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@2claspect4this
seer of heart vs knight of heart? kind of an odd pair of classes but im not sure which one i am, any help?
All told, I wouldn’t consider Knight and Seer an odd pair to be agonizing over at all. Members of the two classes can act surprisingly similarly to each other, when it comes to their flaws. They tend to rashly overestimate their abilities or underestimate the obstacles facing them, often feel as if not being able to handle things entirely by themselves is a personal failure, and can often come across as smug assholes, not entirely undeservedly.
Luckily for the both of us, these classes aren’t entirely composed of downsides, and the answers that the two classes are meant to give to the flaws above differ pretty drastically between the two. Let’s talk about them!
Could we have more details on Ender? Not necessarily WHY he's a prince... But more what sort of prince? (I'm a sucker for enders game character analysis slay me)
It’s been a long time since I last read any of the Ender’s Game books, but as a general sort of outline: in the first book, Ender shades as quite passive-- and therefore quite villainous. I'd place him between Dirk and Kurloz on the scale of self-reliant to manipulative-- he’s not that much worse than Dirk, but his subordination to the people running his military academy costs him some Prince points.
The big Princely moment for him, of course, is discovering that the enemy he wiped out in his simulations was actually a real species. His horror and self-disgust afterwards is comparable to Dirk’s months-long struggle with his own overbearing overtures: destroying things is all well and good, until you actually do it and realise that you’re never going to get what you destroyed back. His decision to rebrand himself as “The Xenocide” in the years after this (in the sequel Speaker For The Dead), stubbornly refusing to be remembered as a hero for his heinous crime, is another hugely important part of his development as a Prince– from this point onwards, he cuts the chessmaster shit and starts to travel the universe himself.
I’m not really sure what aspect he’d belong to, but judging from the above, I’d ballpark him as being in the neighbourhood of Mind, Space and Light: concerned very much with remembering the mistakes of the past, so as not to repeat them.
could you please explain the difference betweeen a knight of heart and a knight of breath? im caught between the two aspects; im not sure which i relate to more :// also i am a derse dreamer, if that helps anything
Heart and Breath have quite a few similarities: they share the view that the important things in life are immutable. A person is who they are, and trying to work against it isn’t just futile– it’s unconscionable. The best outcomes for everyone arise when you do what you were born to do. (These aspects are not alone in this opinion, but that’s a topic for another day.)
Driving with class
A few months ago I posted an aspect “test” that made some of you laugh. Here’s the other half of it: A class “test” based on the way people drive.
Lord: Honks and screams throughout his two hour commute. Randomly floors the gas pedal or slams the brakes. Cuts people off without signalling. Bribes and blackmails his way out of speeding tickets. Has a vanity license plate that reads “NMR1 BOSS.”
Witch: Hauls scrap metal in a flatbed truck with an engine she’s rebuilt five times. Sings and dances to rap and country while waiting in the drivethru. Pulls over sobbing uncontrollably after seeing a dead deer on the side of the road.
Prince: Weaves in and out of traffic. Tailgates people who won’t let him pass. Drifts into a U-turn at full speed while sipping a latte and booking plane tickets on his phone. Never wears a seatbelt. Never looks in the rear view mirror except to fix his hair.
Thief: Pulls up behind you and leans on the horn just as the light turns green. Speeds past you on the wrong side of the road to beat you to the next red light. Opens her sunroof so she can give you the finger. There are no other cars on the road.
Knight: Stays up late restoring his ‘67 Mustang. Revs the engine loud enough to wake the entire neighborhood. Wears eleven different Mustang T-shirts in rotation. Joins conversations just so he can change the subject to Mustangs. Rides the bus to work.
Maid: Pulls over to ask a stranger for directions. Gets upset that their explanation was insufficiently clear and spends the next half hour lecturing them about interpersonal communication. Owns a GPS. Has no idea how to use it.
