Cauldron’s Funny In This Regard, First Because All Of Its Members Can Fit In A Minivan And Because

Cauldron’s funny in this regard, first because all of its members can fit in a minivan and because literally 90% of their capacity relies on Contessa; when she has to fake her death and can’t intervene Cauldron stops existing within a handful of hours.

And their plan is also based on the bus factor; they let the apocalypse happen early because every 2-3 months a bus crashes and every bus maybe contains the person who can kill Scion. And they are vindicated in this; Foil, Tattletale and Weaver all could have died in any of the 8+ Endbringer fights they went to, and very likely would have eventually died in one of the dozens they would have gone through if Cauldron stopped Jack from setting off Scion

This discussion of superhero logistics reminds me of an element of Worm's background worldbuilding that I've always found really interesting, which is that the heroes are running out of teleporters. They had a cloak-style mass teleporter, Strider, who was apparently indispensable for troop deployment at Endbringer fights, but he didn't get the hell out of dodge in time so by the Behemoth fight they mention having to seriously kludge other not-as-good powers to get everyone on-site on time. No one dies forever in comics so the question of "what are the risks of one guy's powers becoming indispensable to our organization" isn't as salient, but here goes Worm, gesturing at the idea that you might just get super fucking unlucky because you became organizationally dependent on a couple golden gooses who you inexplicably keep bringing to live fire situations. If they weren't hard to replace, they wouldn't exactly be superheroes, would they?

More Posts from Khepris-worst-soldier and Others

4 months ago

You could make a pretty good Worm game with the bones of Tactical Breach Wizards


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5 months ago
Really Good Observation From This Liveblog Actually Why The Fuck Did Cauldron Decide To Prioritize Interior
Really Good Observation From This Liveblog Actually Why The Fuck Did Cauldron Decide To Prioritize Interior
Really Good Observation From This Liveblog Actually Why The Fuck Did Cauldron Decide To Prioritize Interior
Really Good Observation From This Liveblog Actually Why The Fuck Did Cauldron Decide To Prioritize Interior

really good observation from this liveblog actually why the fuck did cauldron decide to prioritize Interior Design for bonesaw's presence. britain just exploded what's wrong with you


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4 months ago

Hear ye, hear ye

Once again noble creatives have invented the Worm, termed on this occasion as the ‘Tactical Breach Wizard’. But be not disappointed, this is no mere repackaging, for this Worm, unlike the original, is not beloved literature but instead uses the power of lightning channeled through sigils etched in silicon to create interactable moving images. Furthermore, this Worm concerns itself with defenestration, a most joyful activity when done without harm, to a degree unconceived by the original Worm

Powers are known to be born from moments of trauma. A mother losing her child can gain necromancy to bring them back. A child in an abusive family can gain invisibility to hide when needed.

I am a therapist for those with powers. Tell me your powers, and together, we shall work through the trauma that caused it to spawn.


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5 months ago

Lisa's interactions with Taylor make a lot more sense if you believe she's never had a real friend in her life, even before her power started to whisper things in her ear. Taylor's experience got messed with by the bullying, but Lisa is starting from the bottom and has to pull from her interactions with the Undersiders and it shows


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2 months ago

I was about to make a post about the general stress of living in the world of the Power Fantasy caused indoor smoking to have a longer life, but it turns out bans on indoor smoking only really started after the turn of the millennium. They’re younger than me


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6 months ago

The Three Commandments

The thing about writing is this: you gotta start in medias res, to hook your readers with action immediately. But readers aren’t invested in people they know nothing about, so start with a framing scene that instead describes the characters and the stakes. But those scenes are boring, so cut straight to the action, after opening with a clever quip, but open in the style of the story, and try not to be too clever in the opener, it looks tacky. One shouldn’t use too many dialogue tags, it’s distracting; but you can use ‘said’ a lot, because ‘said’ is invisible, but don’t use ‘said’ too much because it’s boring and uninformative – make sure to vary your dialogue tags to be as descriptive as possible, except don’t do that because it’s distracting, and instead rely mostly on ‘said’ and only use others when you need them. But don’t use ‘said’ too often; you should avoid dialogue tags as much as you possibly can and indicate speakers through describing their reactions. But don’t do that, it’s distracting.

