d.a. points

4

Some cars just beg to be taken out of the garage.

[Mercedes-Benz E 220 d 4MATIC All-Terrain | Fuel consumption combined: 5.1 l/100 km | combined CO₂ emissions: 137 g/km |http://mb4.me/EfficiencyStatement]

#MBsocialcar by Thomas Rauhut

speculation compilation #55

We only have the cover page, but people are already speculating what happens in our newest interlude!

Worry not! We never spoil the story, so your guess is as good as anyone’s!

I’d just like to point out that it was Asgore who let his emotions get the better of him and declared war on humans after his children were killed! Toriel? Against it from the start.

Voice to text isn’t always reliable. Glad you are excited!

5

I really like how they did this reveal that Bulma’s actually the one who made the super duper dragon ball radar that’s even better than the red ribbon army’s. “Here dad, you can repair this common scooter - I’ll focus on my awesome radar that I built by myself that no one else can seem to replicate.” 

Like they don’t really make a big deal about it either, she just fixes it. So any kind of assumptions viewers had about where she got it from, like “oh she probably bought it.” or “oh her dad built for her” get immediately shut down.

Like I knew she was smart, I just wasn’t really sure when or how they’d bring it up (like if she starts inventing once she’s an adult or if it’d be a plot point later in the show?)

But “I was born a super inventor bitch” Bulma is so good and I’m so mad at myself that it wasn’t my initial assumption. 

I had to let you all know… yesterday night I did a Colin and managed to drop on two steps and bust both ankles….


And that was before I’d had a drink.


Bonus point that it happened in a pub called the Dubliner 😉😂😂😂

claxiauramaki  asked:

AAHH LUMI (I'm so sorry am I sending too many asks? I hope it doesn't bother you seeing me around and telling/asking you stuff or that it seems I seek attention or shjfsf it isn't anything like that I swear qAq) Okay so in Jack's last video of Ben and Ed, right where he says "Highfives all 'round" (22:44) his face looked so much like the angry faces Anti does/shows. Jack looked angry and he stared right at the camera. I thought it'd be fun to point out and see what you thought about it :'3

Absolutely no bother at all. Although I do apologize for not getting to this when you sent it; Ive been kind of…I dont know, spacey? It’s been hard to give asks the attention they deserve and I”m sorry about that.

Yeah, it did! I actually had to stop the video and rewatch that bit because I got major Anti vibes from it. Especially with the tone of voice he was using. ;)

Tbh at this point I think Jack MIIIGHT be playing around with us because he knows the fanbase is always on the lookout for anything even remotely Anti-like, but hey..I’m not complaining ya feel

i never thought i’d get this many. it’s,, wild !! 2k is a huge number ! and all of you are really really kind to me–i can’t thank all of you enough.

for the past few months, i’ve been doing a lot better than i ever thought i could be–every time i feel myself feeling bad, it seems there’s always a magical kind anon or friend who appears and says something kind to me and i never could even fathom that i’d come to this point !! that’s super cool !

thank you for following me <3

A tub of warm water waits for me.
— 

Katniss Everdeen, The Hunger Games, Suzanne Collins

This struck me more on later readings than on the first. There no hot water in Seam but what you boil. There’s no running water but what you, I imagine, pump and carry.

Filing tub with water by hand at all is a lot of work. And getting the temp right is tricky. If you get it wrong you have to scoop water out and partially refill it and try again.

If there is any question about how much Mrs. Everdeen loved her daughter I submit this as an example of her love, tender care, and sacrifice.

Second thing I’d point out about this is that a warm bath was likely not a regular occurrence. It was a luxury just like the velvet, the car, the train, and the rich food Katniss would later experience. Katniss’s mother made her a warm bath, gave her her best dress, and fixed her hair in the most elegant way she knew how. Giving her a taste of a more wholesome luxury before the Capitol’s flashy, decadent, impersonal luxury.

guys i’d like to point out that it is only 1:36 PM in korea right now…most teens aren’t out of school yet…regular non hardcore arohas won’t watch the MV for like another 24 hours maybe…the views right now are growing fast but prepare urselves for the next few days

Capable of Change Update!

Hey gang! 

I know you all are anticipating the next update this weekend. It might still happen tomorrow, but I’m intending on spending tomorrow with a friend for emotional support. 

ALSO, I’d like to point out that I’m in the last two weeks of my school. And by last I mean literally…THE LAST…two weeks…I have a lot stuff to finish up and as much as I’d rather be writing sometimes…I’m too close to slack off. I intend to graduate!!