Mage: Wanders around back roads for two hours looking for a shortcut. Gets lost while daydreaming about Pokemon. Has fuzzy dice on the rear view mirror, an anime figure on the dashboard, decals on the hood, and a bumper sticker that says “my other car is a cdr.”
Sylph: Shows up unannounced to take you to the farmer’s market. Buys exactly one sweet potato. Decides, upon dropping you off, that the sweet potato belongs to you. Remains in your driveway with her engine idling and balances her checkbook.
Rogue: Drives a 1986 Toyota with missing wipers, missing seat cushions, two burnt out taillights, a broken muffler, a huge crack in the windshield, and a radio stuck on a Spanish-only news station. Doesn’t speak a word of Spanish. Sleeps in the back seat with the garbage.
Heir: Heads down the road at a normal speed like a normal person. Notices you standing on the curb. Stops and waits for you to cross. Rolls down his window to smile warmly and tell you he hopes you have a nice day. You’ve never met this guy.
Seer: Takes a taxi. Breathes in sharply when the driver forgets to signal, speeds up to catch a light, or gets within ten feet of another car. Keeps asking if they’re lost. Can’t understand the driver’s accent and constantly asks him to repeat himself.
Bard: Drives in the fast lane at half the speed limit. Cuts across three lanes of traffic with his left blinker on to get in the right lane. Misses his exit. Shifts into reverse to go back to it. Parks in the wrong driveway. Falls asleep at the wheel with the engine running.
Page: Gets a used Volkswagen with the steering wheel on the wrong side. Doesn’t understand what the clutch is for. Stalls the engine at every stop sign. Learns to parallel park just so he can stay out of the parking garage.
Muse: Owns three thousand pairs of roller skates. Never leaves the house.
(Indiana Jones anon) Well, true, but he's also a professor and doesn't really think of what he's doing as stealing. "It belongs in a museum" is an important quote of his, for understanding this.
Well, you’re the Indiana Jones expert here I guess :P
I'm having trouble figuring out the difference between witch of blood and maid of blood, Can you explain ?
Maids and Witches both tend to resent being told what to do by other people, although they do often end up doing what they’re told anyway if they think that there’s no other way out.
Looking at the two classes through the lens of Blood, which is kind of the aspect of “I have the stuff it takes to rule the world, fight me if you think I don’t!”, a Maid of Blood is the kind of person who ends up being obliged to talk things out with others every now and then, to make sure that they aren’t burning bridges that might be handy later. A Witch of Blood is the kind of person who gets to keep as much as possible under wraps until the last possible second, and (when confronted with the smouldering remains of the last bridge they burnt) gets to announce that they’ll just have to make another one.
Indiana Jones as a Maid of Hope- am I on to something or am I missing something obvious?
I’ve never seen any Indiana Jones movies, but I’m wondering if you’ve considered Rogue at all? Seems like he’s always racing against other people who want to steal the same stuff that he does, and I’m sure that having a healthy disrespect for authority or playing by the rules would be great for someone in his line of work.
Do you think a good rogue of mind could establish a telepathic communication network between themelf and all the other players?
I don’t see why not. It might look a little like a virtual reality thing where people on the network get to decide what they look like, like a souped up “avatar”.
Hi, I'm stuck between mage if doom and mage of light, what do you do if more than one aspect fits your personality? Thank you ^-^
Doom and Light both have loads of big ideas about what you “must” do and being the “Chosen One”, giving their players paranoid thoughts and a sense that you must act in a certain way to justify your existence. Players of either aspect can have very different responses to these beliefs, even compared to players of the same aspect, depending on factors like dream moons, personal levels of self-esteem, and of course class.
So– usually when a Mage is meant for something, it’s something that will hurt them in the short-term for the sake of some long-term gain. The intended (or actual) recipient of this gain doesn’t matter nearly as much as whether the Mage intends to make this trade, regardless of how much it costs them, and whether they go through with it or chicken out. For Mages of both aspects, chickening out looks a lot like playing the fiddle while Rome burns: childishly trying to wring out a little more fun from life before paying the ultimate price, without making an effort to change that at all. Most importantly, the Mage title cements the grand fate of these particular Light and Doom titles as something costly– even if they do want to accomplish something amazing and break out of the mold a little, that desire is tempered by the knowledge that they’ll lose something in the process.
