November 2025 Monthly Media

Dec. 2nd, 2025 06:58 am
cinaed: This fic was supposed to be short (Default)
[personal profile] cinaed
  • * = Rewatch/reread

    Anime/Cartoons

    • Bob’s Burgers 16.05-16.06
    • Hazbin Hotel 2.01-2.08
    • The Mighty Nein 1.01-1.04

    Books/Short Stories

    • Bandits and Breadknives by Travis Baldree
    • The Ministry of Time by Kaliane Bradley 
    • Gothic Tales by Elizabeth Gaskell
    • Take Me With You by Andrea Gibson 
    • Breaking the Dark by Lisa Jewell 
    • The Vanished Birds by Simon Jimenez
    • Alien Clay by Adrian Tchaikovsky 
    • The Incandescent by Emily Tesh

    Manga/Comics/Light Novels

    • Oglaf (ongoing webcomic)
    • Order of the Stick (ongoing webcomic)
    • Wilde Life (ongoing webcomic)

    Movies/Documentaries

    • Double Indemnity (1944)
    • Rear Window (1954)* 

    Theater/Concerts

    • Hadestown (National Theater)
    • Some Like It Hot (National Theater)

    TV Shows/Web Series

    • Abbott Elementary 5.01-5.06
    • Critical Role 4.01-4.07
    • Survivor 49.07-49.10 

    Video Games/Board Games

    • The Great Ace Attorney Chronicles 

2025 week 48

Dec. 1st, 2025 07:25 pm
larissa: (BSSM ☄ ⌈Usagi/Mamoru; shining star⌋)
[personal profile] larissa

holiday love meme 2025
my thread here

in the continuing comedy of errors that is my body, my thumb hurts. this isn't even the thumb on the same hand as the other injury, so i guess i've been overcompensating. i've been resting and icing it all day and am hoping it will settle down on its own... i really don't want to deal with more hand pain than i've already got.

thanksgiving was nice; i got to see some family i hadn't seen in a long while, so it was good to catch up. (also i had some excellent pumpkin cheesecake.) other than that, there hasn't been a lot going on in irl news.

this week's ff14 update is that i'm pretty much done farming mogtomes aside from weeklies, so it's been back to the diadem. i am nearly done grade 3 botany, at which point it will be on to grade 3 mining. then i'm home free. (i am not even remotely home free; i still have 200k+ points to get in both botanist and miner.) other than that i've been working on the crafting portion of the ishgard restoration grind; i really should be working on the moon crafts as well but i haven't caught a lot of weather windows for it lately.

in reading news, i did not end up continuing the trilogy i was struggling with. instead i read a quick, lighthearted sci-fi romp, and have since started a space opera, bethany jacobs's kindom trilogy. i'm only halfway through the first book, but if it sticks the landing it's definitely going to be a favorite: excellent writing, characters, and plotting in a genuinely fascinating worldbuild. the characters are really what's selling it more than anything; one of the leads is refreshingly unlikeable and makes for a great character to follow.

that's about it for now. i really hope my body chills out in the coming weeks, because i am so over all this pain...

Writing politics and power

Nov. 30th, 2025 07:32 am
ailelie: (Default)
[personal profile] ailelie
This was originally a comment on reddit.

I think the advice that says politics is about power is good to consider. However, I would add that it isn't just power for power's sake. Power is energy. If it isn't doing anything, it is only potential--something to account for, but not something that is having an active effect on the world. Politics is kinetic or power in motion.

Power allows its wielders to accomplish one of two goals: secure their autonomy or enact their agendas. These often, but don't always, go together. Sometimes, when they diverge, it depends on the source of the power. Note: Autonomy isn't just freedom, but is also the ability to meet your own needs.

For example, two students go to university; one cooks his own meals and the other eats in the dining hall each day. The latter has paid for convenience and possibly for more time to devote to her studies (fulfilling an agenda), but the former has more personal autonomy. If the dining hall suddenly shuts down, he won't be going hungry.

So, since sources can affect how power is used, I think it is most important to start with those.

Some major sources of power are

  • tradition
  • religion
  • wealth
  • political structures (e.g. a constitution)
  • access
  • influence (both broadly/culturally and singularly/personally)
  • fear
  • might
  • knowledge.

