Wouldn’t it have made more sense to make multiple tiefling figures based off the combinations from the table that allowed you to randomize your tiefling’s appearance? Having a wider variety of what one species could look like to incentivize people to buy a wider range while allowing greater creativity and not meddling with previously established lore.
If you’re wondering what the whole drama regarding tieflings is in the Dungeons & Dragons fandom: basically, capitalism ruined tieflings, and for once that’s not even slightly a joke.
Tieflings were first introduced as a playable species in Dungeons & Dragons 2nd Edition, via the Planescape campaign in 1994. At the time, there were no particular rules regarding what a tiefling was supposed to look like. The text explicitly stated that their basic physiology could vary wildly depending on what their fiendish ancestor was, and one of the first major Planescape supplements even included a table for randomly generating your tiefling’s appearance, if you were into that sort of thing.
This continued to be the case up through the game’s Third Edition. However, when the Fourth Edition rolled around in 2008, the game’s text suddenly became very particular about insisting that all tieflings looked pretty much the same. Some campaign settings even provided iin-character explanations for why all tieflings now had a standardised appearance. Understandably, this made a lot of people very annoyed.
There was naturally a great deal of speculation concerning what had motivated this change. It was widely cited as “proof” that Dungeons & Dragons was trying to appeal to the World of Warcraft fanbase – which was nonsense, of course; nearly all of the Fourth Edition’s allegedly MMO-like features were things that popular MMOs had borrowed from Dungeons & Dragons in the first place, and to the extent that tieflings’ new look resembled a particular WoW race, it was in that they were both extraordinarily generic.
In reality, it was a change that had been lurking for some time. Though Dungeons & Dragons is directly published by Wizards of the Coast, Wizards of the Coast is in turn owned by Hasbro, and Hasbro has long regarded the D&D core rulebooks as a vehicle for promoting D&D-branded merch – in particular, licensed miniature figures.
This was a bugbear that had reared its head before. When the Third Edition received major revisions in 2003, Hasbro corporate had ordered the game’s editors to completely remove any discussion of how to improvise minifigs for large battles, and replace it with an advertisement for the then-current Dungeons & Dragons Heroes product line. Implying that purchasing licensed minis wasn’t 100% mandatory simply would not do.
If you’ve gotten this far, you’ve probably already guessed where this is going: tieflings having no standard appearance made it difficult to sell tiefling minifigs, as any given minifig design would only be suitable for a small subset of tiefling characters. In the brutally reductive logic of the corporate mind, Hasbro reasoned: well, if we tell tiefling players that all of their characters now look the same, we can sell them all the same minifigs. So that’s what the game did, going so far as to write justifications into several published settings for magically transforming all existing tiefling characters to fit the new mould!
This worked about as well as anyone who isn’t a corporate drone would naturally anticipate – and that’s the story of how capitalism ruined tieflings.
everyone who reads this post will get some big spicy joy within 24 large minutes (hours)
Once upon a time, there was a clumsy school girl granted the power to transform into the magical ballerina Princess Tutu.
“Once upon a time” is a familiar phrase used to connect stories that take place in lands distant and times different from one another into the same fairytale world. Each episode of the anime Princess Tutu begins with this familiar phrase and then proceeds to tell a story both known and new, where Hans Christian Anderson’s Ugly Ducking becomes Odette, the Swan Queen, from Swan Lake, thanks to the magic of the mysterious Drosselmeyer, who bares a striking resemblance to the character of the same name from The Nutcracker. Princess Tutu is not just a retelling of a handful of fairy tales, it’s an adaptation of stories across literature, ballet, opera, and of course, anime. Each piece of Princess Tutu’s narrative belongs to worlds larger than its own. The series challenges paradigms about typical narrative creation by weaving together multiple “grand narratives”.
While working as an editor for Kadokawa Shoten in the late 80s, Otsuka Eiji wrote a paper called “World and Variation: The Reproduction and Consumption of Narrative” in which he explains the idea of the grand narrative. An individual story only gives the audience a small glimpse into that wider world that the story is set in. This wider world is full of countless narratives told from countless perspectives that make up the grand narrative. Eiji uses the Gundam franchise to illustrate this concept where any given episode of the anime is a small snapshot of narrative within the larger universe(s) Gundam takes place in. Eiji explains, “Countless other [stories] could exist if someone else were the main character.”
