tehjai:

electricsed:

All the flavor, none of the bigotry!

Side note: I always knew that chicken tasted vaguely of pickles.

Also you can recreate Chick-fil-A sauce, too:

  • ¼ cup mayonnaise
  • 2 tablespoons honey
  • 1 tablespoon yellow mustard
  • 2 teaspoons Dijon mustard (optional)
  • 2 teaspoons freshly squeezed lemon juice
  • 2 tablespoons BBQ sauce

Fuck the Laundry Industry

lauralot89:

A Masterpost

Because I’ve seen one too many articles about stupid millennials who DON’T EVEN KNOW WHAT DETERGENT IS and so I’d like to help everyone I can avoid all that price-gouged, extraneous nonsense.  So here’s everything you need to get your clothes all clean and nicely scented without spending an arm and a leg.

Recipes:

Washing:

Drying:

Dry Cleaning:

Ironing:

Folding:

Clothing Repair:

Machine Cleaning:

Portable Washing Machines:

Reducing Costs:

vilikemorgenthal:

prokopetz:

Whether you’re writing for a video game or a tabletop game, the secret to effective lore is cow tools.

Back in 1982, Gary Larson drew the following panel for the newspaper comic The Far Side:

image

According to Larson, it was simply meant to be a faintly surreal joke about how cows would be bad at making tools; it intends no deeper commentary. However, in the decades since, it’s become by far the comic’s most asked-about panel. People want to know why cows are making tools, what aspect of society it’s commenting on, and most critically, they want to know what the tools are for. The one on the right kind of resembles a carpenter’s saw, which leads folks to believe that the other three must have some obvious function too, if only they could puzzle it out.

But they don’t. They’re just random shapes, and the comic as a whole was never intended to actually mean anything.

I’ve become convinced that that’s the real secret to effective worldbuilding in gaming media. Certainly, the “core” of the setting should make sense, but all the peripheral stuff surrounding it? Just throw in a bunch of incomprehensible bullshit seasoned with the occasional bit that almost makes sense, and people will seize on those bits and ratonalise all the rest of it for you – and what they come up with is generally going to be way more interesting than whatever your original plan was, if indeed you had one at all.

Then, once they’ve figured it all out, just nod sagely, congratulate their cleverness, and keep your damn mouth shut.

Some golden advice for writers who think they must come up with it all.

baixinha-su:

payface:

areyoutryingtodeduceme:

OH MY GOD PAY, BLESS YOUR FACE.

I actually get asked to see a lot of portfolio’s while I’m at cons. And while I LOVE looking at other people’s art and offering critiques if they ask, it’s sort of cringe-y to be handed a messy stack of papers or something. Nice portfolio’s look so much more professional!

putting this up, since my website project for university is finished and I don’t have to put it on the web anymore.

a very, very basic image guide on how your portfolio should be presented or appear, whether you’re in fine arts, graphic design or illustration, illustrated by yours truly

please do NOT remove the commentary while reblogging, do not reupload anywhere else.

thank you!

Do you have any suggestions on how to make Dungeon Crawls more.. exciting or have a better atmosphere? Rather than just “The hallway extends 20ft and turns left..” I love dungeons, but as a DM it feels like my delivery is.. bland.

hpoirot89:

jamchef:

dungeonsdonuts:

Lots of DMs struggle with this, and for good reason. 

Dungeons are the most mechanically straightforward aspect of the game besides combat, and the immediate shape and contents of them is more pressing to players than the atmosphere. 

But, there are some simple ways to make your dungeons more atmospheric. Here’s my proposed solutions, both a long thinky one and a fast random one:

I think that dungeons should thought about as ‘once functional spaces’. Every place in the world has a purpose for which it was built, even if it’s a weirdo crazy one. Dungeon rooms should almost always be more than just treasure, traps, and monsters. 

For example, temples have cloisters, treasuries, storage rooms, waiting rooms, choirs, sanctuaries, apse, washing rooms, etc. Each of these rooms has specific objects and furniture inside them, as well as different acoustics. They get decorated with frescoes and murals or hanging art or sculptures. They’re cultural places. Think about them as physical spaces that people would use. 

