getting attached to people

anonymous asked:

I’m not to sure if people want to get attached to Ilia, no matter how pretty she is. I’m getting this guy feeling she won’t make it past this volume.

“no matter how pretty she is”

I’m…not sure what that has to do with it but we hardly know anything about her. I think this volume will be more about exploring her as a new/old character (new to us, old to Blake). 

my favorite /FAVORITE/ thing abt pokemon blogs is that some people just get specifically attached to one pokemon and rave about them in their tags and like even though ive never been particularly impressed by that pokemon i love seeing other people so passionate about them like okay i see it now yes yes onix is now my rock son as well

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it’s midnight but i’ve been thinking about this since the video came out ahdbabaij

bonus under the cut :))))

Keep reading

  • What she says: I'm fine.
  • What she means: Okay, but Allura never got to finish saying what the Blue Lion's qualities are? Why would she just skip over Lance?! Okay, yeah, he interrupted her, but what was she going to say? Will we ever know? Will the characters ever know? What if she was going to say something about how attached/close the blue paladin can get to people? What if it had something to do with Lance's insecurities? Maybe the blue paladin is supposed to be the confident one, so Allura felt like she didn't need to explain herself? I HONESTLY NEED TO KNOW LIKE IF THIS IS NOT ADDRESSED IN SEASON THREE I WILL RIOT because I need a scene where someone (preferably Keith because Ship™) asks Allura all casual, "oh yeah, what were you about to say?" and it ends up being this extremely deep thing that they all realize describes Lance perfectly and I just hate that Lance got completely glossed over about why he should pilot the blue lion and mAYBE IF ALLURA TOLD HIM WHY HE WAS PERFECT FOR THE ROLE HE WOULDN'T DOUBT HIMSELF SO MUCH. I think about this way too much. I am so distressed.

Going off of other tumblr posts about humans being survivor space orcs and humans being loving frienddog pet buddies to other alien ships, what if the ability to attach to things was a trait of earth critters.

As long as a behaviour helps achieve the same end, evolution doesn’t care what the behaviour is. So you get both bats and birds with entirely different structures, methods, and styles to flight for different niche purposes (long distance vs. nimble acrobatics) but they both succeed at flying. The same can happen for social structures and space travel.

For most other life in the universe, social bonding isn’t a thing. You get people that you get well along with or don’t. Property isn’t necessary if it doesn’t have a function, people don’t get attached to objects. People strive to increase their station/power and therefore overall happiness, whatever that means to them, which is what encourages a group of them to work together for efficiency and shared earnings. (For example, that is. There are lots of things that could encourage life to reach spaceflight. Like spite. Or blind chance.)

On earth a few animals have evolved favoritism behaviour. Getting attached to objects, other animals, and ideas for no reason other than they like them. This helps ensure the survival of a group, so it encourages repetition. Humans are the only spacefaring creature that has favourite ROCKS because of this. Imagine having a favourite pebble out of the entire universe full of mineable minerals!

It’s just common sense that if you want to survive, add a human to your crew. Because of the space orc endurance toughness thing, being able to survive things others can’t, and being determined to keep going. Combine that with the happy space dog thing where, essentially, you put a Kirk in with a hundred Spocks. The dog Kirk is the one who’s always happy to explore and meet people and make friends and likes everyone. So if you have a being who enjoys your presence for no material reward AND extends their instincts for survival to things they’ve bonded on, you’ve basically got a big bodyguard for your entire crew. For free. You don’t have to pay it. You just have to say ‘thank you’ when it gifts you useless trinkets it found or made.

So you get these ships, and you can always tell which room is the human’s room. It’s the one full of hoarded junk. There’s sheets and dry film stuck to the walls that it ensures you is coded with dyes to make a message. The message isn’t really important, just nice. The human likes it. The human collects lumps of polycarbons that it tells you represent icons of aesthetic and memory. You don’t understand, because your memory works just fine without a visual reminder, but you learn that apparently there are different kinds of lumps and they mean different things.

The human has clothes it prefers when all its body coverings function about the same. It has days it prefers. It has abstract concepts it prefers. It has noise it prefers, and carries the noise around with it.

How would that affect a creature that prefers nothing? A species that constantly strives for a better station would have ambitions and goals for being transported to higher ranks on better ships. Logically, it would also prefer the smartest, strongest, nicest humans to protect their investments. A creature like that would check the stats on available and working humans for hire and want the best one they can afford.

