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@shavedjudomonkey
theoryslop. you only believe in it because it has evidence supported by and relating to the narrative and themes of the work
I've had a couple of people ask for a digestible version of the whole "the real problem with Dungeons & Dragons is false advertising, not anything that's present in its text" thing I keep alluding to, so here's the bullet point version of that argument:
Dungeons & Dragons is owned by Hasbro. Yes, the same Hasbro that owns Monopoly and My Little Pony.
Hasbro wants D&D to be the only tabletop RPG that anyone plays.
In order to accomplish this, Hasbro needs D&D to be a universal entry-level game.
D&D is not a universal entry-level game.
All game rules are opinionated about how the game ought to be played, and as tabletop RPGs go, D&D's rules are more opinionated than most. This is not a flaw, but it's not what Hasbro needs.
D&D is also on the high end of complexity as far as tabletop RPGs go, and it's complex in a way that strongly rewards system mastery, so it's pretty far from "entry level".
Hasbro could produce a version of D&D that's at the very least less opinionated and more entry-level than it presently is, but they don't want to, because they've determined that certain rules features which run counter to both of those goals are critical to D&D's brand identity.
They also don't want to produce multiple versions of D&D tailored for different audiences, because they want every single D&D group to be a potential purchaser of every single D&D product; they'd be effectively competing with themselves for their own customer base if the published game was actually modular in any meaningful way.
So how does Hasbro square that circle?
Simple: they lie. They insist that D&D is in fact a universal entry-level game in spite of all evidence to the contrary, and back their advertising up with sponsored thinkpieces and podcasts and such to "prove" it.
Further, they've spent decades fostering a culture of play which conceals the gap between the game they're advertising and the game they're selling by ascribing any appearance that D&D isn't a universal entry-level game to the incompetence or malice of individual GMs.
The game the rules want to produce disagrees with the game the group wants to play? Nonsense – even the rankest beginner should be able to produce any experience of play using any set of rules, and if your GM can't, they're a Bad GM.
The game is hard to learn? No, it isn't – your GM is merely gatekeeping you. This wouldn't be a problem with a Good GM.
The upshot is that the published rules are more or less irrelevant with respect to achieving the desired experience of play, because they're operating within a culture of play which dumps 100% of the work of making that desired experience of play happen on the GM.
Indeed, much of what modern D&D presents as GMing best practices are really methods of working around the fact that the rules you're using disagree with you about what kind of game you're playing.
(It's not a coincidence that D&D's entrenched culture of play also insists that it's normal for GMs to be miserably overworked and treats GM burnout as a big funny joke, then turns around and loudly wonders why there's a constant GM shortage.)
The trick is, because you're still at least notionally using the rules of D&D, the fruits of all that GM labour are perceived as the product of "playing D&D", not of the GM's hard work.
In essence, Hasbro's business model for Dungeons & Dragons is selling you your own GM's labour with a D&D sticker on it.
It's a very neat trick, if you can pull it off.
Now, at this point some readers may be asking: well, sure, but not all GMs are doormats. What about "killer" GMs who do gatekeep and railroad their players and otherwise act like complete tyrants? I hear horror stories about them all the time.
That's the second trick: these are not opposites. The GM as human Xbox and the GM as tyrant of the table both represent the GM doing all the actual work of making the game happen. The latter isn't the outcome that Hasbro wants, but it's a logical conclusion of the position they want the GM to be in.
I've seen a few folks in the notes respond "okay, but if that's true, why is D&D so much more flexible than most indie RPGs?", and the answer is that it's not. That's part of the sleight of hand I've talked about where the GM's labour is framed as part of the product. To break it down:
As noted above, all game rules are opinionated about what kind of game they wanted to produce. This isn't just a matter of setting (though setting-neutral games are often misleadingly called "universal" games), but also a matter of the basic structure of the narrative which emerges when you follow the rules.
The rules of Dungeons & Dragons are not less opinionated than those of your average indie RPG, and in fact are more opinionated than most. (Again, having strongly opinionated rules is not something that's wrong with D&D; it's merely something that's inconvenient for Hasbro's marketing goals in a way they're unwilling to address.)
In brief, D&D really, really wants your game to be a sword and sorcery dungeon crawl. If the GM is using the framework of play furnished by the rules at all, or if the players are responding to the rules' player-facing incentives even a little bit, it's going to squish your game into something dungeon-crawl-shaped.
(This should not be surprising; it's literally in the name!)