You all are the best! Much love from me and Savibar!

Originally posted by renesmeeharelds

anonymous asked:

hey, I'm the concert anon from earlier, maybe I'll just tell her, maybe I'll go without her, but either way, I wanna go to the mens bathroom. I've never done that before though.. any advice on that maybe?

If you felt comfortable telling her I’d encourage that, no point in spending a good night alone ☺️
And as for using a men’s bathroom, I don’t know much because I haven’t brought myself to do that yet, but avoiding eye contact was on a post around here I saw before.
Can followers help anymore?

8

So anyway here’s a doodle comic I started but just… can’t… finish…

I probably have like a year before this variation of Pink and White Diamond are shot to bits so lemme have some fun.

D&D: How to Use Character Arcs as a Dungeon Master

In my previous post on character arcs, I talked about how a player should determine how they want their character’s arc to begin and end. It was from a player’s perspective. But how does a DM write an adventure that will make that player’s arc happen?

First, get the information you need. Ask your players to each determine how their characters will begin the campaign and how they want them to change by the end of it. Then ask for copies of their character’s traits, flaws, ideals, and bonds. Note whether a player’s character is going to die tragically and if they are okay with that. With this information, you can give the players what I call a moral quandary, personalized for their own character’s arc. A moral quandary is giving the player two difficult options that the player must decide how their character would choose. The character should lean to one side of a moral quandary at the beginning of an adventure, but gradually start to lean the other way as their arc comes to completion. 

For instance, a cleric might be presented with a choice to kill an evildoer or merely capture them. If the cleric is heading down an arc where their ideal changes from “all life is precious” to “evil must be stopped at all costs” in their character arc is going to make very different choices in that situation depending on where they are on their arc.

Let’s figure out how we can use this info as a DM and where to put moral quandaries using a 9-point story structure. These are not an entire campaign, but you can use each point as a fixed point in the narrative; a story outline based on the characters’ arcs. Plenty of different stuff can happen between each point, but the points must happen to create a robust story.

Call to Action

The player is given an initial call to action. Essentially, a moral quandary disguised as a quest hook. Try to have a separate but related call to action for each player. Ideally, the players should refuse the call to action, as they haven’t been “changed” yet. If they play to their characters’ initial backgrounds and traits, they will refuse the call. You can even enforce this by loading your call with descriptions of how the character is feeling. “You are offended that someone would even offer something so morally reprehensible to you, despite the fact that you could use the money.”

A good-hearted rogue is starting a tragic fall arc and is offered a chance to make millions from some morally questionable actions involving an evil regime, but decides it is wrong. An innocent paladin starting a coming of age arc could be offered a chance to rise against an evil regime, but values their own safety. A studious apprentice wizard starting a corruption arc is offered power in exchange for service to an evil regime, but decides they can get power on their own.

Inciting Incident

Something happens to force the player to action, whether they are ready or not. Try to come up with an inciting incident that involves all of the players, not just one. The inciting incident can act as where the adventuring party finally meets.

The evil regime in the Call to Action ends up invading the players’ quiet suburb to enforce martial law. The players escape or fight back or else they and their loved ones die or are enslaved. The rogue decides to run from their debts by joining the party. The paladin has seen firsthand what the regime can do, and will now join the party to find someone else who can help them stop it. The wizard seeks out more power to stop the regime.

1st Plot Point

The players learn the first shreds of information about the overarching narrative of the campaign. After the inciting incident, some characters might not be convinced and want to turn back. This gives them a reason to continue onward together, as a team. There should be no turning back from the 1st plot point.

Players learn how this evil regime has been spreading across the kingdom. It still holds many mysteries, but its power is great and threatening. Its power is centered in a capital city, which the players now opt to travel to in order to find the things they currently desire.

1st Pinch Point

A pinch point is the first real display of power from the antagonist or opposing force. In D&D this should be actual combat, though it doesn’t have to be. As long as the players see firsthand what the antagonist can do to their characters, this part will add the tension/drama that it should. If you want to have a 1st Pinch Point for each character, then this display of force should directly target the player’s character arc and spark the desire to change through a moral quandary. It’s an awakening. Create tension by ending a session with this pinch point.

The players come across a thieves’ guild run by the evil regime. The rogue takes note of how rich, glamorous, and lawless the life of a criminal is to spark their tragic fall arc. The paladin realizes how deep the corruption of the world runs and sparks their coming of age arc as their innocence starts to fade. The wizard realizes how much resources the evil regime has, and wonders what sorts of power they had in mind for him sparking their corruption arc.