Having a viewpoint character describe themselves is amateurish, so avoid that. But also be sure to describe your viewpoint character so that the reader can picture them. And include a lot of introspection, so we can see their mindset, but don’t include too much introspection, because it’s boring and takes away from the action and really bogs down the story, but also remember to include plenty of introspection so your character doesn’t feel like a robot. And adverbs are great action descriptors; you should have a lot of them, but don’t use a lot of adverbs; they’re amateurish and bog down the story. And

The reason new writers are bombarded with so much outright contradictory writing advice is that these tips are conditional. It depends on your style, your genre, your audience, your level of skill, and what problems in your writing you’re trying to fix. Which is why, when I’m writing, I tend to focus on what I call my Three Commandments of Writing. These are the overall rules; before accepting any writing advice, I check whether it reinforces one of these rules or not. If not, I ditch it.

1: Thou Shalt Have Something To Say

What’s your book about?

I don’t mean, describe to me the plot. I mean, why should anybody read this? What’s its thesis? What’s its reason for existence, from the reader’s perspective? People write stories for all kinds of reasons, but things like ‘I just wanted to get it out of my head’ are meaningless from a reader perspective. The greatest piece of writing advice I ever received was you putting words on a page does not obligate anybody to read them. So why are the words there? What point are you trying to make?

The purpose of your story can vary wildly. Usually, you’ll be exploring some kind of thesis, especially if you write genre fiction. Curse Words, for example, is an exploration of self-perpetuating power structures and how aiming for short-term stability and safety can cause long-term problems, as well as the responsibilities of an agitator when seeking to do the necessary work of dismantling those power structures. Most of the things in Curse Words eventually fold back into exploring this question. Alternately, you might just have a really cool idea for a society or alien species or something and want to show it off (note: it can be VERY VERY HARD to carry a story on a ‘cool original concept’ by itself. You think your sky society where they fly above the clouds and have no rainfall and have to harvest water from the clouds below is a cool enough idea to carry a story: You’re almost certainly wrong. These cool concept stories work best when they are either very short, or working in conjunction with exploring a theme). You might be writing a mystery series where each story is a standalone mystery and the point is to present a puzzle and solve a fun mystery each book. Maybe you’re just here to make the reader laugh, and will throw in anything you can find that’ll act as framing for better jokes. In some genres, readers know exactly what they want and have gotten it a hundred times before and want that story again but with different character names – maybe you’re writing one of those. (These stories are popular in romance, pulp fantasy, some action genres, and rather a lot of types of fanfiction).

Whatever the main point of your story is, you should know it by the time you finish the first draft, because you simply cannot write the second draft if you don’t know what the point of the story is. (If you write web serials and are publishing the first draft, you’ll need to figure it out a lot faster.)

Once you know what the point of your story is, you can assess all writing decisions through this lens – does this help or hurt the point of my story?

2: Thou Shalt Respect Thy Reader’s Investment

Readers invest a lot in a story. Sometimes it’s money, if they bought your book, but even if your story is free, they invest time, attention, and emotional investment. The vast majority of your job is making that investment worth it. There are two factors to this – lowering the investment, and increasing the payoff. If you can lower your audience’s suspension of disbelief through consistent characterisation, realistic (for your genre – this may deviate from real realism) worldbuilding, and appropriately foreshadowing and forewarning any unexpected rules of your world. You can lower the amount of effort or attention your audience need to put into getting into your story by writing in a clear manner, using an entertaining tone, and relying on cultural touchpoints they understand already instead of pushing them in the deep end into a completely unfamiliar situation. The lower their initial investment, the easier it is to make the payoff worth it.

