A piece of writing advice I've always fucking hated is "only add things that further the plot." Because no. Add stuff for fun. Give your mom a cameo. Have these characters be in love because. And yes, have characters die because. There doesn't have to be a reason for everything. The universe doesn't give a reason for everything. Why should you? And if you never add stuff for fun, you're never going to have fun.
The cover of Clue, but make it MHA.
(I just really wanted to draw Hawks as Miss Scarlet, ok?)
I still have a few.
"During the 70s, some priests were becoming rather casual with the liturgy. One afternoon, a priest came into the soup kitchen that Dorothy Day was working at. He wanted to offer a liturgy for the homeless. He went into the kitchen and grabbed a mug to use for the chalice.
Dorothy, although frustrated at the irreverent use of houseware for the liturgy, prayed throughout the mass with the priest. After the liturgy ended, she quietly got up and started to cleanse the vessels. Then, she walked outside with the mug and a shovel.
A man followed her and asked her what she was doing. It is said she kissed the mug and then buried it. She told him that it was no longer a mug, but a chalice. It was no longer suited for coffee- it had held the Blood of Christ. She didn’t want anyone to mistake it for a mug again. Once something holds the Body of Christ, it is no longer what it was. When the mug held the Blood of Christ, it changed its vocation forever. It could no longer hold anything less than Christ again.
We were common mugs. Simple, functional, practical, and good people. We had a capacity to hold good things. But when Christ entered our lives, we became more. We became Chalices. We started to hold divinity Himself within our hearts. Now that we have held the Body of Christ within our bodies, we are no longer common, but rather extraordinary.
May you know the transformation God has placed in your heart. May you trust that you are truly made new and be extraordinary today."
Traditionally there are three phases – Apprentice, Journeyman and Master. Of course, social conditions nowadays are radically different from those of medieval Europe. Apprentices no longer sleep behind the stove in their master’s house or work for years without pay. But these stages provide a road map for anyone who wants to become expert. 1. Apprentice. You start by knowing nothing. You watch and copy others, learning to do things as they are already done in your master’s workshop. Responsibility for your work and any mistakes you make lies with your master, and so does any credit for the work you do. 2. Journeyman. You launch your career as an independent expert. You leave your master’s workshop and move around the country. Now you take responsibility for your own work, and you have to deal with the consequences of error. You continue to gain experience, refining and extending your skills and developing your individuality. 3. Master. Finally you set up a workshop of your own and teach others. You pass on your knowledge and expertise to future generations. You do what you can to look after the individuals who are learning from you; you have a sense of stewardship towards your field more widely; sometimes you even take the field itself in new directions. These three phases are a useful way to think about the acquisition of skill. But they are descriptive, not explanatory. They identify points on a path, but they don’t show you how to reach those points or how to know when you’ve got there. They divide the process into segments and treat these as if they were static. They measure what can be measured. But much that is important can’t be measured. There are changes in who you are, not just what you can do. This process may be invisible from the outside. It’s difficult to quantify, and may even go unnoticed from within.
Roger Kneebone, Expert
I am becoming aware of the effect a lack of trust in the media has had on people, paired with a dearth of research skills.
I just got described as an "ad hating commie" by someone because I said a minute of youtube ads is unpleasant. fully spent 5 minutes arguing and defending youtube ads. insane stuff
Sculpture with rooster head, was found in a tomb at Gaochang, a Tang city on the edge of the Taklamakan Desert, 7th-10th century, Tang Dynasty, China.
Reading fantasy again, I've started thinking about how odd it is how in books like that, the non-human races invariably scoff at human frailty and vulnerability, even those that they'll call friends. Like that's mean?? Why would you be a dick to your friend who you know is not capable of as much as you are, and it's not their fault they were born like that. That's mean.
Like consider the opposite: Characters of non-human races treating their human companions like frail little old dogs. Worrying about small wounds being fatal - humans die of small injuries all the time - or being surprised that humans can actually eat salt, even if they can't stomach other spicy rocks. Being amazed that a human friend they haven't seen in 10 years still looks so young, they've hardly aged at all! And when the human tries to explain that they weren't going to just unexpectedly shrivel into a raisin in 10 years, the longer-lifespan friend dismisses this like no, he's seen it happen, you don't see a human for 10 or 20 years and they've shriveled in a blink.
Elves arguing with each other like "you can't take her out there, she will die!" and when the human gets there to ask what they're talking about, they explain to her that the journey will take them through a passage where it's going to be sunny out there. Humans burn in the sun. And she will have to clarify that no, actually, she'll be fine. They fight her about it, until she manages to convince them that it's not like vampires - humans only burn a little bit in the sun, not all the way through. She'll be fine if she just wears a hat.
Meanwhile dwarves are reluctant to allow humans in their mines and cities, not just out of being secretive, but because they know that you cannot bring humans underground, they will go insane if they go too long without seeing the sun. Nobody is entirely sure how long that is, but the general consensus is three days. One time a human tries to explain their dwarf companion that this is not true, there are humans that endure much longer darkness than that. As a matter of fact, in the furthest habited corners of the lands of the Northmen, the winter sun barely rises at all. Humans can survive three weeks of darkness, and not just once, but every single year.
"Then how do they sane?" Asks the dwarf, and just as he does, the conversation gets interrupted by the northland human, who had been eavesdropping, and turns to look at them with an unnerving glint in her colourless grey eyes, grinning while saying
"That's the neat part, we don't."
I have been saving this since last year. Happy Earth Day everyone.