The rules of D&D being opinionated in this way tends to fly under the radar for a couple of reasons, one less problematic and one more so.
The relatively benign reason is that many popular RPG premises are not done any great violence by being squished into the shape of a sword and sorcery dungeon crawl.
A cyberpunk smash and grab caper? Basically a dungeon crawl already.
A special forces op in a modern military game? That doesn't need to be shaped like a sword and sorcery dungeon crawl, but it can be shaped like one and remain intelligible as what it's supposed to be.
Gritty logistics-driven survival horror? Not inherently dungeon crawl shaped, but the two genres are compatible – a game can be both at the same time, as video games like Fear & Hunger and Look Outside demonstrate. (Indeed, Look Outside's apartment building follows the structure of an old school D&D megadungeon nearly beat for beat!)
Thanks to D&D's pervasive cultural influence informing what people expect a tabletop RPG to be, as long as this kind of compatibility is present, many folks won't even notice their intended premise is being squished into the shape of a sword and sorcery dungeon crawl.
If your chosen premise isn't compatible in this way, or if the group notices what's happening and decides to push back against it, though? That's where the sleight of hand I alluded to above starts to come into play.
Remember: a Good GM™, even a total novice, ought to be able to use any set of rules to produce any desired experience of play, right?
So get to work!
i.e., just as much of the game's putative approachability is the product of Hasbro selling the players their GM's labour in a D&D-shaped box, much of D&D's putative flexibility is the product of the GM being sold their own labour in a D&D-shaped box.
To be clear, this is not militating against homebrew content or rules. Homebrew is perfectly cromulent, and certainly, some games are more or less structurally amenable to it (though modern D&D tends to fall on the "less" side).
The problem is that what we've got on our hands is a culture of play that wants to have its cake and eat it too: when doing extensive homebrew is treated as part of the GM's basic, entry-level responsibilities, it's easy to fall into the trap of thinking of the product of that labour as merely being a feature of the game.
Which is, of course, exactly what Hasbro's marketing ghouls want.
the thing is, if your younger self was a bigot or an abuser, u can't make people forgive you. but you still gotta forgive yourself, like that's non-negotiable, dude. that happens before u can even ask the question of earning forgiveness from anyone lese
oops, in your attempt to martyr yourself out of respect for your victims you accidentally sabotaged your own ability to conceptualize yourself as anything but a perpetual evildoer who is always one bad day away from hurting everyone you love, all but guaranteeing history to repeat itself. rookie mistake
im gonna try explaining myself, cus im a gambling addict and im waiting for the day that it actually works.
"forgiveness" is personal, that's why I said in the post that you might inflict harm on people for which they can never forgive you, but that's their quest. if you abuse someone, you can't go no-contact with yourself. you actually keep living in your own head indefinitely, and ultimately you need to learn to live with yourself in order to continue living a full life without further harm. this is not necessarily an anti-carceral thought, although i am generally anti-carceral myself. I simply want people to like, fix their heart and atone for real with measured accountability & self love instead of dissociating, self-marking themselves forever and guaranteeing their recidivism.
You and a remorseful abuser would both think I'm giving the easy, coddling path. It's actually the tough pragmatic path in disguise.
here’s a really good article on this topic
Abusers and survivors have never existed in a dichotomy. Here are some ways to confront the abuser in all of us.
Something gets me about the words "yeah let's just allow abusers to remain in society." Like. You can't remove people from society unless you kill them.
How does it remove my abuser from society if he accepts that he abused me, and then... stays convinced he'll only ever be an abuser?
I'm not planning to forgive him, ever, but I do want him to do better and live without hurting the people around him, because even after I removed myself, there will always be people around him.
Society will always include people with harmful behavior patterns, and we need to be able to encourage correcting and doing better. The solution can't be "put yourself in solitary confinement for the rest of your life."
Reblogs in a chain now get their own notes
The reblog chain is one of the things that makes Tumblr unlike anywhere else. All the notes on reblogs are attributed to the original post, no matter which branch people actually liked or reblogged. We want to keep encouraging conversations, and give contributors the recognition they deserve.
Soon, you'll be able to like, reblog, or reply to any part of a reblog chain, and that note will go to that reblog's author. Each reblog will have its own counts, instead of one aggregated number from every version of the post. And yes, you’ll be able to like multiple posts in one chain.
If a reblog doesn't add anything, the love flows up to the last person in the chain who did. Your post doesn't lose notes just because people spread it quietly.
Past notes will stay on the original post — we're only changing what happens from here on out. Retroactively re-attributing all of them would be... a lot.