Now imagine something happened in them, long ago. Why is this place a ‘dungeon’ and not still used? What event caused it to be abandoned? A battle? Plague? Was the place cursed? Come up with that and you can seed the rooms with small historical details: evidence of fights, skeletal remains, treasures hidden so they could be reclaimed later (but never were).

Now add the effects of time and nature. Fabric rots, metal rusts, stone erodes and crumbles. Plants and roots push stone tiles aside, and water seeps in and floods deep places. The passage of ages scours away history and purpose. Now, your once functional rooms don’t appear so functional, but their purpose can still be intuited.

Now add some new tenants. Monsters are always the first to reclaim abandoned civilized spaces: goblins make shantytowns out of old human ruins, beasts make warrens in sepulchral tombs, small dragons and basilisks favour places with statuaries and abandoned treasures. No matter the space or its original purpose, monsters move in and call it home. Sometimes multiple species of monsters…and then they fight or argue over sharing space.

So now your dungeon has a vivid look and feel. The important bit now is to think about how that imagined space sounds and smells

With every room and hallway, imagine how its history smells. Is it acrid or pungent? Smokey or mouldy? Does it smell surprisingly pleasant? If so, that’s often a worrisome sign, because it means something sentient might already be there. 

Audio can clue players into a space faster than any other description. Wind whistling indicates access to the surface…or a much deeper cave. Dripping denotes water (you hope). Creaking could mean doors…or ghosts. Large spaces echo, and sounds warp and distort the further away they are. There’s even different kinds of silence. There’s an empty, lonely silence that comes with long dead spaces, or the claustrophobic close silence of small spaces. 

Appeal to your players senses besides sight. Describe what rooms smell, sound, and even taste or feel like. This is a surefire way to make your dungeon rooms stand out. For example:

“You enter a 20 by 20 foot square room. It’s a stuffy old parlour. Pushing the door open you immediately smell something caustic and sour, but you don’t see an immediate source. All the furniture is rotted, but some of it looks smashed. You can hear the faintest scraping of something against the wall in the adjacent room”.

If that seems like a lot to write, try something like this: Reveal each bullet point as the players inquire about them, or when they make Perception checks:

Parlour, 20 ft square room.

  • The room feels uncomfortably thick and stuffy.
  • All the furniture is rotted out. Some of it is smashed. Evidence of a fight.
  • Smells caustic and sour. The smell comes from under a tattered rug. It’s beholder puke. 50gp if collected and sold to the right buyer.
  • Scraping sounds from the cloaker in the next room.

So maybe you already have a pretty basic dungeon and you need to make each room (or block of rooms) less boring. Here’s my handy set of sense tables:

Random Room Sensations:

For each room you want to enhance, roll four dice (a d12, a d10, a d8, and a d6). Your rolls will determine what’s up with this room. Every time you roll a result, cross it out and replace it with a new one you come up with.

Smells (1d12):

  1. Sickly sweet, like rotting fruit or wilting flowers.
  2. Musty, like old people and expired cologne.
  3. Tangy, like body odour and grime.
  4. Dusty, the choking scent of age and ghosts.
  5. Foul, like waste and death; something unholy.
  6. Crisp, like freshly cut grass or unchecked plant life.
  7. Soggy, the lingering smell of still water and flooding.
  8. Pungent, like rot and decay.
  9. Spicy, like herbs and dried ingredients, aged.
  10. Electric, a faint aroma of ozone and metals.
  11. Earthy, like fresh dirt and clay, mixed in with the copper of blood.
  12. Roll again twice, both smells clash together.

Sounds (1d10):

  1. Claustrophobic silence.
  2. Deep, echoing silence.
  3. Low moaning or groaning.
  4. Creaking of wood in the distance.
  5. Faint, maddeningly indistinct whispering.
  6. Faint, maddeningly indistinct whispering in a language you don’t know.
  7. Metal scraping against metal, rhythmically.
  8. Dripping of some kind of liquid onto stone.
  9. Dripping of some kind of liquid into more liquid.
  10. Roll again twice, both sounds are present.