Midpoint

More info is revealed about the antagonist and the perception of the characters change. They have an epiphany and decide to continue onward through their arc. This can, and most likely will, happen at different times for each character and their varying arcs.

The players learn about the leader of the regime. They have been pushed to the breaking point by the regime’s forces. The rogue decides join the regime and start doing crime for the regime and acting as a double agent against the party. The paladin no longer cares about finding someone else to help them stop the regime, vowing to end it themselves. The wizard gets an unholy tome and decides to learn how to make a pact with the demon the regime mentioned to overpower the regime. They are all still heading to the capital, though now with severely divergent goals.

2nd Pinch Point

The antagonist reveals their full power and threatens the completion of the characters’ arcs. The entire party should, in general, be at their lowest moment and completely without hope. This should happen at the same time for everyone. Ideally, end a session with this pinch point to create a cliffhanger and highlight the hopelessness.

The players reach the capital of the evil regime. The rogue is faced with a moral test, where they will be offered riches and allowed to live if they rat out their adventuring party. They choose to take the offer and are betrayed by the regime’s leader and sentenced to death anyway. The paladin comes face to face with the regime’s leader after being ratted out by the rogue. They fail the encounter and barely manage to escape with their life. The wizard is also defeated and their unholy tome is destroyed in the battle. The rogue is imprisoned and the paladin and rogue escape the leader and are being hunted in the capital.

2nd Plot Point

The last piece of the puzzle has come together in the second plot point. The characters finish their arc and learn how to overcome the antagonist. This can happen at different points and doesn’t have to happen quickly. For a tragic character, this is the part where they finally meet their end. Tragic characters fail to change or their change is self-destructive and they fail to overcome the antagonist of the story (tragic, isn’t it?). Think of this part as a moral quandary that characters’ finally “know the answer” to, as far as their character arc is concerned.

The rogue tries to escape, succeeds, but heads back to the thieves’ guild instead of his adventuring allies, and they ultimately betray and kill him. The paladin’s innocence is shattered and they gather rebel forces over time to take on the regime’s leader, becoming a leader themselves. They also find an unlikely ally in the wizard, who has finally succumbed to evil. The wizard still doesn’t know how to summon the demon, but they have already gotten a taste of evil’s power by performing vile rituals on captured regime members and will now use their power for vengeance against the regime’s leader.

Climax

The characters finally face off with the antagonist. The promise set out at the beginning of the campaign is fulfilled. The characters, having completed their arcs, are now changed enough to be able to defeat the antagonist. This should be the players at their most powerful and should be the most epic battle to take place in the campaign.

The paladin’s rebel army and the wizard’s evil magic face off against the evil regime’s leader. The battle is long and epic, but the characters succeed, freeing the kingdom of the evil regime.

Resolution

The game shouldn’t abruptly end after the antagonist is defeated! There needs to be closure. The players’ characters find out the results and the aftermath of defeating the antagonist, for better or for worse. In the case of an ongoing game, you should now set up the next campaign here.

The paladin and wizard regard each other as unsteady allies who no longer have a common enemy. The wizard seeks more power, even seeking to possibly usurp the void of power left from the regime’s defeat. The paladin and their rebel army gather in defiance of the wizard. The paladin tells the wizard to leave the kingdom and not threaten anyone with their evil, else the paladin will smite them down. The wizard, not having many spells left after the battle and not being ready to face an entire army, teleports away to parts unknown with a puff of green smoke. The paladin is placed in power, and the wizard now acts as a looming threat. Perhaps an NPC and villain for the next campaign?


This character arc outline is not cut-and-dry. You should use it as a guide, not a rule. Some characters might abruptly choose to change. Some will reach different parts of the outline at different times or out of order. Some characters might waffle between two sides of their arc before deciding which side they want to be on. But the more you talk to your players about it, the easier it is to come up with a generalized plan for your campaign’s story. Heck, your story might even change from what you initially intended by the end of it (a character with a bad roll can still end up dying before even finishing their arc!) But hopefully this will aid you in making the players love their characters even more and have fun as they grow and change in your campaign’s world. That’s what it’s all about, after all.

anonymous asked:

Concept, based on the 'looking sharp' thing: Hanzo realizes Mcree was flirting with him like an hour afterwards and breaks a bit inside

genji finds him on the floor half an hour later

(first part!!)