Everyone is the main character of their own story. But most of these stories that make up the grand narrative of a world are hidden from view. It’s impossible to tell every story at once and have it be comprehensible. Instead we can only consume small bite-sized narratives that give us a snapshot of the (hopefully) interesting parts of a protagonist’s life. But who, exactly, is controlling these smaller narratives? This is a question faced by the characters of Princess Tutu.
The concept of shifting protagonists and expanding the audience’s view into the grand narrative heavily ties into Princess Tutu’s premise. The anime’s story is catalyzed by Drosselmeyer, the author of a fictitious book called The Prince and The Raven. The book’s ending is a stalemate between the titular characters so Drosselmeyer decides to promote the minor character of Princess Tutu to the role of main character to help the story move forward.
As you can probably tell by the name, Princess Tutu is heavily influenced by ballet. One of the show’s more significant influences is Swan Lake. Through the anime’s re-purposing of Swan Lake’s Odette as a magical girl, Princess Tutu continues to uphold ballet’s tradition of adapting the story for its own purposes.
Princess Tutu and Odette
The basic story of Swan Lake is about a prince falling in love with a girl cursed to be a swan from sunrise to sunset by an evil sorcerer. The sorcerer tricks the prince into confessing his love for his daughter, Odile, instead of the swan girl thus dooming the swan girl’s chance at true love and breaking the curse.
Amanda Kennell, an American scholar, outlines in her paper “Origin and Ownership from Ballet to Anime” Swan Lake’s production history and the evolution of the ballet’s narrative. The original staging in 1877 had the story end with the villain going unpunished and the two lovers drowning in a flood. In a revival staging from 1895 the villain was defeated and the two lovers reunited in heaven after throwing themselves into a lake. In a single scene production called The Magic Swan from the 1940s, the iconic “black swan” was introduced setting the precedent for the same ballerina to play the role of Odette and Odile in striking white and black costumes. And finally, another staging in 2006, not only adopted the White and Black Swan motif, but also changed the ending once again so that the prince kills the villain and he and Odette live happily ever after.
Despite each staging of the classic having significant differences, none of the variations are cast away as counterfeits. The value of the production isn’t in how close it is to the original Swan Lake but instead in the relative merit of each variation. In fact, it doesn’t really matter which you consider “the original” where the additions made by each carry their own merit and add to Swan Lake’s grand narrative. In this same regard, it would be acceptable to consider Princess Tutu another variation on the world of Swan Lake’s grand narrative.
There is terminology for this phenomenon in Kabuki theater. Eiji points out in his paper the similarities between the concepts of Sekai (world) and Shukou (plot) from Kabuki theater and his ideas of the grand narrative and the smaller narratives.
In Kabuki, Sekai represents the world a story takes place in and Shukou represents the story that is a product of that world. Each staging of a Kabuki play is its own Shukou derived from either a single Sekai or the mixing of Sekai. What matters in creating a good performance is not necessarily conveying the Sekai but instead the relative merit of the Shukou’s take on things. No performance is exactly the same and different actors bring different strengths to a performance and in turn provide a different experience for the audience’s entertainment. This of course carries over to more art forms than just Kabuki, classic ballet is in a similar position where entire songs are sometimes re-choreographed just to match the strengths of an individual ballerina. Ballet in particular has a long tradition of making minor and major changes to suit an individual performance. Whether it be tweaking choreography or straight up giving the story a different ending. The evolution of Swan Lake’s production is an excellent example of how productions of what are considered to be the same story can dramatically vary.
But Princess Tutu borrows from more stories than just Swan Lake. This brings us back to Kabuki and the idea of mixing Sekai in order to create another Shukou.
Princess Tutu takes pieces of classic stories and rearranges them to create something simultaneously familiar and completely new. Princess Tutu is not forging a new Shukou from only Swan Lake’s Sekai, but instead is connecting the canon of European literature and performing arts together into an even more extensive grand narrative.
Just look at the series’ opening for example, where Swan Lake and The Nutcracker are intertwined with one another as the anime’s titular character is dressed in the ballet costume of Odette and dances to The Nutcracker’s Flower Waltz to simultaneously combine the worlds of two ballets while producing an entirely new moment unique to the Princess Tutu anime.