This is just the beginning. More changes are coming as we keep building this out – stay tuned!
It’s very clear that you all have strong feelings about Tumblr and about this change. We hear you. The passion people have for how Tumblr works is one of the things that makes this place special.
As this rolls out over the next few days and you explore it, we’ll keep reading your replies and reblogs, so please keep sharing your questions, concerns, and ideas.
Your creativity has always been the heart of Tumblr, whether you’re the original poster or adding something brilliant in the reblogs, and nothing about this change is meant to limit that.
If you’d like to talk directly beyond the comments, leave a reply and we’ll follow up with as many of you as we can. We want to work with you to make Tumblr better.
hey folks do we like this. reblog without commentary for reach
do we want this?
yes
no
Sometimes you've just got to accept that if you don't understand what people are talking about, that means the conversation isn't for you. Even if someone is kind enough to stop and educate you, you can't reasonably expect to have an opinion worth listening to about a topic you didn't know existed five minutes ago.
Star Trek conventions are so funny. After I got an autograph from somebody, I went to an empty table nearby so I could set my stuff down for a second while I put my autograph in a protective sleeve, and I hear somebody yell at Ethan Peck (whose table is across from the empty table) "HEY HOT SPOCK!" and I turn around because I want to know who the fuck just said that. And it was Jonathan Frakes.
This is an extremely local news piece, but I thought it was interesting enough to share on Tumblr anyway.
There's a village called Kvidinge in the south of Sweden. Probably the most notable thing to happen there was that in 1810, crown prince Carl August fell off his horse there and died, from unknown reasons, possibly a stroke. In 1826, a monument was raised in his honour.
It looked like this:
Until last week, when it was struck by lightning. Now it looks like this:
In conclusion:
Lightning is pretty powerful.
Having a large pillar on an open field was maybe not the best idea.
I'm really grateful for the invention of lightning rods.
(Pictures from Wikipedia.)
it managed to exist for 199 years without getting lightninged, though, which is honestly a pretty good run
Made some stickers for when you just gotta express yourself with a failed cake
The night sky on Mars
I was wondering whether the constellations would look any different on Mars, so I looked it up, and apparently not; galactically speaking Mars is so close to us that the difference is imperceptible. However, I did find this neat additional bit:
A Magazine by Mad Scientists, for Mad Scientists
Hey! Hey you! Do you like supporting indie artists? Do you like mad scientists? OF COURSE YOU DO. That's why you should back Hubris! The magazine for mad scientists, by mad scientists! It's already one third of the way there! There's no reason not to back it!
Honestly, the reason I can’t watch a lot of video games on stream is that most streamers’ approach to puzzle-solving is so unsystematic. Like, imagine trying to solve a jigsaw puzzle by dumping it into a pile, selecting two pieces at random without looking at the designs on their faces, and checking to see if they fit together; if they don’t, toss them back into the pile, select another two random pieces, and repeat. That’s how most video game streamers solve puzzles, and watching it makes me feel like my head is going to explode.
@legglessdraws replied:
It’s because I’m dumb and I don’t know how to have a strategy in video game puzzles :(
The specifics are going to vary a lot depending on what kind of puzzle it is, but there are a few basic rules that apply to any puzzle:
1. Have a clear goal. You can’t move toward a solved configuration if you don’t know what a solved configuration is. If the puzzle is situated in a larger area, look at its environment to see if there’s anything that illustrates what the end result is supposed to look like. If there are several similar puzzles in sequence, the earlier puzzles often exist purely to show you what a solved configuration looks like – don’t be afraid to backtrack and refresh your memory.
2. Keep track of what you’ve already tried. Much of the time, when people get stuck on a puzzle, they’re just repeatedly attempting the same wrong solution because they don’t remember that they’ve already tried it. Get yourself some note-paper and a pencil, and make a note of exactly what didn’t work. This is especially helpful for very simple puzzles, where the number of possible moves is small enough that it’s feasible to try every sequence of moves until you hit upon the right one; many games explicitly expect you to attempt this sort of brute-force solution as an invisible tutorial.
3. Identify productive moves. In any given situation, only some moves will actually change the state of the puzzle. Others will either loop you back around to an earlier state, or prevent any further moves from being made. One of a video game puzzle designer’s favourite tricks for making a puzzle seem more complicated than it really is is to create situations where a very large number of moves are possible, but only a small number of those moves – often only one! – actually accomplishes anything.