Touch Sensations (1d8):

  1. Dryness on the skin, chapped lips and dry eyes.
  2. Cold dampness, water beads on metal items.
  3. Humidity, clothes become hot and heavy, metal feels colder.
  4. Dry heat, throats become parched, skin itches.
  5. Pressure change, ears pop and noises distort.
  6. Static tingling, hair stands up on end, goosebumps.
  7. Unholy chill, shivers, goosebumps, a sense of unease.
  8. The feeling of being watched, an uncomfortable presence.

Kinds of Darkness, if applicable (1d6):

  1. Grey, distant darkness that yields to lantern light.
  2. Cloying, smothering darkness that seems to draw close to you.
  3. Eerie still darkness that feels like it holds endless monsters.
  4. Calm, still darkness that invites restfulness.
  5. Flickering, shifting darkness where the room seems to be moving.
  6. Impenetrable darkness that makes darkvision endowed races feel at uneasy.

I hope all this helps make your dungeons a little less boring. The dungeon tables in the back of the 5e Dungeon Master’s Guide from @dndwizards is also helpful in this regard. 

Saving for later

There’s a special method of Dungeon design that makes them very fun as well. Basically this method makes the Dungeon fun for ANY player, be it story focused, loot focused, or whatever else you got.

The way it works is it breaks down all of Dungeon crawling into four elements: lore, traps, treasure, & encounters.

This idea states that every room of your dungeon should have 3 of these four. That way every player has something to do.

Example:

You enter a simple rectangular chamber. The cold air washes over your skin sending goosebumps down your spine, no less than the sight of the eerie statue of a woman in the center of the room does. Her lifeless eyes stare down at a brazier in her hands, inside of which is a shining pile of gold. As you slowly approach to get a closer you look, you also spy two things. First, several crates in the back of the room, stacked in the corner. Second, the sound of scratching on stone, near yet muffled. What will you do?

In this example I have three elements present that the players don’t know but get a hint of.

  1. I have treasure clearly in display for those who like loot.
  2. The scratching sound implies combat. The fighters are ready and on edge waiting for something to jump them.
  3. The smart players know that the statue isn’t gonna give away the gold for free. Especially after I called it “eerie.” So those who love a good puzzle or trap are now gonna go nuts looking for a trap on that statue.

As for what the trap is, it matters little. The gold could be covering a pressure plate and when removed it would open secret doors behind which would stand some horrid beast. To find it PCs would need some sort of a Investigation check or what not. The point is this situation provides 3 of 4 elements and entertains 3 out of 4 types of players.

And if you’re wondering what was up with the crates, those contain some minor loot. A potion or two, some gold. That’s for the players to not feel cheated out completely of their reward. Or you can make them mimics. PCs love mimics.

What do you guys think?

240 Words to Describe Someone’s Tone/Voice

smut-101:

  1. Abrasive – showing little concern for the feelings of others; harsh
  2. Absurd – wildly unreasonable, illogical, or inappropriate
  3. Accusatory – suggesting someone has done something wrong, complaining
  4. Acerbic – sharp and forthright
  5. Acidic – harsh or critical
  6. Admiring – approving; think highly of; respectful; praising
  7. Aggressive – hostile; determined; forceful; argumentative
  8. Aggrieved –  angry and sad because you think you have been unfairly treated
  9. Airy –  giving an impression of being unconcerned or not serious
  10. Ambivalent – having mixed feelings; uncertain; in a dilemma; undecided
  11. Amused – pleasantly; entertain or divert in an enjoyable or cheerful manner
  12. Angry – incensed or enraged; threatening or menacing
  13. Animated – full of life or excitement; lively; spirited; impassioned; vibrant
  14. Anxious –  typically with a feeling of unease
  15. Apathetic – showing little interest; lacking concern; indifferent; unemotional
  16. Apologetic – full of regret; repentant; remorseful; acknowledging failure
  17. Appreciative – grateful; thankful; showing pleasure; enthusiastic
  18. Ardent – enthusiastic; passionate
  19. Arrogant – pompous; disdainful; overbearing; condescending; vain; scoffing
  20. Assertive – self-confident; strong-willed; authoritative; insistent
  21. Authoritative – commanding and self-confident
  22. Awestruck – amazed, filled with wonder/awe; reverential
  23. Barbed – deliberately hurtful
  24. Barking – utter a command or question abruptly or aggressively
  25. Belligerent – hostile; aggressive; combatant
  26. Benevolent – sympathetic; tolerant; generous; caring; well meaning
  27. Bitter – angry; acrimonious; antagonistic; spiteful; nasty
  28. Blasé – unimpressed or indifferent to something because one has experienced or seen it so often before
  29. Bleak – without hope or encouragement; depressing; dreary
  30. Bombastic – high-sounding but with little meaning; inflated
  31. Booming – loud, deep, and resonant
  32. Bored – to tire or make weary by being dull, repetitious, or uninteresting
  33. Brash – self-assertive in a rude, noisy, or overbearing way
  34. Braying – speak or laugh loudly and harshly
  35. Breathy – producing or causing an audible sound of breathing, often related to physical exertion or strong feelings
  36. Breezy – appearing relaxed, informal, and cheerily brisk
  37. Brittle – lacking warmth, sensitivity, or compassion; aloof
  38. Bubbly – full of cheerful high spirits
  39. Burbling – speak in an unintelligible or silly way, typically at unnecessary length
  40. Callous – cruel disregard; unfeeling; uncaring; indifferent; ruthless
  41. Candid – truthful, straightforward; honest; unreserved
  42. Caustic – making biting, corrosive comments; critical
  43. Cautionary – gives warning; raises awareness; reminding
  44. Celebratory – praising; pay tribute to; glorify; honour
  45. Chatty – informal; lively; conversational; familiar
  46. Cheery – happy and optimistic
  47. Childish – silly and immature
  48. Chirping – say something in a lively and cheerful way
  49. Clipped – speech that is fast, that uses short sounds and few words, and that is often unfriendly or rude
  50. Cloying – disgust or sicken (someone) with an excess of sweetness, richness, or sentiment
  51. Coarse – rude, crude, or vulgar
  52. Colloquial – familiar; everyday language; informal; colloquial; casual
  53. Comic – humorous; witty; entertaining; diverting
  54. Compassionate – sympathetic; empathetic; warm-hearted; tolerant; kind
  55. Complex – having many varying characteristics; complicated
  56. Compliant – agree or obey rules; acquiescent; flexible; submissive
  57. Concerned – worried; anxious; apprehensive
  58. Conciliatory – intended to placate or pacify; appeasing
  59. Condescending – stooping to the level of one’s inferiors; patronising
  60. Confused – unable to think clearly; bewildered; vague
  61. Contemptuous – showing contempt; scornful; insolent; mocking
  62. Crisp – briskly decisive and matter-of-fact, without hesitation or unnecessary detail
  63. Critical – finding fault; disapproving; scathing; criticizing
  64. Croaking – a characteristic deep hoarse sound
  65. Cruel – causing pain and suffering; unkind; spiteful; severe
  66. Curious – wanting to find out more; inquisitive; questioning
  67. Curt – rudely brief
  68. Cynical – scornful of motives/virtues of others; mocking; sneering
  69. Defensive – defending a position; shielding; guarding; watchful
  70. Defiant – obstinate; argumentative; defiant; contentious
  71. Demeaning – disrespectful; undignified
  72. Depressing – sad, melancholic; discouraging; pessimistic
  73. Derisive – snide; sarcastic; mocking; dismissive; scornful
  74. Detached – aloof; objective; unfeeling; distant
  75. Dignified – serious; respectful; formal; proper
  76. Diplomatic – tactful; subtle; sensitive; thoughtful
  77. Disapproving – displeased; critical; condemnatory
  78. Disheartening – discouraging; demoralising; undermining; depressing
  79. Disparaging – dismissive; critical; scornful
  80. Direct – straightforward; honest
  81. Disappointed – discouraged; unhappy because something has gone wrong
  82. Discordant – harsh and jarring because of a lack of harmony
  83. Dispassionate – impartial; indifferent; unsentimental; cold; unsympathetic
  84. Dispirited – having lost enthusiasm and hope; disheartened
  85. Distressing – heart-breaking; sad; troubling
  86. Docile – compliant; submissive; deferential; accommodating
  87. Drawling – speak in a slow, lazy way with prolonged vowel sounds
  88. Dulcet – sweet and soothing
  89. Dull – lacking interest or excitement
  90. Earnest – showing deep sincerity or feeling; serious