It is important to know how each source grants/uses, limits, and revokes power. By grants/uses I mean what are the ways a person can wield the power of the source? In political structures, one way is laws. In influence, one way is a whisper campaign or advising a friend. In religion, one way is declaring something anathema so that adherents avoid it. Each power source determines, to a degree, what a person can do with it. Most people and organizations cultivate multiple sources to widen their menu of actions and to compensate for limitations.

For example, wealth grants power by enabling the wielder to convert the wealth into a different type of power.

For example, they can buy off a priest for religious power or they can spend to be on the edge of trends for influential power. They can cultivate a salon of innovative ideas for both influential and knowledge power. The power of wealth only lasts as long as the money holds out, however. Anyone relying on wealth will find themselves powerless when the money goes, unless they've, for example, collected blackmail (fear-based power) or connections (personal influence; being someone others listen to). Another limitation is that power bought by wealth may carry the stigma of money (e.g., they bought their way in, etc).

Another example, political structures may elevate one person as ruler over the land, but they are limited by the description and responsibilities of their role. They may also need to work with other entities created by the same political structures. Many leaders cultivate another power source to ensure they can enact their agendas (e.g., influence, tradition, religion).

Also, note, no source is infinite. The fewer who draw on a source, the more power they have.

The next step is identifying who in your setting has power and what kind of power they command. Guilds have knowledge power--they're the ones who know how to do crafts. They may also have access power aka the decision of who gets to learn the craft. That access power could also belong to the local government, church, etc.

So, figure out who the players are and what kind of power they access.

Next, going back to the top of this post, think through what each player wants to do with their power. Is their focus fully on remaining free from any strictures and being able to meet all their needs, or do they have an agenda they wish to see fulfilled? Or is it some combination of both?

Also, what are they willing to lose to keep their power and to fulfill their goals? These are not the same. For example, a person may be willing to accept another's patronage (losing autonomy) in order to gain more cultural influence (gaining power). And, if goals conflict, which ones take priority?

Next, remember that there is a difference between the organization that consolidates power and the individuals who act upon it. Some people can cultivate power on their own, especially for personal or cultural influence, but often it is the organization that amasses power and the individuals who spend it. Those individuals all have their own agendas or desires for autonomy and so politics is a fractal.

Finally, power does not exist in a vacuum. It is all connected. Every move tugs strings that affect others. There is two major things to consider here--connections among power players and effects of actions.

Some players, in your setting, may be automatically opposed. This is usually because they are drawing on the same source. If the university starts teaching basic physics and machines, the guilds may be upset that the university is intruding on their knowledge-based power.

This immediate opposition has consequences for individuals as, in order to keep drawing on their institution's power, they must maintain the rivalry. A new guild master is best friends with a university professor, but they hide this because the guild would revolt if they knew or would expect her to use personal influence on the professor to make the university drop the coursework. Etc.

This conflict between the organization the draws and consolidates the power and the people who use it opens up a lot of opportunities for back-channels and manipulation.

The other type of connection to consider is effects. Every action has an intended primary effect and, often, intended secondary effects. Every action also has unintended secondary effects. Then think through who supports and opposes the primary and secondary effects and why. Also, the same player can oppose one effect while supporting the other. So then you need to think through how they act on that divided support/opposition.

The government passes a law that all laws will now be translated into every language in the empire so that no one may claim ignorance of the law. The intended effect is to stop that line of defense from a group of rebels. The unintended secondary effect is that this grants additional power to the university who house the most translators.

The rebels oppose the law because it limits them by reasserting the empire's control over them. The church also opposes the law because they do not want the university to grow in power. However, the church does support limiting the rebels. So, the church makes a show of supporting the law in public, but then works behind the scenes to revise or revoke it in favor of the church's solution to the rebels. Or, maybe, they support the law, but then appoint a few priests to reach out to the rebels in sympathy or take action to require all translators work through the church. Etc.

Anyway. These are just my thoughts on the matter. I hope they're helpful!


Creating Villains

Nov. 30th, 2025 07:20 am
ailelie: (Default)
[personal profile] ailelie
Originally a comment on reddit.