4. Employ the process of elimination. Most of the time, you won’t have enough information to know what the right move is, but you’ll have enough information to know that certain moves are obviously wrong. Start with the set of every possible move, and start crossing off the ones you have enough information to know are wrong. This is another classic puzzle designer trick: give the player a large set of possible moves, and a set of hints such that no single hint will tell you which move is right – but each hint will tell you that some moves are wrong, and once you’ve crossed off all the wrong moves, there will be only one left!
Why, yes, I would like to play yet another surrealist puzzle-platformer whose cryptic metanarrative concerns a nameless protagonist’s struggle with the terrible burden of being a successful independent game developer, or maybe it’s really about him breaking up with his girlfriend – it’s tough to say, since the way he talks about her is so uncomfortably idealised that there’s absolutely no sense of her as an actual person, rendering it legitimately unclear whether she exists at all, or whether she’s a metaphor for, like, intellectual freedom or something – in which even the narrator’s own mythologised and hilariously self-serving version of events ends up making him look like a huge jerk who deserved exactly what he got. That is my favourite thing to do.
@because-im-freaking-greed replied:
Game equivalent of indie books about a college humanities professor thinking about sleeping with a student
Yeah, as much as I grump about it, I have to grant that the fact that video games now have a well established equivalent of the Sad English Teacher Novel is probably a positive sign in terms of the medium’s perceived cultural legitimacy.
For all of the northerners that stood up for Texas during our freeze and said, "Don't make fun of them, they've never dealt with this before. Their infrastructure isn't made for snow and freezing."
This one is for you.
Where I live 108°F with 80% humidity with no wind is normal.
Pacific North West is dealing historic best waves 35-40°C or 95-105°F.
First of all. Don't make fun of them for bitching about the heat. Just like Texas isn't built for a freeze and our pipes burst, Pacific North West isn't built for heat and a lot of their homes don't have AC.
If you live somewhere with a high humidity like 80+ HUMIDITY IS NOT YOUR FRIEND. The "humidity makes it feel cooler" is a lie once it gets beyond a point.
If you live somewhere with a lower humidity, misters are nice to cool off outside.
Once you get over 90°F (32°C) a fan will not help you. It's just pushing around hot air. (I mean if you can't afford a small AC unit because they're expensive as hell, by all means a fan is better than nothing).
If you have pets, those portable AC units aren't safe. If your pets destroy the outtake thing, it'll leak CO2. Window units are safer.
Window AC units will let mosquitoes or other small bugs in. Sucks, but that's life.
Now is not the time to me modest. If you have to cover for religious reasons, by all means. If you don't, I've seen people wear short shorts and a swim top. It's not trashy if it keeps you from getting heat stroke.
If you do have to cover up for religious reasons, look for elephant pants or something similar. They're made with a breathable material.
Shade is better than no shade, but that shit it just diet sun after some point. Don't think shade will save you from heat stroke.
I know the "drink your water" is a fun meme now, but if you're sweating excessively you need electrolytes. Drink Gatorade, Powerade, or Pedialite PLEASE. I don't care if you're fucking sitting in one spot all day. That shit WILL save you from heat stroke.
Most importantly. RESEARCH THE DIFFERENCE BETWEEN HEAT STROKE AND HEAT EXHAUSTION PLEASE!
If you're diabetic and can't drink Gatorade, mix water, fruit juice, and either lite salt or pink salt
If you can afford it, cover windows with thick curtains to insulate the house
If you have tile floors, lay on them with skin to tile contact. If you don't, laying your head on cool counters works too.
If the temperature where you're at is hotter than your body temperature, don't wear heat wicking clothing. Moisture wicking is safe though.
Check your medication labels. Many make you more susceptible to sun and heat
-Room temperature water will get into your body faster. This is something I learned doing marching band in high summer in Georgia, and it saved all of our asses. Sip it, don't gulp it, especially if you're getting into the red; same goes for whatever fluid you're drinking. And just in general drink during the day.
-If you are moving from an air conditioned space to an un-air conditioned space, if at all possible try to make the shift gradual. When my dad and I were working outside and in un-ac houses a few years ago, he'd turn the air down to low in the truck about ten-fifteen minutes before we got where we were going. This way your body doesn't go from low low temps to high temps. S'bad for you.
-If you can, keep your lights off during the day. Light bulbs may not generate a lot of heat, but the difference is noticeable when it gets hot enough. I literally only turn my bedroom light on in the evening when it gets too dark.
Don't be afraid to just like... pour water on yourself if you need to. The evaporation will cool you off.
