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#nice – @isaia on Tumblr
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@isaia / isaia.tumblr.com

Bi Fil-Am, jumping from one hyperfixation to another with equal intensity, 30+, fanart goblin since 2004.
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reblogged
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stuffman

People have written a lot of touchy-feely pieces on this subject but I thought I’d get right to the heart of the matter

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sqbr

[The artist, putting a simple cake next to a much fancier one: “Aw man, that guy’s cake is way better than mine.” The Audience, gleefully holding up a knife and fork “HOLY SHIT! TWO CAKES!”]

additions from the og artist (credit)

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scientia-rex

“Holy shit two cakes,” I mutter to myself as I do fucking anything these days, this post was a godsend

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reblogged
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sioltach
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jeanjauthor

"My deity has been spending much more time with me... He has given me food, water, shelter, things to chase and things to bite, a paradise to explore and be safe within... I sense my time is drawing near, and I am comforted by the presence of my deity. They sense my end is drawing near, and they show me how they, too, bite into their prey. Together, we share a holy meal of understanding, between my small self, and their colossal, incomprehensible, mostly unknowable existence.

"Perhaps we aren't all that different from the gods...and as my life draws to a close, I find that thought comforting.

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“When you start to really know someone, all his physical characteristics start to disappear. You begin to dwell in his energy, recognize the scent of his skin. You see only the essence of the person, not the shell. That’s why you can’t fall in love with beauty. You can lust after it, be infatuated by it, want to own it. You can love it with your eyes and body but not your heart. And that’s why, when you really connect with a person’s inner self, any physical imperfections disappear, become irrelevant.”

— Lisa Unger, Beautiful Lies (via mysharona1987)

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luneloving

how you program your mind when you’re at a low point is so impactful. resorting back to toxic patterns when you’re low is only strengthening those neural pathways and programming your mind to make those unhealthy choices or think those unhealthy thoughts every time you’re not feeling well. alternatively, trying your hardest to cope in a healthier way every time you’re feeling bad will strengthen those positive neural pathways, and as time goes on, it will become easier to make healthy choices and say no to toxic patterns. this of course isn’t to say that you should feel guilty if you relapse, it is not by any means easy to reprogram your brain and sometimes we relapse and that’s okay, so long as we’re trying our best to treat ourselves better.

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runcibility

It appears that just like Gritty...

… the Untitled Goose is now a leftist icon:

In celebration of our apparently new SJW ally, I give you some handy graphics:

At this point “being a sjw” just means “liking things”

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flamewarp

Those damn SJWS and their *looks at hand* “Geese”

Stan socialist goose

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baenling

i was confused about this so i googled it. there’s literally just a bit of text at the end of the game’s credits about how australia still belongs to the aboriginals. that’s it. that’s what they’re mad about.

“This game was made on the lands of the Wurundjeri people of the Kulin Nation. We pay our respects to their Elders, past and present. Sovereignty was never ceded.
“Thank you very much for playing our videogame.”
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reblogged

idk if anyone will find this useful, but this is how i go about planning my stories. i mostly write fantasy, so that’s what this is most applicable to. but it could work with other genres too.

so there’s three major components to a story: the characters, the plot, and the world. creating them individually is the easy part, but they all connect and affect each other in different ways. (like you can’t have a character who loves peaches and eats them every day if they live a peasant in a region that doesn’t grow peaches, for example.)

so i created a cheat sheet to help connect all three components together.

1) the world creates the characters.

this is related to the peach example above. the characters should be a direct result of the environment they grew up in and the environment they currently live in.

2) the characters are limited by the world.

also related to the peaches. characters can’t do anything outside of what the rules of their surroundings and universe allow, such as eating peaches when they’re not available. this also applies for magic users. they can’t have unlimited magic, so keep in mind what you want out of both the characters and the world when creating magic systems.

3) the characters carry the plot.

we’ve all heard it before: “bad characters can’t carry a good plot. good characters can carry a bad plot.” but we all like a good plot anyway. try to make sure you’re not giving your characters too heavy or too light of a plot to carry.

4) the plot pushes the characters.

if nothing in the plot happens, your characters will remain static forever. if you struggle with plots, try starting with what character development you want to happen, then go from there.

5) the plot depends on the world.

you can’t overthrow the evil government if there isn’t one. think of what your world needs most and what your plot is centered around, and fit those two together.

6) the world is changed by the plot.

even if your plot is centered around something most of your world would call “insignificant”, the world will still experience some change from the plot. either the evil government will be gone, or maybe that one teacher is now way more careful about keeping an eye on the test key. either way, the world will be different from now on.

final note: usually people will be able to write one or two of the components with ease, but don’t know where to go from there. i personally can’t write plots, but thinking this way has really helped me actually make a story out of the world and characters because i looked at what i needed from what i had. i really hope this can help you too! happy writing!

tl;dr this is a cheat sheet to help anyone who struggles with writing one or two of what i consider the three major components to a story.

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