The anime ends on the implication that if one person tries to control a story and the grand narrative it’s connected to, that person will fail. Princess Tutu is an excellent reminder of how stories are dynamic. Stories end up taking on a life of their own evolving, expanding and being reworked by both creators and consumers.
Eiji explains that once the consumers feel they have a grasp on the grand narrative they are free to produce their own small narratives from it. This is exactly how its creators forged Princess Tutu from the grand narrative of classic literature and performing arts. Just as mangaka can’t help it if a doujinshi adds to the narrative of their original story, Travosky can’t control the new life his ballets have taken on in Princess Tutu. Stories will take on a life of their own, abandon the need for an original and become a part to a larger grand narrative to be consumed and reworked over and over.
Sticking a landing will royally fuck up your joints and possibly shatter your ankles, depending on how high you’re jumping/falling from. There’s a very good reason free-runners dive and roll.
Hand-to-hand fights usually only last a matter of seconds, sometimes a few minutes. It’s exhausting work and unless you have a lot of training and history with hand-to-hand combat, you’re going to tire out really fast.
Arrows are very effective and you can’t just yank them out without doing a lot of damage. Most of the time the head of the arrow will break off inside the body if you try pulling it out, and arrows are built to pierce deep. An arrow wound demands medical attention.
Throwing your opponent across the room is really not all that smart. You’re giving them the chance to get up and run away. Unless you’re trying to put distance between you so you can shoot them or something, don’t throw them.
Everyone has something called a “flinch response” when they fight. This is pretty much the brain’s way of telling you “get the fuck out of here or we’re gonna die.” Experienced fighters have trained to suppress this. Think about how long your character has been fighting. A character in a fist fight for the first time is going to take a few hits before their survival instinct kicks in and they start hitting back. A character in a fist fight for the eighth time that week is going to respond a little differently.
ADRENALINE WORKS AGAINST YOU WHEN YOU FIGHT. THIS IS IMPORTANT. A lot of times people think that adrenaline will kick in and give you some badass fighting skills, but it’s actually the opposite. Adrenaline is what tires you out in a battle and it also affects the fighter’s efficacy - meaning it makes them shaky and inaccurate, and overall they lose about 60% of their fighting skill because their brain is focusing on not dying. Adrenaline keeps you alive, it doesn’t give you the skill to pull off a perfect roundhouse kick to the opponent’s face.
Swords WILL bend or break if you hit something hard enough. They also dull easily and take a lot of maintenance. In reality, someone who fights with a sword would have to have to repair or replace it constantly.
Fights get messy. There’s blood and sweat everywhere, and that will make it hard to hold your weapon or get a good grip on someone.
A serious battle also smells horrible. There’s lots of sweat, but also the smell of urine and feces. After someone dies, their bowels and bladder empty. There might also be some questionable things on the ground which can be very psychologically traumatizing. Remember to think about all of the character’s senses when they’re in a fight. Everything WILL affect them in some way.
If your sword is sharpened down to a fine edge, the rest of the blade can’t go through the cut you make. You’ll just end up putting a tiny, shallow scratch in the surface of whatever you strike, and you could probably break your sword.
ARCHERS ARE STRONG TOO. Have you ever drawn a bow? It takes a lot of strength, especially when you’re shooting a bow with a higher draw weight. Draw weight basically means “the amount of force you have to use to pull this sucker back enough to fire it.” To give you an idea of how that works, here’s a helpful link to tell you about finding bow sizes and draw weights for your characters. (CLICK ME)
If an archer has to use a bow they’re not used to, it will probably throw them off a little until they’ve done a few practice shots with it and figured out its draw weight and stability.
People bleed. If they get punched in the face, they’ll probably get a bloody nose. If they get stabbed or cut somehow, they’ll bleed accordingly. And if they’ve been fighting for a while, they’ve got a LOT of blood rushing around to provide them with oxygen. They’re going to bleed a lot.
Here’s a link to a chart to show you how much blood a person can lose without dying. (CLICK ME)
If you want a more in-depth medical chart, try this one. (CLICK ME)
Hopefully this helps someone out there. If you reblog, feel free to add more tips for writers or correct anything I’ve gotten wrong here.
Showing vs Telling
Do you have any narrative summary, or are you bouncing from scene to scene without pausing for breath?