Two important notes here: one, not all audiences view investment in the same way. Your average reader views time as a major investment, but readers of long fiction (epic fantasies, web serials, et cetera) often view length as part of the payoff. Brandon Sanderson fans don’t grab his latest book and think “Uuuugh, why does it have to be so looong!” Similarly, some people like being thrown in the deep end and having to put a lot of work into figuring out what the fuck is going on with no onboarding. This is one of science fiction’s main tactics for forcibly immersing you in a future world. So the valuation of what counts as too much investment varies drastically between readers.

Two, it’s not always the best idea to minimise the necessary investment at all costs. Generally, engagement with art asks something of us, and that’s part of the appeal. Minimum-effort books do have their appeal and their place, in the same way that idle games or repetitive sitcoms have their appeal and their place, but the memorable stories, the ones that have staying power and provide real value, are the ones that ask something of the reader. If they’re not investing anything, they have no incentive to engage, and you’re just filling in time. This commandment does not exist to tell you to try to ask nothing of your audience – you should be asking something of your audience. It exists to tell you to respect that investment. Know what you’re asking of your audience, and make sure that the ask is less than the payoff.

The other way to respect the investment is of course to focus on a great payoff. Make those characters socially fascinating, make that sacrifice emotionally rending, make the answer to that mystery intellectually fulfilling. If you can make the investment worth it, they’ll enjoy your story. And if you consistently make their investment worth it, you build trust, and they’ll be willing to invest more next time, which means you can ask more of them and give them an even better payoff. Audience trust is a very precious currency and this is how you build it – be worth their time.

But how do you know what your audience does and doesn’t consider an onerous investment? And how do you know what kinds of payoff they’ll find rewarding? Easy – they self-sort. Part of your job is telling your audience what to expect from you as soon as you can, so that if it’s not for them, they’ll leave, and if it is, they’ll invest and appreciate the return. (“Oh but I want as many people reading my story as possible!” No, you don’t. If you want that, you can write paint-by-numbers common denominator mass appeal fic. What you want is the audience who will enjoy your story; everyone else is a waste of time, and is in fact, detrimental to your success, because if they don’t like your story then they’re likely to be bad marketing. You want these people to bounce off and leave before you disappoint them. Don’t try to trick them into staying around.) Your audience should know, very early on, what kind of an experience they’re in for, what the tone will be, the genre and character(s) they’re going to follow, that sort of thing. The first couple of chapters of Time to Orbit: Unknown, for example, are a micro-example of the sorts of mysteries that Aspen will be dealing with for most of the book, as well as a sample of their character voice, the way they approach problems, and enough of their background, world and behaviour for the reader to decide if this sort of story is for them. We also start the story with some mildly graphic medical stuff, enough physics for the reader to determine the ‘hardness’ of the scifi, and about the level of physical risk that Aspen will be putting themselves at for most of the book. This is all important information for a reader to have.

If you are mindful of the investment your readers are making, mindful of the value of the payoff, and honest with them about both from the start so that they can decide whether the story is for them, you can respect their investment and make sure they have a good time.

3: Thou Shalt Not Make Thy World Less Interesting

This one’s really about payoff, but it’s important enough to be its own commandment. It relates primarily to twists, reveals, worldbuilding, and killing off storylines or characters. One mistake that I see new writers make all the time is that they tank the engagement of their story by introducing a cool fun twist that seems so awesome in the moment and then… is a major letdown, because the implications make the world less interesting.

“It was all a dream” twists often fall into this trap. Contrary to popular opinion, I think these twists can be done extremely well. I’ve seen them done extremely well. The vast majority of the time, they’re very bad. They’re bad because they take an interesting world and make it boring. The same is true of poorly thought out, shocking character deaths – when you kill a character, you kill their potential, and if they’re a character worth killing in a high impact way then this is always a huge sacrifice on your part. Is it worth it? Will it make the story more interesting? Similarly, if your bad guy is going to get up and gloat ‘Aha, your quest was all planned by me, I was working in the shadows to get you to acquire the Mystery Object since I could not! You have fallen into my trap! Now give me the Mystery Object!’, is this a more interesting story than if the protagonist’s journey had actually been their own unmanipulated adventure? It makes your bad guy look clever and can be a cool twist, but does it mean that all those times your protagonist escaped the bad guy’s men by the skin of his teeth, he was being allowed to escape? Are they retroactively less interesting now?