  91. Egotistical – self-absorbed; selfish; conceited; boastful
  92. Empathetic – understanding; kind; sensitive
  93. Encouraging – optimistic; supportive
  94. Enthusiastic – excited; energetic
  95. Evasive – ambiguous; cryptic; unclear
  96. Excited – emotionally aroused; stirred
  97. Facetious – inappropriate; flippant
  98. Farcical – ludicrous; absurd; mocking; humorous and highly improbable
  99. Feathery – extremely light and soft or delicate
  100. Flippant – superficial; glib; shallow; thoughtless; frivolous
  101. Forceful – powerful; energetic; confident; assertive
  102. Formal – respectful; stilted; factual; following accepted styles/rules
  103. Frank – honest; direct; plain; matter-of-fact
  104. Fretful – expressing distress or irritation
  105. Frustrated – annoyed; discouraged
  106. Gentle – kind; considerate; mild; soft
  107. Ghoulish – delighting in the revolting or the loathsome
  108. Glum – dejected; morose
  109. Goofy – foolish; harmlessly eccentric
  110. Grating – harsh and unpleasant
  111. Gravelly – deep and rough-sounding
  112. Grim – serious; gloomy; depressing; lacking humour;macabre
  113. Growling – low grating voice, typically in a threatening manner
  114. Gruff – rough and low in pitch
  115. Gullible – naive; innocent; ignorant
  116. Guttural – produced in the throat; harsh-sounding
  117. Hard – unfeeling; hard-hearted; unyielding
  118. Harsh – cruel or severe
  119. Hearty – loudly vigorous and cheerful
  120. Hoarse – sounding rough and harsh, typically as the result of a sore throat or of shouting
  121. Honeyed – soothing, soft, and intended to please or flatter
  122. Humble – deferential; modest
  123. Humorous – amusing; entertaining; playful
  124. Husky – sounding low-pitched and slightly hoarse
  125. Hypercritical – unreasonably critical; hair splitting; nitpicking
  126. Impartial – unbiased; neutral; objective
  127. Impassioned – filled with emotion; ardent
  128. Imploring – pleading; begging
  129. Impressionable – trusting; child-like
  130. Inane – silly; foolish; stupid; nonsensical
  131. Incensed – enraged
  132. Incredulous – disbelieving; unconvinced; questioning; suspicious
  133. Indifferent – having no particular interest or sympathy; unconcerned
  134. Indignant – annoyed; angry; dissatisfied
  135. Informative – instructive; factual; educational
  136. Insinuating – suggest or hint in an indirect and unpleasant way
  137. Inspirational – encouraging; reassuring
  138. Intense – earnest; passionate; concentrated; deeply felt
  139. Intimate – familiar; informal; confidential; confessional
  140. Ironic – the opposite of what is meant
  141. Irreverent – lacking respect for things that are generally taken seriously
  142. Jaded – bored; having had too much of the same thing; lack enthusiasm
  143. Joyful – positive; optimistic; cheerful; elated
  144. Jubilant – expressing great happiness and triumph
  145. Judgmental – critical; finding fault; disparaging
  146. Laudatory – praising; recommending
  147. Lifeless – lacking vigor, vitality, or excitement
  148. Light-Hearted – carefree; relaxed; chatty; humorous
  149. Lively – full of life and energy; active and outgoing
  150. Loving – affectionate; showing intense, deep concern
  151. Macabre – gruesome; horrifying; frightening
  152. Malicious – desiring to harm others or to see others suffer; ill-willed; spiteful
  153. Matter-of-fact – unemotional and practical
  154. Mean-Spirited – inconsiderate; unsympathetic
  155. Mellifluous – sweet or musical; pleasant to hear
  156. Melodious – pleasant-sounding
  157. Mocking – scornful; ridiculing; making fun of someone
  158. Monotonous – lacking in variation in tone or pitch
  159. Mourning – grieving; lamenting; woeful
  160. Muffled – not loud because of being obstructed in some way; muted
  161. Naive – innocent; unsophisticated; immature
  162. Narcissistic – self-admiring; selfish; boastful; self-pitying
  163. Nasty – unpleasant; unkind; disagreeable; abusive
  164. Negative – unhappy, pessimistic
  165. Nonchalant – casually calm and relaxed; not displaying anxiety, interest, or enthusiasm
  166. Nostalgic – thinking about the past; wishing for something from the past
  167. Objective – without prejudice; without discrimination; fair; based on fact
  168. Obsequious – overly obedient and/or submissive; fawning; grovelling
  169. Oily – unpleasantly smooth and ingratiating
  170. Optimistic – hopeful; cheerful
  171. Outraged – angered and resentful; furious; extremely angered
  172. Outspoken – frank; candid; spoken without reserv
  173. Pathetic – expressing pity, sympathy, tenderness
  174. Patronizing – condescending; scornful; pompous
  175. Pensive – reflective; introspective; philosophical; contemplative
  176. Persuasive – convincing; eloquent; influential; plausible
  177. Pessimistic – seeing the negative side of things
  178. Philosophical – theoretical; analytical; rational; logical
  179. Piping – high-pitched.
  180. Playful – full of fun and good spirits; humorous; jesting
  181. Pragmatic – realistic; sensible
  182. Pretentious – affected; artificial; grandiose; rhetorical; flashy
  183. Quavering – shake or tremble in speaking, typically through nervousness or emotion
  184. Querulous – complaining in a petulant or whining manner
  185. Rasping – harsh-sounding and unpleasant; grating
  186. Reedy – high and thin in tone
  187. Refined –  elegant; cultured
  188. Regretful – apologetic; remorseful
  189. Resentful – aggrieved; offended; displeased; bitter
  190. Resigned – accepting; unhappy
  191. Restrained – controlled; quiet; unemotional
  192. Reverent – showing deep respect and esteem
  193. Righteous – morally right and just; guiltless; pious; god-fearing
  194. Robust – strong and healthy; vigorous
  195. Saccharine –