Characterization & Exposition
What information do your readers need in order to understand your story? At what point in the story do they need to know it?
How are you getting this info across to your readers? Is it all at once through a writer-to-reader lecture?
If exposition comes out through dialogue, is it through dialogue your characters would actually speak even if your readers didn’t have to know the information? In other words, does the dialogue exist only to put the information across?
Point of View
Look at your descriptions. Can you tell how your viewpoint character feels about what you’re describing?
Proportion
Look at descriptions. Are the details you give the ones your viewpoint character would notice?
Reread your first fifty pages, paying attention to what you spend your time on. Are the characters you develop most fully important to the ending? Do you use the locations you develop in detail later in the story? Do any of the characters play a surprising role in the ending? Could readers guess this from the amount of time you spend on them?
Dialogue
Can you get rid of some of your speaker attributions entirely? Try replacing some with beats.
How often have you paragrapher your dialogue?Try paragraphing a little more often.
See How it Sounds
Read your dialogue aloud. At some point, read aloud every word you write.
Be on the lookout for places where you are tempted to change the wording.
How well do your characters understand each other? Do they ever mislead on another? Any outright lies?
Interior Monologue
First, how much interior monologue do you have? If you seem to have a lot, check to see whether some is actually dialogue description in disguise. Are you using interior monologue to show things that should be told?
Do you have thinker attributions you should get rid of (by recasting into 3rd person, by setting the interior monologue off in its own paragraph or in italics, or by simply dropping the attribution)
Do your mechanics match your narrative distance?(Thinker attributions, italics, first person when your narrative is in third?)
Easy Beats
How many beats do you have? How often do you interrupt your dialogue?
What are your beats describing? Familiar every day actions, such as dialling a telephone or buying groceries? How often do you repeat a beat? Are your characters always looking out of windows or lighting cigarettes?
Do your beats help illuminate your characters? Are they individual or general actions anyone might do under just about any circumstances?
Do your beats fit the rhythm of your dialogue? Read it aloud and find out
Breaking up is easy to do
Look for white space. How much is there? Do you have paragraphs that go on as much as a page in length?
Do you have scenes with NO longer paragraphs? Remember what you’re after is the right balance.
Have your characters made little speeches to one another?
If you’re writing a novel, are all your scenes or chapters exactly the same length? -> brief scenes or chapters can give you more control over your story. They can add to your story’s tension. Longer chapters can give it a more leisurely feels. If scene or chapter length remains steady while the tension of the story varies considerably, your are passing up the chance to reinforce the tension.
Once is usually enough
Reread your manuscript, keeping in mind what you are trying to do with each paragraph–what character point you’re trying to establish, what sort of mood you’re trying to create, what background you’re trying to suggest. In how many different ways are you accomplishing each of these ends?
If more than one way, try reading the passage without the weakest approach and see if it itsn’t more effective.
How about on a chapter level? Do you have more than one chapter that accomplishes the same thing?
Is there a plot device or stylistic effect you are particularly pleased with? How often do you use it?
Keep on the lookout for unintentional word repeats. The more striking a word or phrase is, the more jarring it will be if repeated
Sophistication
How many -ing and as phrases do you write? The only ones that count are the ones that place a bit of action in a subordinate clause
How about -ly adverbs?
Do you have a lot of short sentences, both within your dialogue and within your description and narration? Try stringing some of them together with commas
So there was a list going around tumblr for a while that made it to my dash of literary journals that accept open submissions (and will pay!), but upon inspection about half of them were closed indefinitely, and I found quite a few other places that looked interesting through further research, so I wanted to post my own list.
I tried to focus on things that paid professional grade (at least 6 cents per word), were friendly to speculative fiction, and specifically encouraged diversity and writing about marginalized groups.
(Please note that as of right now I have never submitted or been published with any of these, so if anyone has experience with them, good or bad, please feel free to message or reblog this with your experiences.)
Strange Horizons — Speculative fiction (broadly defined) with an emphasis on diversity, unusual styles, and stories that address politics in nuanced ways. 8c per word. Up to 10,000 words, under 5,000 preferred. Responds within 40 days. LGBT+ positive.
Fantasy & Science Fiction Magazine — Sci-fi, fantasy, horror, etc. 7-12c per word. Up to 25,000 words. No response times listed.
