
She/Her š³ļøāā§ļø - 21 - Taken - Twitchy Camarilla(Tzimisce)
118 posts
I Bought A Pretty Circlet Today. My Husband Says It Makes Me Look Like An Elf :)) I Love It!
I bought a pretty circlet today. My husband says it makes me look like an elf :)) I love it!
I also bought a Jester's cap. It is Black&White and has annoying bells and I will be wearing it to Dungeons & Dragons sessions!
Been reading a book over the last few days called 'How To Think Like A Woman' by Regan Penaluna. I've never been so inspired and also angered by someone else's writing before. I feel so inspired by Penaluna's writing and memoir, as well as the stories of the women she's recounted so far as I've read. What upsets me is how blind I've been to 2000+ years of nearly every major philosopher you've ever heard of being a massively misogynistic prick, and how that's affected civilization as a whole. No matter how much good they may have done for philosophy, politics, etc, what's been hidden from history classes are their vitriol-saturated opinions of women. Despite being hidden from modern eyes in order to keep the good moral image of these philosophers in proper condition, they still had massive impacts on the culture of their day and decades or centuries into their future. For my whole life I had this kind of blasƩ attitude to Philosphy like it was just a bunch of dudes theorizing about the nature of life, and while it is that (simplified), it is also very dangerous because these philosophers (VERY OFTEN MALE) would hold wide influence over many and their ideas became the basis for communities and civilization moving forward. Their grand plans for humanity and their ideals that humanity should strive for were really only meant to prop up the egos of men, and to keep women subservient.
One of the things that stuck with me and bothered me most was this notion that seemed to be a commonality between many of these "great thinkers", which was - "It is virtuous for a woman to be silent, but not for a man, a man should always speak his mind."
That one kinda killed me a bit. To shared that near carbon-copied sentiment over the course of centuries, misogynist philosopher begeting misogynist philosopher for 2 millenia and some change. It kills me a bit inside. It makes me angry.
What does it mean to become radicalized?
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More Posts from Post-maester

The release of Werewolf: the Apocalypse 5th Edition has evoked a sense of urgent inspiration in me. I found the news inspiring because it marks the launch of a new product that rings so close to the original game in which its new premises instantly evoke a lost-world setting perfect for new players to uncover through revelation. And with it, a sense of urgency that a large chunk of the gameās horror pathos and cultural representation will be lost in lieu of chronicles centered around direct action, high entertainment, and transactional resolution.
First and foremost, I applaud the efforts of anyone wanting to excise Werewolf: the Apocalypse, and itās fandom, of itās toxic player base that has festered far too long. Anyone taking that on isnāt blind to something that is both wonderful and incredibly problematic, and it requires a collaborative effort to address meaningfully. It means being willing to internalize hard and profoundly uncomfortable truths.Ā
When I look at the prior editions, I consider its inherent value and feel that the things that made the original editions of Werewolf so special to me donāt entirely align with a large portion of itās old player base. This is not for those players. In some ways my aim with this is small, with the understanding my target audience is also small, and this space exists for them.Ā
Werewolf: the Essentials is a project culminating my 25 years of entertaining and horrifying players. This is a carefully curated gaming experience tailored to Queer tabletop audiences primarily, although I am confident it will resonate with many others as well. This started as something I was working on alone but quickly has grown to include a pack of other avid Players and Storytellers who have felt left behind by the current direction of the gameline. I am laying out every little trick, twist, and ounce of Storytelling experience I have acquired over the years. In many ways, this is the quintessence of my inclusive World of Darkness, and a passion project that I hope those who read this may too come to appreciate.
In the first and second editions of the various splats published across the World of Darkness, the Storytellers Handbook gave Storytellers the raw narrative tools to convey the world to their troupe of players. As time has progressed, the sourcebooks to follow have greatly expanded to include Garou society, their relationship to Gaia, and to each other. As the editions expanded what they made available to Storytellers and Players, some of the original content of earlier editions was left out. By the time the 20th Anniversary Edition was being written, many of the edits were made to cut back a bit on the roughage and āget to the meat and potatoesā of mechanics crunch. In that way, the edits were a complete success, but something important was lost.
The earlier ST guides laid out explicitly that the World of Darkness is first and foremost a horror game. Essays within their pages provide advice on using textural descriptions and different modes of storytelling to lure in players and make the hairs on the backs of their necks stand on end. These remarkable essays are now lost to those who donāt possess the older editions. They serve as a toolset that could be applied across any RPG, and not just Werewolf alone.