But if you asked a crew which human they would want to work with? If you give them enough time, they’ll start saying their own.
“But isn’t the one on ship 4-aNui 0.93s faster at achieving the emergency fire plan escape?”
“Yes, but ours likes us more and would be more efficient at helping us, specifically.”
“That’s what humans do. They’ll like anyone they’re introduced to.”
“Yes, but ours likes us.”
“The better one will like you too if you give it enough time. I thought you knew this?”
“But I like it.”

Maladaptive Daydreaming is:

I’ve seen a few time of people saying how they go into daydreams so specific that it often affects their concentration etc

Maladaptive Daydreamers often:

-Can daydream for hours at a time. Some can daydream an entire class period or event period.

-Find concentration very difficult. Their attention get turned away from the subject even if they want to listen and sometimes don’t realize they do it right away.

-Lose amounts of sleep through daydreaming. When you say you’re going to bed it somehow turns into making a new novel in your head.

-Puts most of their day into daydreaming. Daydreaming is commonly used as a fun thing to do-to go into your own little world. But with MD, it becomes almost addicting as if you feel the need to daydream.

-Don’t seem to care if being ignored or being alone. MDers like to be alone most of the time and put that time to more daydreaming.

-Forget what they are doing or where they place things. You tend to doze off for a long enough time that you can’t remember what you’re doing or didn’t know what you were doing in the first place. You could place something down and forget as you weren’t fully aware of what you were doing.

-Stops things they are doing like watching a video or reading a book as they will fall into a daydream, usually triggered by something that was watched or read, such as an event you created in your fantasy or storyline that related to the thing you watched or read.

-Things such as something you read or watched may influence future day dreams. For example: “this scene would go great with my story”.

-Sometimes even research things to make the story more realistic. Someone might research something like historical events, names, designs of houses etc.

-Storylines that include characters, plot, setting, and more. These people often get attached to their characters and find more story inspiration to put with them. Some people may also draw their characters.

-Acting out while daydreaming. Los of people including myself will find themselves in situations where they would laugh at something they would have their character do or even talk or use movement like moving their hands or whispering.

-Sometimes experience “deja vu”. Where something will seem familiar even if it’s something new.

-Very good at visualizing things. A good thing that comes with MD is that you can easily get a visual of something, like if someone told you to imagine the ocean, MDers would be able to imagine a perfect scenery and may even hear things like the waves crashing.

-Even though daydreaming comes as a fun activity, people with MD have a greater risk of safety hazards. Such as walking into a busy street or getting into a car accident.

-Procrastination at its finest. MD usually can cause procrastination, like waiting last minute to do an assignment or a task at work. Sometimes somethings as little as not wanting to do the dishes or the laundry. And often may have a messy room or apartment/house from procrastinating cleaning.

-“What are you thinking about?” Dreading the question that’s suppose to come off as innocent becomes a problem. When most people would say “oh just my after school activity” or “a funny video I watched today” MDers have to find a way to easily explain “My 50 chapter long novel that some how created in my mind in the last 10 minutes”

-Never seem to be bored. With an imagination and a daydream that MD has never seems to keep you bored as the main activity is the daydream and find enjoyment through the daydream.

-May get irritated when their dream is interrupted. Like being in a good spot in a tv show, you don’t don’t want the scene to be interrupted and may ignore or get frustrated with someone/something that interrupted you.

-Can’t seem to turn it off. As some people find it easy to revert their attention back to what they were originally focused on, people with MD can’t seem to turn the daydream off and can’t control it.

There can be many more things that comes with Maladaptive Daydreaming, but hopefully this helped anyone who was curious about why they were doing these things and couldn’t understand why.

Also MD is usually caused for a reason and uncovering that reason can result on how to stop MD. Seeking help from a professional would be advised.

Also if you experience this and just want someone who can relate feel free to message me :).