How I'd design a villain for a story is different than how I'd do one for a ttrpg game, which differs from how I expect I'd do one for a video/computer game. Here are some thoughts and ideas to keep in mind, though.

Type of Villain

I think you can divide most villains into three categories: good motive/bad means, bad/disputed motive, and chaos or self-seeking.

Type 1: Good motive/bad means
The villain wants to accomplish something that the heroes don't find all that objectionable. They're seeking a cure, trying to save the environment, etc. However, to do this, they cross lines the heroes can't condone, such as murder, human testing, etc.


Type 2: Bad/Disputed motive (means vary)
The villain wants to accomplish something the heroes disagree with either partially or fully. An example for 'partially' might be that the villain wants to protect vulnerable people from enemies. However, they label some ordinary group of people as enemies. An example of fully might be that they want to call forth a sadistic god to subjugate the planet. Means could vary. Cultists who distribute literature about their god in a bid to get enough people performing regular blood sacrifices to call their god forth are rather different from those who sacrifice people against their will.


Type 3: Chaos- or self-seeking
The villain has a personal drive they're satisfying that may or may not be clear to outsiders. Their actions may seem erratic as they are motivated solely by some internal compass. That said, some do develop patterns. I'd classify murderers and rapists in this category, but I'd also shelve in characters like the Joker.

Something to also keep in mind is that many villains also have one of two traits: (1) they're holding onto some old slight or regret and can't let go; or, (2) they embody a positive value to the extreme.

Also, all of these villains may have bad guys working for them. Mooks, though bad, =/= villains.

Villainous Goals and Threat Level

I grouped these together because they determine whether or not a villain should be pursued.

For a game, a villain with a clear goal is the least frustrating for players. This does not mean the villain is easy to thwart, only that they're easier to engage with and they tend to generate longer stories. (Chaos/self-seeking villains are either one-shot adventures or too hard to predict to plan around).

A goal is simply what the villain wants to accomplish. If the villain is leading or part of a cult or organization, it is a good idea to have the organizational goal, the villain's reason for leading/working with the organization, and the villain's personal goal.

The Cult of Salt is stealing blood for a ritual to flood the land, returning it to aquatic creatures. They believe their god will reward them with appropriate bodies when the time comes and then they'll rule the seas. Marin Wavewalker is leading the cult but she is doing so because flooding the Temple of Ove is the only way to prevent a prophecy about the end of the world from being fulfilled. If the Temple is under the waves and its priests drowned, no one can call down destruction from the stars.

Threat Level refers to the villain's speed, brutality, and capability.

Speed refers to how quickly and frequently the villain is acting. If a villain is planning a long-game, they can be back burnered for a while as the players address a more immediate (and level appropriate) foe. If the villain is attacking right now, then they're of a higher threat than a more brutal or capable villain that isn't.

Brutality refers to how much the villain's actions hurt people in terms of the impact and length of their effects. If they use magic to make people fall asleep for a day, they're far less brutal than if they cause people to sleep for a year. A villain who beats people up is less of a threat than one who kills people. And the guy who kills people with a single shot to the head is less brutal than the one who tortures them first.

Capability refers to the villain's ability to make things happen either personally or through cat's paws, allies, or underlings. If a villain can't make things happen or their plans often fall through, they're less of a threat than one who can.

Stages to the Plan

Accomplishing a villainous goal should either require multiple steps to complete or be something that never really ends. Summoning a god via ritual is an example of the former while protecting the environment is the latter. (Though, a villain could develop a master plan to save the environment that has multiple steps).

To do this, start with the ultimate goal and ask "What does the villain need to accomplish this?" Brainstorm maybe 3 different things. Then, for each of those things ask the same question, but this time, brainstorm 2 things. Finally, either stop there or brainstorm one thing for each of them.

Level 1
  • For example, to summon the Salt God, the Cult of Salt must create a lake of blood, chant a song in unison, and provide a vessel for the god to occupy.
Level 2
  • To create the lake of blood, they need to drain many people of blood and they need a special herb that keeps the blood from coagulating.
  • To chant the song, they need to track down the lyrics hidden in a cave and hire a bard to draft an easy-to-learn and sing melody for the words.
  • To provide the vessel, they must collect the bones of a leviathan and construct a doll from them.
Level 3
  • To drain many people of blood, they have created a competition among murderers and thieves.
  • To collect the herb, they have blackmailed a guild into selling it to them at a steep discount and to sell it to no one else.
  • To find the lyrics, they are hiring adventurers.
  • To draft the song, they will commission a famous bard.
  • To collect the bones, they are stealing them from various museums, adventuring guilds, and private homes across the land.
  • To construct the doll, they have kidnapped a toymaker's daughter and won't release her until he creates the doll.