W20 fell short of delivering a fully serviceable RPG to itās Storytellers, however well-intentioned. It had all of the main bones of the setting and stats but no guidance on how to turn it into a game for oneās players. Taking it a step further, some of the writing in this new edition only managed to alienate modern audiences.Ā
The use of in-character narration to express setting information in prior editions seems an attempt to convey the horror and pathos of the world that would be difficult to get across in stats alone. The information contained in that first-person text is among the most important parts of the setting, but it often fails to convey the true horror of the world of Garou. In many ways the World of Darkness was intended by those who created it to be a place of genuine terror and horror, and not merely āsavageryā for its own sake. Horror is a very complex basal guttural emotion that sits in the ganglia, ready to tug the emergency brakes on your body in the presence of what it believes to be a tangible threat. There are many complex higher emotions, but when it comes to the lizard brain, it takes considerable effort to trick it into getting spooked. Invoking a sense of horror in a horror chronicle is a complex enough endeavor that, by and large, these efforts fell short of delivering that experience.Ā
Werewolf: the Essentials is to serve as a masterclass in using those old tools to introduce new players not just to Werewolf and the World of Darkness on the whole. It gives these important storytelling tools to new and future storytellers in any game, that they might continue genuinely terrifying their players for many more years to come. The passages found in this series can add narrative value to not just Werewolf, or even Vampire and other World of Darkness tables, but also horror writing on the whole. Furthermore, this project aims to streamline the availability of that information and provide guidelines for Storytellers wishing to conduct research using the labyrinthian older editions.
Every sourcebook in this series will grow with your tables, providing increasingly more powerful stats, guidelines for making more powerful NPCs and PCs, and serve as a continuation of the legacy gamesā metaplot. Some elements youāll be reading will, for older players, be surprising at times. Some historical events are shifted further in the past, and others eliminated entirely. This project aims to make the presentation of the game a little more timeless, so itāll hold relevance to tables now, as much as it will 20 or 40 years from now.Ā The World of Darkness is now something far too large for any one person to fully comprehend while providing enough tools for one to explore deep lore that holds the most relevance to their tables.
Werewolf: the Apocalypse has a long history of problematic and exclusionary elements, both in itās fandom and, sadly, often in itās published work. Despite this, I see more value in this game than the literature would have you believe at face value. This project is an attempt to increase the inclusivity in this game I love while also helping introduce new players and Storytellers to this world. This is a glimpse of something absolutely beautiful, horrifying, and unique, contributed to by a group of equally passionate artists and writers. Even if the best time to plant a tree was ten years ago, the next best time is today. If you can listen critically, and take the lessons between these pages, then maybe you too can come to find the Glory, Honor, and Wisdom within the depths of our darkest fears.
Book 1: Cliath launches October 31st, 2024 on Storyteller's Vault
How to Write on Final Draft (without it feeling so daunting)
It's incredibly difficult to open up a Final Draft document without feeling like you're literally writing your final draft, so here's a few features you can use your advantage!
1. Turn on dark mode
Dark mode makes it look like less of a script and more of an outline. Edit and rewrite in light mode, you will feel the difference.
2. Use speed view
Speed view gets rid of pages and page numbers and therefore you are only looking at the words you type.
3. Use focus mode
Focus mode removes the scenes, page numbers, and outlines you have at the top on the program while writing. Another way to forget about focusing on progress.
4. Make a messy beat board
Throw all your ideas onto the beat board, it should help make the document feel a bit more lived-in and less pristine.
Bonus:
5. Set a template with your formatting and use that to start every script you write
While a script format is very ridged, there are things you can do to personalize it. When you find those things, make them in a Final Draft doc (without actual writing) and save as your own template so you don't have to change all the elements every time.

Cultural Quirks for Fantasy Country š
Once a year the community gives the oldest person to the forests as tribute to preserve the community. They then hold a happy festival with the soon-to-be-deceased as the guest of honor
The community believes that the world beyond the towns borders does not exist. It is a dream realm that one can become lost in if you stray too far. Any creatures or people coming from the dreamlands are welcome to pass through but cannot stay.
They believe that all spells to revive the dead must have a dove present while the ritual takes place. The dove carries soul back into the mortal plane and withoutit the wrong soul could find its way into the body.Ā
Every single home must have a living firefly inside their vase It is said that itās the only thing protecting the death force from stepping inside their home at night
Lies are punishable by death. As a result of this, down through the years the definition of ālieā has been clouded. Now everyone habitually speaks every through that comes to their mind.Ā
Hundred of years ago, ther was a plague in the region and the people used a certain type of flower as an amulet against it. Now these flowers are farmed here in spring, made into wreaths and given as gifts.Ā
If you like my blog, buy me a coffeeā and find me on instagram! šø

My Favorite Fantasy Tropes
MONSTER TROPES!