Where Light and Doom differ is their core focus. For Light, as with Void, it’s the idea of meaning– why are we here? What are we meant to do? Why did X happen? For Doom, as with Life, it’s the idea of existence– what is out there? What are the rules? … Is something coming to get me?
(Side note: I did Mage of Light a while back, so feel free to check that out. Might do Mage of Doom some day, but I’ve got a lot of asks to work through first.)
what offensive powers could a thief of void or a mage of void have ?
Void is kind of a “hacks” aspect because it’s all about reinventing who you are as a person, and the powers that stem from the aspect all tap into that idea in at least some respect. Luckily for anybody worried about balance, the pattern so far seems to be that players (of any aspect) get a power that is convenient for the plot, but not one that’s utterly game-breaking or impossible to reconcile with what your title is supposed to do, and then have to “train” or do some other shit to unlock more of the potential powers that they can get their hands on.
Back to your question: Thieves aren’t really about direct offenses– as characters a fair fight is the last thing they should walk into, and the powers that tend to come to them reflect that tendency, by making it really hard for anybody the Thief wants to beat to fight back. If by offensive you mean, like, effects applied to an enemy, you can get pretty far with a theme of nullification– disabling powers, getting past things like Lord English’s invincibility (in that specific instance, maybe by stealing the nonexistence of his clock?) and effects like blindness or darkness that stop people from seeing what the Thief’s up to. Roxy’s “steal Void” power has a couple of offensive applications that she never explored in-comic too– imagine stealing the nonexistence of an explosion at the feet of an enemy!
Mages are kind of a blank page powers-wise, but I guess there’s precedent for them being some kind of offensive powerhouse, between the shit that John can do and the fact that chasing things without regard for the cost (as Mages tend to do) often goes hand in hand with having some kind of power, real or imagined. I could see a Mage of Void doing the same thing that Roxy did vis a vis summoning things, except this time by “sacrificing” Void, and like I said above, there are loads of things you can do that power that were never covered in canon. Another cool thing I just thought of is telepathy: blowing down the barriers that normally exist between consciousnesses, potentially knocking out your opponent with the force of your mind alone depending on how incomprehensible it is to them.
KNIGHT OF MIND!!!
Anonymous asked:
PLEASEPLEASEPLEASEPLEASE write something/anything about knight of mind!!!!!!
I commend you on your 4bsolut3ly r4d1c4l cho1c3!
Knight of Mind
Knights like to come across as tougher than they really are. They’re concerned with learning to pull their own weight and push themselves to accomplish something meaningful in life, as opposed to sitting around waiting for someone to give them the go-ahead.
Like Heart, the Mind aspect deals in the divide between perception and reality, but it reverses the importance of the ideal and the physical worlds. To a Mind player, the truth of an object or a person is located in its physical form, and the ideas we have about them are nothing but shallow imitations of that truth. Unfortunately for anybody who really cares about the truth, the ideas are the only thing that we can access directly. And unfortunately for Mind players, the truth is kind of their big obsession.
Heeey, I was wondering if you wouldn't mind sharing your thoughts about our shared classpect, The seer of hope? ^^
Sure, but not before I make the obligatory “twinsies” remark without which any answer on this title would be sorely remiss.
*poof*
Seer of Hope
Hope is the aspect of delusions and deduction. Those that it chooses as its champions are held hostage by the vagaries of their perception, their naturally rational sensibilities perplexed not by the wiring of their minds but rather the assumption that what they witness is, in fact, what is.
Seers are clever and competent– not clever and competent enough to deal with the worst of the problems that face them, but too clever and competent to willingly follow the advice of others. Their stories are about becoming humble enough to actually apply external guidance in their personal affairs, and in doing so become clever and competent enough to understand that the best teachers are eternal students.