Then just put those things into a timeline and you've got a lot of little actions for players to slowly realize are all connected and some clear goals for them to mess with. Honestly, having them be the ones to find the lyrics for a client in an early adventure could be a great way to make them care a bit more later on about stopping the villain.

To ensure that stopping one level 3 event doesn't stop everything, villains should have plan Bs. You free the toymaker and saved his daughter? Lovely! But the villain had some bones in reserve or will pull another heist and, this time, they work on swaying a puppet-maker to their cause so that they'll build the doll willingly. Etc.

Level 3 goals should always have a Plan B. Level 2 goals are necessary. If they are missing in full or part, the final goal comes out wonky. Level 1 goals have no back-up plans.

I know this isn't a clear step-by-step guide, but I hope you find it helpful regardless.

Note: Level 3 goals can also have multiple stages.
  • The cult hires adventurers (through an intermediary) to locate the lost lyrics. Let's say they hire the heroes.
  • The University of Wrynn is also seeking the lost lyrics for personal study. They have hired a rival group of adventurers.
  • The heroes compete with this rival group to locate a map to the cave, overcome the traps, defeat the corrupted guardians, and find the key to the iron bookcase housing the lyrics. Then they must prevent the rivals from stealing the lyrics from them or they must plan a heist to steal the lyrics from the university.
It could be a good 2 to 4 sessions of gameplay, depending on how you planned it and how your players engaged with it.




ailelie: (Default)
[personal profile] ailelie
So, one feature of the isekai/etc comics I read is the inclusion of politics. Some do this very well and others...not so much.

I was coming back to a comic I'd read part of a while back and it took me a bit to remember the storyline. As part of my remembering, I started identifying and aligning factions without thinking about what I was doing. Once I noticed, I realized there was a pattern that is potentially useful for other stories (and for tabletop games).

Anyway! Every faction in these comics has the same goal: power. Power is an interesting goal because it is really just a type of currency. Power enables its wielders to shape the world in specific ways. The better comics get into what the factions want to do with said-power, but often that is just left unstated. 

In a comic, every faction has an alignment of sorts that basically comes down to how they feel about the main character's chosen faction (or the MC's romantic partner's faction). The alignment has little to do with good/evil, noble/selfish, etc. While those can be factors, what ultimately matters is whether the faction promotes or obstructs the main character's goals.

Anyway! The factions you typically find (though you may not find all of them in the same story) are the following:
  • Imperial/royal: The people who rule the realm (this faction may be divided by the ruler and the spouse. If so, the spouse is likely tightly connected to either the traditionalists or the progressives).
  • Traditionalists: Typically older noble houses that support tradition
  • Progressives: Typically new noble houses that support change
  • The Defenders: Different from the military, this is often a noble house or guild charged with the specific duty of defending the realm, such as from monsters. This faction is often represented by 'The Northern Duke.'
  • The Church: These may be represented by an actual church, priesthood, or a saintess.
  • The Military: These may be national forces, a mercenary group, etc.
  • The Magic Tower: Not always a tower, but an organized magical group; may desire control over magic.
  • Merchants: These are rich commoners whose wealth may be on par with nobility.
  • Scholars: These may be represented by a university or guild; typically they are innovators developing new technologies.
  • Information Guild: Rarely a power-seeker on their own, but can sometimes become a close ally rather than mere resource.
  • Common folk: Rarely a faction on their own, though.
Each of these factions draw authority/power from different places.
  • The imperial faction typically gets their power from the societal structure, primarily, though they may also borrow divine authority.
  • Traditionalists get their power from the weight and importance of tradition and history. They also tend to have wealth. If they're nobles, they also get power from the societal structure.
  • Progressives get their power via an alliance of whatever faction is fueling or most benefitting from change. So they may get the power of populism (common folk), innovation (scholars), etc. They also likely have wealth and, if noble, societal structures on their side.
  • Defenders get their authority from fear (the fear of what happens should they stop their defense).
  • The Church gets power from a perceived connection to the divine. They represent a power beyond humanity. They may also have power from populism if well-liked by the common folk.
  • The military gets power through might, primarily.
  • The mage tower gets power through might as well, but they may also have innovation on their side. (Innovation is the ability to do something others can't or do something more effectively than they can using a new method).
  • Merchants have wealth on their side, primarily. Wealth lets you buy the kind of authority you want. 
  • Scholars primarily have knowledge and innovation for authority.
  • Information guild relies on knowledge.
  • Common folk have the power of numbers. They are numerous.
Other types of authority that can occur, but that are a bit less tightly aligned are reputation (this includes honor), connections (knowing people as this grants access, information, and favors), romance, competence, etc.