Put your hand to the cement for 15 seconds. If you can't handle the heat, it'll burn your dog's paws. Don't let them walk on it.
Dogs with flat faces are more prone to heat stroke. Don't leave them out unsupervised.
Frozen fruit is delicious in water.
Wet/Cold hat/handkerchief on your head/neck will help you stay cool.
Pickle juice is great for electrolytes! You can even make pickle juice Popsicles!
Heat exhaustion is more, "drink water and get you cooled off." Heat stroke is more "Oh my god call 911."
Image Description provided by @loveize
[Image description: an infographic showing the difference between heat exhaustion and heat stroke. The graphic is labeled "Heat Dangers: First Warning." Signs of heat exhaustion: faint or dizzy, excessive sweating, cool, pale, clammy skin, rapid, weak pulse, muscle cramps. If you think you or someone else may be experiencing heat exhaustion, get to a cool, air-conditioned place, drink water if conscious, and take a cool shower or use cold compress. Signs of heat stroke: throbbing headache, no sweating, red, hot, dry skin, rapid, strong pulse, may lose consciousness. If you think you or someone else may be experiencing heat stroke, call 911. End description]
Be safe.
-fae
As someone who works outdoors in the summertime: OP is very, very correct and heat is NOT a joke.
I would also like to add that beyond a certain temperature, cold water can genuinely be dangerous as a shock to your system. Roofers especially are often BARRED from drinking cold water, because going from nearly 40°C heat and then drinking something ice-cold can CAUSE ACTUAL SEIZURES.
Your best bet is lukewarm or slightly cool water, combined with wrapping an ice pack in some cloth and putting it on the back of your neck or tucking it into your belt.
And for the love of god if you have to go outside, wear BIG FLOPPY UGLY HATS as well as sunscreen. (Good Sunscreen. 60SPF minimum.) Sunburns retain heat and are Fucking Miserable on top of giving you cancer. Bad ones dry out your skin and can cause infections when you’re still sweating a lot and it gets into blisters.
Heat Stress is cumulative. If you are out trying to do the same thing Monday to Friday, something that you could manage on Monday is probably going to knock you flat on your ass on Friday if you don’t pace yourself.
If you’ve had any sort of heat-stress illness in the past, you are more prone to getting it again and more easily than someone who’s never had it.
reblogging bc it’s getting solidly into the Deep Heat where I am.
Cooling towels like this can be lifesavers, but you have to be able to wet them regularly to keep them cool. Not sure how well they work in super humid areas, but in the dry heat of AZ, they are great.
but everything ended up just fine!
the other thing I find very funny about trying to write a canon compliant wol is taking all the wolship hints extremely seriously.
I don't really wolship because I'm just fundamentally not that kind of fan. But I know for those who are, the sheer number of romance hints FFXIV throws at you can be overwhelming to parse in a context where you have a preferred/intended wolship, particularly if you're not attracted to the gender the hints are coming from in the first place (a particular tip of the hat to wlw fans navigating the g'raha of it all). I've seen plenty of people write around them or write them out or be like "no aymeric was for real inviting my wol to a nice platonic zero-subtext dinner," and God bless all of you.
But it's really funny to imagine them all as all-too-real but unreciprocated or perhaps unreciprocatable. The sheer scale of it is comedy. Spoilers for all of FFXIV follow.
Oh God, the Lord Speaker wants to have dinner, just the two of us, at his family estate and not a government building. I hope he doesn't bring up his crush on me. Thal's balls he's about to bring it up—oh thank God there's an emergency. Oh no someone got hurt! Oh no it's the teenage girl with a crush on me.
Your life is a cosmic joke. You watch the Sultana get poisoned and all your friends probably die to save your life and it's kind of all your fault in some ways, I mean at the very least you should've spoken up when they gave the teenager a private army, and then the teenage boy speaks up and is like, "hey, I guess we have at least one ally. What about if we go visit that guy who is really obviously down unbelievably bad for you and wants to lick the sweat off of you." and you have to be like, yeah, Alphinaud. Great idea. Let's do it. I'll call him.
(brief interlude: also haurchefant's DEATH hits so good if you don't reciprocate. It's okay. He gets it. You're going through a lot and even if you had time to sort through your feelings maybe you're just not into him. That would be okay! You can love someone, or the idea of someone, without needing it to be romantically reciprocated. That's chivalric, even. Knightly. So he won't ask you to lie to him and say you love him as he lies dying in your arms. He's not so low as all that. But could you smile for him as you used to? That true hero's smile of yours. And you do, and he dies. And you both know he died for a lie, in a way, or a flight of fancy. And he's okay with that. Are you? Should you be? Should he?)