A deadly monster with a terrifying appearance bonds with a small child with its life.
An injured hero comes upon a monster, or a hero comes upon an injured monster and they understand each other. Giant vicious-looking monsters that answer to names you would give to a pet dog.
A character rescues or spares the life of a wounded or infant monster; later th fully- healed/matured creature returns the favor.
The horrifying eldritch creature that's been stalking the heroes turns out to be benevolent and actually, trying to protect them from something deadlier.
HERO TROPES!
The hero is the secret heir to a throne. It may be that he was whisked away and hidden as a child, his parents sent them away or were killed, etc.
There's someone in power in your book who might be described as "pure evil." This can feed into the "Good vs Evil" trope listed further down this list.
The hero refuses to give into the dark magic and instead ascends to a new level of power. This may change their hair to their dream color.
The hero falls in love with a princess/prince who turns out to be working with the real Dark Lord and killed her whole family just to rule the kingdom.
SETTING TROPES!
Pseudo-medieval European setting especially in places like the British Isles, France and Germany.
A library full of secret, lost, important knowledge. The characters may have to travel to this library, or they may stumble across it for some kind of revelation.
Ancient Japan/Chinese royalty setting where clues about the mystery is given out in subtle, secretive ways. Plus, the hero can't travel outside the palace.
A fantastical world can hide in plain sight without being discovered. When the secret is unmasked by the hero, he is trust into the world. Now, there's no going back.
CHARACTER RELATIONSHIP TROPES!
The characters involved don't know they're soulmates for part of the book but feel drawn to each other.
Twisting the original dynamic between characters from legends, myths and folklore
Semi-humanoid/ multi-race characters bonding with monsters/people of other race like elves, dwarves, goblins, etc.
Enemies-to-lovers
Marriages of convenience based upon political/power dynamic leverage
The main character(s), with a ton of romantic tension, must, for some reason, share a bed.
DARK FANTASY TROPES!
Magic is eveil and often The Corruption. Blood magic, human sacrifice and forsaken children are commonplace.
Magical artifacts with bad omens/curses attached to them. They require a grievous price in order to wield.
The gods are all assholes who pass time eating prayer chips and drinking soul-booze while placing bets and trolling the helpless mortals.
Organized religion of the country is Corrupt Church or Religion of Evil. The leader is totalitarian and strange cults prevail.
The dead find staying buried a little boring and resist any and all attempts to keep them buried, short of cremation or dismemberment.
If you like my blog, buy me a coffeeā and find me on instagram! šø
how to write convincing dialogue
did you know that show, not tell applies to dialogue, too? while dialogue can be used to further your narrative, it can also be used to showcase your characters. here's how:
-what is your character hiding? most people don't say things at face value. they hide what they mean within their words and tone, but in writing, you can't verbally hear the character's tone. ways to convey non-verbal tone include: contradictions between words and actions, context behind the words (ie. the scenario, character's actions and feelings), syntax (ie. fragments, repetition, awkward phrasing). also consider who the character is hiding information from: is it the reader? the characters? both?
-favorite words or phrases. does your character use a certain phrase or word a lot? do they often put their prepositions at the beginning or the end of the sentence? these are questions to ask when you're arranging the syntax of the dialogue. everyone has a specific way of talking. make sure you give each character a distinguishable voice.
-personality. this is how you can create a distinguishable voice. is your character confident? are they shy or hesitant? do they repeat the phases of others because they have nothing to add to the conversation? are they confrontational or do they beat around the bush? ask questions like these. if your character is confident, they may make bold statements and appear sure of themselves unlike shy characters who use words such as "maybe" or "should" or "think." to boil it down, think active wordage versus passive.
-observe others. don't look solely at television or other books. sit at your local coffee shop and listen in on conversations, then try and break it down. are they hiding anything? do they frequently use any words or phrases? how would you describe their personality? the better you get at breaking down conversations, the better you can create convincing ones, whether shallow, deep, or as a narrative device, because even if you use your dialogue to move your narrative along, it should still be compulsively convincing.
one way to tell if you've ticked all these boxes is if you can tell who is speaking without any tags.
happy writing! if you have any questions about how to implement any of these tips, our ask box is always open.