    excessively sweet or sentimental

  196. Satirical – making fun to show a weakness; ridiculing; derisive
  197. Sarcastic – scornful; mocking; ridiculing
  198. Scathing – critical; stinging; unsparing; harsh
  199. Scornful – expressing contempt or derision; scathing; dismissive
  200. Scratchy –

    rough; grating

  201. Sensationalist – provocative; inaccurate; distasteful
  202. Sentimental – thinking about feelings, especially when remembering the past
  203. Shrill –

    high-pitched and piercing

  204. Silvery –

    gentle, clear, and melodious

  205. Sincere – honest; truthful; earnest
  206. Skeptical – disbelieving; unconvinced; doubting
  207. Smarmy – 

    excessively or unctuously flattering; ingratiating; servile

  208. Smoky –

    a raspy, coarse and tone of quality that is deeper than usual
  209. Snide –

    derogatory or mocking in an indirect way

  210. Solemn – not funny; in earnest; serious
  211. Somber –

    oppressively solemn or sober in mood; grave

  212. Sonorous –

    imposingly deep and full

  213. Sour – resentment, disappointment, or anger
  214. Steely – coldly determined; hard

  215. Strident –

    loud and harsh; grating

  216. Stony –

    not having or showing feeling or sympathy

  217. Suave –

    charming, confident, and elegant
  218. Subjective – prejudiced; biased
  219. Submissive – compliant; passive; accommodating; obedient
  220. Sulking – bad-tempered; grumpy; resentful; sullen
  221. Surly –

    bad-tempered and unfriendly

  222. Sympathetic – compassionate; understanding of how someone feels
  223. Thoughtful – reflective; serious; absorbed
  224. Throaty –

    deep and rasping

  225. Tolerant – open-minded; charitable; patient; sympathetic; lenient
  226. Tragic – disastrous; calamitous
  227. Tremulous –

    shaking or quivering slightly

  228. Unassuming – modest; self-effacing; restrained
  229. Unctuous –

    excessive piousness or moralistic fervor, especially in an affected manner; excessively smooth, suave, or smug