Anyway. I think when setting up a game (or basic world), it could help to decide which factions you want to be major players. Then, decide how each faction is represented in the setting. Then ensure each faction has a unique authority (unless you want them fighting for control of an authority). For bonus points, decide what each faction wants to do with their power. What do they do with what they have? What have they planned should they get more? What do they fear if their power wanes or another faction's power grows?

2025 week 47

Nov. 24th, 2025 07:56 am
larissa: (FFT ☄ ⌈Ramza ; my silent war⌋)
[personal profile] larissa

early post since i woke up at 430am and couldn't go back to sleep...

anyway, not much to talk about this week. since i'm in a holding pattern with regard to the hand injury, i've been trying to keep busy with other stuff. this week mogtomes started in ff14, and i have farmed... over a thousand. i don't know how this happened either. at this point i'm probably 80% done with mogtome farming, i just need a few more across my alts to get what i want for them.

since i was occupied with mogtomes i didn't make much progress in the diadem this week, but i'll probably do more of that in the coming week when i find some time. i do have some family stuff this week since it's thanksgiving, but i don't have to travel thankfully so it shouldn't be too taxing.

i haven't made much reading progress; i've been really unenthused with the book i'm reading. i'm going to try and finish it, but i might not move on to the third book in this trilogy... i hate to leave a series unfinished but i'm just not vibing with it. a real shame since i loved a lot of the ideas in the first book.

as we approach the end of the year i'm increasingly aware of the fact that i haven't achieved a whole lot in the way of my creative goals for the year. a lot of this is website stuff; i really wanted to make more progress on my sites and i've just not been doing it. perhaps i'll rally in the coming weeks and get something done, but... we'll see. i've still been writing consistently, but i've just been writing self-indulgent nonsense instead of anything with meat, so i'm not sure that really counts...

admittedly i've had a pretty miserable year in terms of health, but even so i'd like to spend less time mindlessly puttering around in ff14 and more time creating. the puttering has been good when i haven't been feeling well, but sometimes it's too much...

(no subject)

Nov. 23rd, 2025 05:12 pm
harpers_child: melaka fray reading from "Tales of the Slayers". (Default)
[personal profile] harpers_child
Got my flu and covid shots today. Turns out LA took away the need for a prescription sometime in October. Shout out to the pharmacist who told us.

edit: Having some kind of reaction to one of the shots. I can feel The Flush in my face. Can't tell if I'm pinker because I both took a shower and walked around a store today both of which make me get pinker. Arm sore. No symptoms in mouth/throat and no hives on hands (early symptom places). I have a sharp building migraine, but that could be weather. Currently trying to decide if I'll take my planned single Benedryl or the suggested two (taking two sometimes gives me muscle twitches in my legs). Have phantom pain in shoulder that didn't get shots.