Whether these twists work or not will depend on how you’ve constructed the rest of your story. Do they make your world more or less interesting?

If you have the audience’s trust, it’s permissible to make your world temporarily less interesting. You can kill off the cool guy with the awesome plan, or make it so that the Chosen One wasn’t actually the Chosen One, or even have the main character wake up and find out it was all a dream, and let the reader marinate in disappointment for a little while before you pick it up again and turn things around so that actually, that twist does lead to a more interesting story! But you have to pick it up again. Don’t leave them with the version that’s less interesting than the story you tanked for the twist. The general slop of interest must trend upward, and your sacrifices need to all lead into the more interesting world. Otherwise, your readers will be disappointed, and their experience will be tainted.

Whenever I’m looking at a new piece of writing advice, I view it through these three rules. Is this plot still delivering on the book’s purpose, or have I gone off the rails somewhere and just stared writing random stuff? Does making this character ‘more relateable’ help or hinder that goal? Does this argument with the protagonists’ mother tell the reader anything or lead to any useful payoff; is it respectful of their time? Will starting in medias res give the audience an accurate view of the story and help them decide whether to invest? Does this big twist that challenges all the assumptions we’ve made so far imply a world that is more or less interesting than the world previously implied?

Hopefully these can help you, too.

Taylor The Survivor

Taylor the Survivor

This is a key moment for Taylor's character arc, helping her dad salvage what they can in the aftermath of the endbringer attack. The high school insecurities are just a memory and stepped fully into her role as a masked parahuman. She's growing into her potential, even as the line between Taylor and Skitter begin to merge in dangerous ways. Physically at ease and confident; I wanted to include the knife she wore but it didn't work with this pose.

That being said, I don't know why it struck such a visual chord with me. Emma seeing her old victim from the car was just a vivid scene to me, I knew I had to draw her.

5 months ago

I somehow, in what was probably a moment of poor judgement, convinced my mother to read worm.

Highlights so far (shes on 7.10):

thinking Coil was spelt Coli and pronounced Coil-ee (she refuses to wear glasses)

not knowing the names of any characters

thinking Taylor is 'very practical' in reference to her cutting Lung's eyes out

just complete incomprehension at the incompetence of Taylor's teachers and the PRT

saying that she would have attacked the trio if she were Taylor

not catching any of the Wolfspider content (tbf, this is a bi woman who doesn't call herself queer because she has never been in a relationship with a woman, so her ability to detect queerness is hardly the best)

being very mad at me for not telling her why Emma is bullying Taylor

Anyway, shes only a chapter away from the Dinah reveal and a couple of chapters from Leviathan, so I'm quite excited.


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4 months ago

Wanted to try out some effects/brushes and do some slight redesigns so have a Tecton!

Wanted To Try Out Some Effects/brushes And Do Some Slight Redesigns So Have A Tecton!

Cool guy, but one has to wonder how he got his costume approved. Your power specializes in demolition, destroying buildings, and creating sinkholes, and you go with a bulky power armor with one eye? That’s like being a Water-based Mover and going for a lizard costume, or having a Master power and dressing up in white feathers- no wait that last one’s just the Mathers Fallen.


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5 months ago

let’s play a game called is it bad writing or bad faith takes on very small snippets of a greater whole


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khepris-worst-soldier - Khepri's Worst Soldier
Khepri's Worst Soldier

Mostly a Worm (and The Power Fantasy) blog. Unironic Chicago Wards time jump defenderShe/her

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