(I’m also putting this under multiple tags to get the attention of more people)

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papa’s boy genji / mama’s boy hanzo !!

it’s a good family its such a good family i want to think about them being happy pleaas lemme 😭

[do not even dare touch this if u like inc*st]

I don’t think Neil thought for a second that thank you, you were amazing would hurt Andrew. And tbh I don’t think Neil would have even went through with their “this” if he knew Andrew actually cared. Neil was pretty convinced Andrew didn’t give a fuck and still wouldn’t when he died. So when he tells him thank you he still probably thinks Andrew isn’t going to care. But it’s something he needs to say and get off his chest before he dies. Like these are his literal last words. He couldn’t leave without thanking Andrew for making the last couple months the best he has had in his entire life. He doesn’t think that Andrew will even catch on to the significance of it nonetheless care because Andrew has told him this is nothing and Neil is quite possibly the most oblivious character I’ve ever seen in fiction so of course he believes it.

Creating a Character Arc for D&D

So I saw someone ask a question that I myself have asked before. I have seen the problem take place all the time with no one really knowing what the problem is and whether or how to fix it. That question was:

How do I make a character that I won’t get bored with?

I have often seen people make characters that seem really cool and badass and have plenty of backstory and are incomparably unique. Yet, they will get bored of it after a session or two and want to kill off their special character to make a new one. This will go on with people making new characters and never getting attached to one. The solution to the problem is complex with many intricacies, but the main focus of the problem for many people, I think, is that their character has no story.

Creating a Character with a Story

A story, when referring to a character, is how that character changes over time; their character arc. D&D 5e tries to solve this by forcing players to choose aspects of their character background including their character’s traits, flaws, ideals, and bonds. This is all well and dandy, but this alone won’t define a character arc. To create a character arc, figure out how you want your character’s story to begin and how it should end using those four background characteristics.

Traits: A character’s traits could change over time. They don’t have to, but it can create an interesting character. Traits make a character who they are, and in an RPG it is often a reflection of the player. So while traits can change, I would probably suggest to change a flaw, ideal, or bond before a trait.

  • A trait could become more specific, like from “angry” to “vengeful” once they understand why they are angry. Think of the trait as evolving.
  • A trait could disappear or be replaced after some moral turning point, like a callous character becoming guilt-ridden or even benevolent after they see the sort of pain they have caused firsthand.
  • A trait can become reinforced or strengthened based on their decisions. An antihero’s traits would likely follow this route. “Do you see what happens when you trust people? They betray you!”

Flaws: A flawed character is a great character, but a character arc involves a person being confronted by their flaws. Their flaws directly oppose their goal. When faced by their flaws, they either choose to suffer their flaw or overcome it. This is why sequels are usually terrible. A character that heroically overcame its flaw in the first movie is now un-flawed. Be aware of this in an RPG. The character should always have a flaw, even after overcoming a flaw. The only time they should ever NOT be flawed is at the very end of a campaign, facing off against the main antagonist, using all they have learned on their heroic journey.

  • A flaw could be worsened. Usually a good early option in a character’s arc, as things seem bleaker and bleaker for your character until they manage to overcome the flaw later in the game’s story.
  • A flaw could evolve or become more specific, much like a trait.
  • A flaw can disappear or be replaced, especially later in the story once it has been challenged by the game’s story.

Ideals: A character’s ideal is what they believe in. Maybe it’s a religion, moral code, or instinct. A character’s ideal is a great concept that can change in a game. This is where you see tragic falls from hero to villain or redemption arcs from villain to hero. In an RPG, a good player will have strong ideals and a good GM will recognize those ideals and challenge them. This is the moral quandary, and it’s the player’s job to identify it and make a choice that will affect their character forever. Changing an ideal should always be some sort of turning point in a story.

Bonds: A character’s bonds in D&D 5e are their ties to the in-game world. It’s a fabulous definition because it’s sort of like asking “why are you playing this character?” right to your face. If your character has a family, then your character probably cares for them. Or not. If your character had a mentor, you are probably on a sort of hero’s journey from nobody to somebody. If you have no ties to any person in the game world then you are (or should be) finding a reason to belong, maybe a team of other heroes, perhaps? Your bond can affect how your ideals, flaws, and traits change, and they can change your bonds, in turn. Your character makes new memories, meets new people, and experiences new things all the time.


Update all of these things at the end of every session. Whether or not they ended up changing that day, making a habit of checking each session will keep you invested in your character and help to create a character arc. In addition, know where your character begins their arc and how it will end. Talk with the DM about your plans, and they should add some moral and character quandaries to test your character’s… character!