(no subject)

Nov. 22nd, 2025 09:55 pm
marina: (NO.)
[personal profile] marina
An exciting update since my last post: I broke my ankle! *facepalm*

anatomy of a work accident )

Dishes

Nov. 22nd, 2025 12:08 am
ailelie: (Default)
[personal profile] ailelie
I hate dishes. Here is my current system for doing them nightly:
1. I check off each day of the week on a whiteboard by my fridge.
2. When I complete a week,I get to add +1 session to my BeeMinder (basically giving myself a skip day for daily writing).
3. When I complete a week, I also color in a square on a four-part square below my tracker. When I completely black out the square, I get to add +1 session to my BeeMinder (for a total of +5 over the course of completing the square).
4. When doing dishes, I wear gloves, use spray soap, and have a comfy pad to stand on. Comfort is key! Plus, no soft nails, touching food, or wet hands.
5. I only have to do the dishes for 15 minutes max per night. I have a push light over my sink that turns off after 15 minutes if I don't turn it off manually. This illuminates the sink and keeps track of time in a way that requires zero effort from me.
6. If I fall asleep by accident, it counts as long as I do at least 1 dish or if I do them when I wake up.
7. If I miss a day, I restart the week from the next day onward. No waiting for the week to start again. (Right now, my week starts on a Friday).
8. I don't have to dry and put the dishes away the same night I wash them.

Do you see all the layers here? Minimizing suckage, adding a reward, removing rules. For the reward, I have one for the week, but also one for multiple weeks that encourages sustaining my efforts. The reward doesn't cost me money or time. And since I can just do the same reward each time, it doesn't require effort to think up. The 15 minute rule helps when I'm feeling overwhelmed by my dishes. On bad days, even just a few feels too many. If it is only 15 minutes max, though, I can manage that (at least I've been able to so far). If I do dishes and then cook more, I don't have to do them again. And tracking the days on my fridge means I've a passive reminder to do them. Plus, it offloads having to remember having done them. The less I have to think about my dishes, the better.

Will this system stick? I don't know. It is really a collection of other things I've tried previously united into a single system. I hope it lasts.

It is weird -- hating dishes feels like part of me. Having dirty dishes is strangely affirming, even as they stress me out and hurt me financially and health-wise (since I end up ordering in instead of cooking). So finding a way to get them done regularly feels almost like turning my back on myself. Except... I don't actually want the sink full of dirty dishes. I actually do want to be better about them. Improvement shouldn't feel like loss, except it does a bit.

I'm also getting way ahead of myself. This has only been in place for two weeks and a day. Who knows? Maybe this time next month I'll be moaning about another monster pile of dishes to slay.

Word Play #1

Nov. 20th, 2025 02:28 pm
raptureofthemoon: (solitude)
[personal profile] raptureofthemoon
fat lightning slices the night
explores the forest
the shadows where
i drink strange water
from a cask
in the wild earth
it tastes of dark champagne
the only thing that
stills the monster
sleeping beneath my breast

(no subject)

Nov. 20th, 2025 12:06 am
harpers_child: melaka fray reading from "Tales of the Slayers". (Default)
[personal profile] harpers_child
In honor of my mother posting the first "no one fills mom's stocking" guilt trip of the season, please help me brain storm stocking stuffers for my mother. (Sympathies as I bang my head against the wall also accepted.)

Rules:
No food. No drink. One of her doctors said she's per-diabetic and no number of other doctors saying her blood work doesn't support that will convince her otherwise.

Nothing scented (no soap, lotion, perfume, candles, bath bombs, shower steamers, etc). She barely wears makeup and doesn't need any kind of brushes or similar. When she wants painted nails my sibling who does nail polish as a hobby paints them for her. She's happy with her minimal skin care routine and isn't interested in trying new products.

She's doesn't want nice stationary. She buys herself the kinds of pens she likes.

She doesn't need socks, slippers, hand towels, kitchen gear of any kind, flashlights, multi-tools, utility knives or box openers, playing cards, coloring books, art supplies, tote bags, luggage tags, book lights, battery packs for her phone, charging cables, or any of the similar things I've seen on suggested lists on the internet.

Last year I got everyone funny glasses cleaning cloths, a pack of those single use hand soap sheets you can toss in your bag for when there's no soap in the bathroom, and a pack of single use laundry soap sheets for when you need to do a quick sink wash of something (intended for travel). I think I'm the only person who has used any of them at all.

Why bother with the stocking stuffers at all, you might ask. I cannot take a single "no one fills mom's stocking" comment more. The passive-aggressive bullshit has gotten to me. I now must find two to five items my mom will likely use and are under $40 USD every year in addition to figuring out what I'm getting her off her list (which is mostly unhelpful "experiences" she will never actually make a plan with me to do.)