than perfect. If people look at your old work and think that's all you're capable of, they'll be judging you poorly!
If that's the motivator, it's a very unhelpful one. You can't control for being harshly or incorrectly judged. It's a fruitless effort to stave off potentially upsetting outdated criticism, and it's not even going to work. Fear of critique is an unreliable and untrustworthy motivator.
If it really is about making the art itself better, perfecting your magnum opus with your newly leveled-up skills, that's a little more solid. But from where I'm standing, it's always better to use those skills to make something new instead of polishing something old. The older, unpolished work has already acquired its audience that finds it appealing for reasons that might never occur to you. Trying to bury or overwrite it just deprives that audience of the thing they like, and maybe makes them feel bad for having liked it in the first place. Also, usually when you look back on the older work, you'll conclude that the problem is everything and it'll need to be torn down and started from scratch. I know when I revisited the first three chapters of the comic, when I let my critic brain spin up, it wasn't shading or lineart I wanted to fix - it was panel composition, overall pacing, the entire structure of the chapters as a whole. I would've had to make them all over again to be happy with them, and they wouldn't be the same story by the end.
I've been thinking a lot about the Discworld through this lens lately. It ended up over 40 books long, but everyone agrees that the first two are not what you should start with, because they're the worst ones. They're entirely parodic, purely referential of at-the-time major fantasy series, and borderline mean-spirited in places. If you haven't read Fafhrd and the Gray Mouser and Dragonriders of Pern, you're not gonna understand like a full 50% of The Colour Of Magic.
It's clear that when he started in on them, Pratchett was entirely focused on taking the piss out of a genre he found mostly shallow and unimpressive. But the Discworld wouldn't leave his head, and everything he made fun of he clearly eventually found himself overthinking. He'd make little one-off jokes in the early books about Dwarves having no women and a hundred words for gold, and then twenty books later he'd have a Dwarf gender revolution make waves across the Disc, and then he'd write Thud!, a book that delves deeper into the nuances of Dwarf societal structure than Tolkien ever did.
If you look for them, there are continuity errors everywhere in Discworld. In his introductory book, Carrot defused a dwarf bar full of rowdy brawlers by guilting them all into writing to their poor lonely mothers back home. Shortly thereafter, Carrot will be outraged at the mere concept of an openly female dwarf. Pratchett even eventually wrote Thief of Time, a book that loosely explains that the Disc makes no sense because history has been broken and put back together incorrectly twice, and therefore any continuity errors are because of that.
He's the writer. He could've gone back and fixed it, edited the reprints to be less disruptively discontinuous with the later books. Instead he continuously moved forward and allowed the world he made to grow without cutting it off from its roots. And because he didn't bury his older, far worse work, we have the privilege of following the Disc's evolution from the very start, and seeing how this shallow, stock fantasy world parody became something incredibly rich and complex without ever pretending like its early installments never happened.
Anyway, that's why I think it's better to move forward. You make more good stuff that way.
The thing about Ashton saying "WHAT DO YOU WANT" is that I really do understand that they are coming from a place of great pain and a genuinely awful life (and the Arch Heart doesn't really give a good answer either, which is similarly frustrating) but we keep getting this answer throughout the campaign, if not for the Arch Heart at least for other deities, and it's that most simple and also frustrating of answers: consistent effort.
Why did FCG catch the eye of the Changebringer? consistent, repeated prayer, even if it wasn't perfect and could get kind of silly or even annoying to others. Orym is not a worshiper of the Wildmother, but he still repeatedly has reached out and tried to talk to her in good faith (pun unintended). And looking back at others from past campaigns, we learn of their ongoing service - in the cases of those who are introduced as already faithful, often from a young age (Pike, Caduceus, Jester though her deity is not one of the Prime/Betrayer pantheons). Both Vax and Fjord made considerable sacrifices of their own without promises from the gods first, in addition to smaller, regular moments of worship in the course of their stories.
I've never loved the line about there being no atheists in foxholes, because frankly I think it's unfair to atheists and paints them as selfish, fickle, and spineless when many atheists are none of those things. But I do think that a lot of the anti-god arguments fit into that sort of philosophy, that the gods are only to be paid attention to in the moment of great and desperate need and neglected otherwise, and we've seen the attendants of temples repeatedly say that isn't how it works; it takes time. The gods don't necessarily answer a single yell off the cliffs of Zephrah or a single visit, but they do see the repetition and respond to that.
I think everyone in the fandom, regardless of how they feel about the gods, understands there's not going to be a quick easy painless fix to this mess once Ludinus set it in motion, but I do think a lot of people expect there to be a lot of quick fixes to other things (in the story, in fandom, and in real life). And yeah, it does suck that Ashton, having a terrible time, might have had more luck had they prayed or gone to the same temple regularly for a while without necessarily seeing results...but it's also very real. You do have to take your stupid mental health walks regularly for a while (let alone your meds) before there's a payoff. you do still need to do the dishes while you're depressed or sick lest they pile up and make things worse. consistent effort that doesn't always have immediate satisfying results is extremely unglamorous and also it's how you have to do basically everything in life. Even in a time of crisis you need to avert the crisis and then get back to the slow and consistent work of fixing it and improving things in the aftermath.
Good Evening Mr. Phelps.
30 years ago, the city of Aeor created the Latimus Princeps, a device that prevents divine entry and scrying within the city of Aeor. Since then, our covert agents within the city have learned that Aeor has neared completion of a god-killing weapon known as the Factorum Malleus. In addition, they have created a failsafe protocol spread throughout the city, wherein should they feel there is a threat to the Factorum Malleus, they will disseminate knowledge of how to build it across the globe, ensuring its recreation. Your mission, should you choose to accept it, is to infiltrate the city of Aeor in the guise of a mortal, sabotage the failsafe mechanism and Latimus Princeps, and destroy the Factorum Malleus. As always, should any of you or your IMF team be caught or killed, the secretary will disavow any knowledge of your actions.
This message will self destruct in five seconds.