Quick update to the blog; I’ve moved the stuff on the Disclaimer page to the About one, to make room for “The Aspects”-- a series of short blurbs for each of the 12 aspects (which will also double as a hub for hyperlinks to the tags associated with those aspects). So far I only have 6 aspects done, but finishing it will probably have to wait a few days.
Also, I turned the subheadings on The Archive into hyperlinks to the appropriate tags too, so you can (as an example) click “Bard” to see all the posts about Bards that I’ve ever written, including the short comparisons and stuff like this ask.
Thank you all for your continued support!
I'm caught between Rogue and Maid of Time. Would you mind running down what the similarities and differences between them might be?
Rogues and Maids both tend to be overly concerned with the thoughts and judgment of other people, something that can manifest in shyness and hesitance at bad times, or an unwillingness to take actions that really need to be taken. On a related note, both classes tend to be quite selfless, but can often feel taken advantage of if their help is not reciprocated with some meaningful gesture.
They learn similar lessons, too: a Maid realizes that it’s not worth sinking her own ship to mete out justice or help a struggling soul (in Time terms, this is because we all only have so many hours in a day– you shouldn’t waste the precious time you have left for someone else’s sake), while a Rogue learns not to take all the assholes in the world so personally. If they’re really an asshole, you can just take their stuff, and everyone else will thank you for it.
The big difference to keep in mind is the idea of legitimacy. In the case of Rogues, the judgment of other people is “right” (to an extent), so you’d find that playing your cards below-deck is the most effective course of action. On the other hand, a Maid surrounded by people who think that she’s being too self-serving or greedy is best served by telling them up-front that she prefers to do things her way.
Weird question, but what God Tier do you want to get if you aim to speedrun SBURB?
Probably Prince of Time. Speedrunning SBURB would be all about the powers, and Time’s the best aspect for raw speed that you can get. Assuming that I still know about God Tiering, I can hurry my ass off to my Quest Bed (I guess using the PCHOOOOO code?) and off myself (Princes are pretty prepared for this from a personality standpoint) for a quick God Tier, then game stock markets to get enough boonbucks for a bunch of really strong Fraymotifs, and timelines to climb through the God Tiers until I get my hands on some broken ass Prince of Time power. Then it’s a matter of vastly accelerating the frog breeding process, killing everyone’s Denizens, and then killing the Black King. (Probably all at the same time– a Prince of Time on this kind of mission doesn’t give a shit about getting a bunch of alternate versions of himself killed because he fucked up a couple of time loops.)
That title gets bonus points because SBURB is exactly the kind of game that isn’t meant to be speedrun, i.e. a prime target for a Prince of Time to completely miss the point of and attempt to speedrun.
so i took the test and it seems very insistent in telling me im a page of space. might i ask for some information on this page? whenever you have the time, that is! thank you!
Page of Space
All else being equal, Pages have some of the most grueling and challenging advancement arcs that the focus of their life stories permit. Most of this is due to a deadly combination of idealism and a sort of lackadaisical approach to life that makes it hard for them to stick to things. These traits attract trouble like wildfire– the Page starts something that they don’t quite have the oomph to finish, but it comes back to chase them until they finally bite the bullet and get that oomph (or die a failure). As an almost karmic recompense for these problems, Pages who have managed to hone their idealism into something that can actually be translated into actionable strategies have spent so much time on the “wrong” side of the street that they’ve already made practically every mistake in the book– and that’s a kind of experience that can’t be beaten out of you.
The Space aspect concerns self-improvement and thinks of the universe in terms of its growth, which is good news for Pages in some ways, and not so good news in others. Space players tend to be patient and methodical, but these traits also make them prone to suffering from crippling indecision and perfectionism. They also tend to be quite ambitious, and at their best are marked by a stalwart refusal to let anything stand in the way of their futures.