Asimov’s Science Fiction — Primarily sci-fi but accepts fantasy and surreal fiction, but no high fantasy/sword and sorcery. Prefers writing that is character driven. 8-10c per word. 1,000-20,000 words. Responds in about five weeks.
Evil Girlfriend Media — Horror and urban fantasy centered on female empowerment and defying gender stereotypes. $100 flat payment. 4,000-7,000 words. No response times given. LGBT+ friendly.
Beneath Ceaseless Skies — Fantasy with a focus on secondary worlds and characters. 6c per word. Up to 10,000 words. Average response time 2-4 weeks.
Fantastic Stories — Speculative fiction with an emphasis on diversity and literary style. 15c per word. Up to 3,000 words. Responds within two weeks. LGBT+ positive.
Fiction Vortex — Serialized fantasy and speculative fiction. $300 for featured stories, $50 otherwise. 3,500 words or less. No response times given.
Shimmer — Speculative fiction with an emphasis on diversity, strong plots, vivid characters, and beautiful writing. 5c per word. 7,500 words or less (will consider longer words with query letter). Usually responds within two weeks. LGBT+ positive.
Clarkesworld Magazine — Sci-fi, fantasy, and other speculative fiction. 10c per word up to 5,000 words, 8c per word after. 1,000-16,000 words. Responds within days usually, gives a tracking number.
Apex Magazine — Speculative fiction of all kinds. 6c per word, +1c per word for podcast stories. Up to 7,500 words, all submissions over will be auto-rejected. Responds within 30 days.
Heliotrope Magazine — Speculative fiction of all kinds. 10c per word. Up to 5,000 words. Responds within 30 days.
Lightspeed Magazine — Speculative fiction of all kinds, with creativity and originality in terms of style and format encouraged. 8c per word. 1,500-10,000 words, under 5,000 preferred. LGBT+ positive. Submissions temporarily closed for their main magazine but is accepting for their People of Color Destroy Science Fiction special.
The Sun Magazine — General fiction, likes personal writing or writing of a cultural/political significance. $300-$1500 flat payment and a one year subscription to the magazine for fiction (also accepts essays and poetry). No minimum or maximum lengths but over 7,000 words discouraged. Responds in 3-6 months. Physical submissions only.
One Story — Any and all varieties of fiction, “unique and interesting” stories encouraged. $500 payment plus 25 contributor copies. 3,000-8,000 words. Usually responds in 2-3 months.
Camera Obscura — General fiction. $1000 for featured story, $50 for “Bridge the Gap” award, no payment for other contributors. 250-8,000 words. Response time vary, running just over two months as of now.
Daily Science Fiction — Speculative flash fiction (including sci-fi, fantasy, slipstream, etc.). 8c per word. Up to 1,500 words, but shorter stories given priority. Response times not listed.
Vestral Review — General flash fiction. 3-10c per word depending on length to a max of $25. Up to 500 words. Response within four months.
Flash Fiction Online — General flash fiction. $60 flat payment. 500-1,000 words. Response times not listed.
Riptide Publishing — Any LGBTQ manuscripts between 15,000 and 150,000 words. Currently especially interested in lesbian romances, trans stories, asexual/aromantic stories, romances with a happy ending, and genre fiction such as urban fantasy. Also has a YA branch. LGBT+ positive.
Crimson Romance — Romance stories of all kinds, currently seeking LGBT+ stories with a focus on emotional connections and relationships, especially m/m romance. Novel (55,000-90,000 words) or novella (20,000-50,000 words) length. LGBT+ positive.
Kindle Direct Publishing — Allows you to set your own prices, create your own cover art, and make royalties off of each sell. Any and all genres are welcome and if you’re prolific and smart about how you’re publishing you can make pretty good money.
General Guide to Kindle Publishing — Gives a good rundown of the publishing process on Kindle.
101 Guide to Kindle Erotica — Great guide with lots of resources about how to make money publishing erotica on Kindle.
Here is a list of potential comic companies and what kind of open submissions they accept.
Here is a list of literary agents who accept graphic novels.
motoko kusanagi
simon the driller
kenpachi ramasama
beese churger
22/Bisexual/ Autistic/ ADD/ Dyspraxia/Dysgraphic/ She and her pronouns/ Pagan/intersectional feminist
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