  230. Uneasy – worried; uncomfortable; edgy; nervous
  231. Urgent – insistent; saying something must be done soon
  232. Velvety – soft; smooth
  233. Vindictive – vengeful; spiteful; bitter; unforgiving
  234. Virtuous – lawful; righteous; moral; upstanding
  235. Whimsical – quaint; playful; mischievous; offbeat
  236. Witty – clever; quick-witted; entertaining
  237. Wonder – awe-struck; admiring; fascinating
  238. World-Weary – bored; cynical; tired
  239. Worried – anxious; stressed; fearful
  240. Wretched – miserable; despairing; sorrowful; distressed

kyraneko:

freshzombiewriter:

laughlikesomethingbroken:

brainstatic:

Can I give completely unsolicited advice to fantasy writers that I wish someone had given me when I was into fantasy writing? The cliche “write what you know” is bad advice if taken literally, it’s how we get books about depressed middle-aged creative writing professors who contemplate having an affair. But generally speaking it can be helpful. Tolkien wrote a medieval fantasy because he was the world’s foremost expert on medieval English literature. His book about Beowulf is still considered academically significant. He gave every race detailed languages because he was also a linguist. He wrote about giant battles because he was traumatized by his time in World War I and wrote during World War II. You don’t have to do any of this because that isn’t you. You are allowed to write a whole fantasy epic without a single battle (or you can make battle scenes modern urban melees because clashes of great armies aren’t a thing anymore.) If, say, you’re really into fashion, feel free to describe in painstaking detail every outfit that elves wear for all possible occasions. I promise you it’s no weirder than describing the dialects of tree people. What I’m saying is, you’re not Tolkien and that’s a very good thing because your voice is needed more. Let your freak flag fly and make the world that comes from you specifically.

If, say, you’re really into fashion, feel free to describe in painstaking detail every outfit that elves wear for all possible occasions. I promise you it’s no weirder than describing the dialects of tree people.

thank you, also, this gives me a great idea for a fantasy story centred around textiles

@vanishedschism

Write what you love. Write what fascinates you. Write what you obsess over. Write what you have come to know. And write what gives you an excuse to do more research.

shinysherlock:

brenda-is-reading:

not-poignant:

theearlgrey:

Writing is great you go from great descriptions of people and places to ‘what’s the word? You know people stealing??? *10 hours later* KIDNAPPING!!! THE WORD’S KIDNAPPING!!!!

I was always taught to write ‘ELEPHANT’ when you were missing a word like this*, to keep up the flow of writing and just ignore it / dismiss it from memory. You’ll always forget words as a writer (or character names, or place names), and rather than rifle through a dictionary or a bunch of documents or your own mind, you just write ‘ELEPHANT’ and keep going.

Because here’s the thing, when it comes time to fixing up the chapter, you just search for ‘ELEPHANT’ and provided you aren’t actually writing about elephants, you’ll find every single instance and be much more clear-headed and able to find the words you’re looking for.

Plus it’s actually really cute to see a bunch of elephants in your chapter. e.e Just standing there, waiting for attention later, lol.

(But also yes the original sentiment it’s so true, like the most obvious words fucking vanishing all the time like what is writing).

*This technique will definitely be too frustrating/distracting for some people, for sure. YMMV. I just liked it.

I think this could be helpful and I like to encourage writers.

Aw, I like this. I usually just use square brackets, but I like the idea of elephants roaming about, reminding me to come back to certain bits. 🙂

thatweirdscienceguy:

runningeleven:

Science side of Tumblr: how can dragons breathe fire?

There are three variants of dragons.
One of them possesses  a gland that produces a liquid, which spontaneously combusts when coming into contact with oxygen. Some phosphorus compounds could do that for example.

The second one possesses two glands instead, which produce so-called hypergolic propellants, fluids that ignite when they come into contact with one another.

The third kind stores the methane bacteria in their stomach produce, and expells it when breathing fire. In their mouth there’s a piezoelectric crystal, which is a substance that produces a spark when placed under mechanical stress and could thus serve to ignite the methane gas.

Or it’s magic.