Then you're into Stormblood and it's like wow, okay. That last part was all high fantasy, of course there were loyal knights and elegant princes. But this is war. Imperialism. Grim business, surely there's no way—oh no BOTH handsome young revolutionary leaders seem to have a special interest in you?! And so does the Crown Prince of the Empire? Come on, man. I should get to do the whole horrors of war thing without having to also deal with this. Gaius sucked and it was weird that he let his foster daughter run around being openly obsessed with him but at least he never made it my problem.
You can't even get away from it across dimensions. Shadowbringers is a horror story about going on a teambuilding camping trip with your work colleagues for some reason except they all suddenly got really hot and they keep touching you affectionately on the shoulder and being like "I care for you and your happiness. Truly." And also you're being stalked for the whole camping trip by two old men who are obsessed with you. The false climax of the story is that the one old man tries to betray you and give a dramatic monologue about how he loves you but the two of you are doomed by the narrative and then the other old man shoots him in the back like "no actually its MY turn to betray them and give a dramatic monologue about how our love is doomed by the narrative." Then the real climax is old man #1 backstabbing old man #2 in the middle of said monologue before old man #2 dies and gives ANOTHER wistful monologue about his doomed love. Then for the patches they're like okay so we have this even CRAZIER old man who's gonna strike when you're weak and give a dramatic monolo—
and that's without even getting into the literal soulmate ghost only you can see
my warrior of light never felt more betrayed than in that scene where Y'shtola is like "haha Alisaie and G'raha have crushes on the warrior of light." Like I thought we were COOL, Y'shtola! I work here! This situation is already in such a delicate balance! Right when I got here I met Alisaie's "friend from work" who was like oh haha so YOU'RE the one she can't stop talking about and we never followed up on that because the woman died horrifically like five minutes later right in front of us! Then when Vauthry got away and we had to do all that shit with the dwarves, G'raha kept pausing every ten minutes to be like oooooh I'm so old I'm gonna die soon...at least I got to spend some time with some people who are really important to me...in fact here's what I'd tell the person who's most important to me...actually u know them really well haha. And I just had to sit there and be like wow, dude, crazy.
even in the face of apocalypse you still gotta go back in time like 12,000 years and there's somewhere there who makes you sit and listen to his story which is that the purpose of his whole godlike immortal life was to be in a throuple with you and old man #2 from the camping trip. and you just gotta sit there the whole time knowing you/your past life is the one who broke up the throuple over politics. He's like come help me harangue the old man into streaking in public, he'll do it if you ask.
then you meet and fight and kill God and you gotta turn to the team and be like hey sorry guys can you give me a sec. I'm gonna call God by her real name because we met one time for like four days and after that the promise of meeting me again was one of the things that sustained her through her millennia of suffering. Not like that but like. Idk. Just gimme a sec!
It's a relief when you finally get to Lahabrea and he's like actually I still don't fuck with your vibe. Like thank GOD.
And my WoL is very obviously dad-shaped so Dawntrail had a very specific energy for me but I understand that for plenty of people your deepening rapport with Wuk Lamat had a romantic subtext (same for Koana depending on how you read a few of his lines). And personally I think it's the height of comedy to be like, noooo, babe, your highness, I know you and your brother the king are in love with me and want me to stick around and support you emotionally through this governmental transition haha. But it's just...the cursed wineglass, babe. I GOTTA go figure out what's up with this cursed wineglass.
It's a running gag in some of the more optional content that people are like "you have an unreasonable number of hobbies and side gigs" to the WoL from time to time. But if every time you tried picking up a new hobby some new elf started baring their soul to you, you too would be like Hey Jessie (or sometimes Krile or Tataru), my good friend who is one of the only people in my life who knows what professional ethics and work-life boundaries are, any chance you need muscle on a gig on the other side of the world? Ideally with only Cid and his ex so all libidinal energy in the room is directed towards machinery or someone who isn't me?
ironically one of the only places you get a break from psychosexual obsession is the nier content
me: oh wow an ffxiv theory/meta post! i love these even when i don't agree with them. i wonder if this person will highlight an underdiscussed aspect of the setting, or reframe someone's characterization interestingly the post: "in the original japanese--" me: unsubscribed. blocked. reported. hie thee hence and never darken my door again.
waking up to a new dawn
going to sleep version here