Examples of Character Arcs

Coming of Age: The character begins the game morally or psychologically immature or inexperienced. They grow into a more mature and experienced character by the end of the campaign. A ridiculously blunt way to put it is going from an angsty teen to a true hero. Such an angsty teen could be either a rebellious murder hobo or a distant brooding loner that when a turning point happens, they grow a moral backbone and answer the call to action. Look at Spirited Away, Dead Poets Society, or The Karate Kid.

Redemption: The character begins as a legit villain with evil intentions but finds a reason to change their ways after a turning point. Maybe they find a moral line they won’t cross and then start to wonder if what they have been doing all along is right. The character is not truly redeemed until other players and other people see them as a changed person, which should finally happen at the end of the campaign. Look at Wikus in District 9, Oskar Schindler in Schindler’s List, or Prince Zuko from Avatar, the Last Airbender.

Disillusionment: The character believes in one thing at the beginning of the campaign but slowly discovers that what they believe in is morally wrong, utterly pointless, or a flat-out lie. They may go back and forth between believes a few times before making a transition, or they might be in denial. But by the end of the campaign they have realized the true path. Look at movies like Office Space, The Truman Show, Conspiracy Theory, or Fight Club.

Tragic Fall: The character follows the hero’s journey only to make the wrong choice at every turning point. Their morality comes into question, and they just don’t have it in them to change or become a hero, usually thanks to a “fatal flaw.” At the end of the campaign, this character should either retire, die, or be killed by their flaw to be a true tragedy. Look at Hamlet, Tom Powers in The Public Enemy, and McMurphy in One Flew Over the Cuckoo’s Nest.

Corruption: Unlike the tragic fall, this character is not destined to die. They are destined to become a villain. Rather than refuse a call to action, they have moral quandaries which they make the right choice at first, but then they start to question their choices. They start to think evil is easier or better than good. Then they start making the wrong choices and eventually join or become the villain they were trying to stop in the first place. Look at Anakin Skywalker in Star Wars, Michael Corleone in The Godfather, or Harvey Dent in The Dark Knight.

Cynic to Participant: This character is a loner and cynic and is miserable because of it. They eventually realize that they cannot accomplish what they set out to do without help. They become less selfish and more cooperative with the rest of the adventuring party. Look at The Incredibles, every buddy cop movie where the buddies don’t get along, and every Batman team-up ever.


These are the more common character arcs, but there are plenty of different changes that your character can go through to grow, change, or fall over the course of a D&D campaign. Again, talk with your DM about where you are starting and where you want to end up. That way they can insert those pivotal turning points and put pressure on your flaws and ideals!

i hate getting attached to people because when they leave it feels like you can’t breathe without them in your life and learning how to breathe again is fucking hard.
—  me

TODAY’S DOSE OF KOREAN SLANG separated by category~


social

인맥을 쌓다/넓히다 to make connections

사교술이 있다/없다 to have/have no social skills

말 상대 someone to talk to

정이 많다 to get attached to people easily

닦달하다 to push someone/badger someone 


drinking/eating

만취하다 to be very drunk

곤드레만드레 하다(되다) to be plastered drunk

맛이 갔어 ‘I was really drunk’ (literally 맛이 가다 means to go stale)

술이 덜 깨다 to be hungover/still feel a little drunk

숙취 hangover 

금주하다 to quit drinking

배 채우다 to eat (lit. fill one’s stomach)

음식을 꾸역꾸역 집어넣다 to shovel food into one’s face


sexual

섹시한 야수 sexy beast

가벼운 섹스 casual sex

호색녀 a horny girl

작업멘트 a pick up line (to use a pick up line>> 작업멘트를 날리다)

추잡하다 vulgar/dirty


other

일상을 유지하다 to keep to a routine

수석으로 졸업하다 to graduate at the top of one’s class

게임광/파티광 a gamer/ a party animal

유행어 a catchphrase

인생의 암흑기 the worst(darkest) period of one’s life

머리를 식히다 to clear one’s head

사이비 교주 a cult leader

망신당하다 to be humiliated (by someone/something)

Steven Universe: Why You Shouldn't Get Too Attached to Episode Predictions

95 episodes ago, people thought Mirror Gem would just be a delightful go-nowhere romp.

61 episodes ago, people thought Rising Tides/Crashing Skies would be about Malachite.

37 episodes ago, people thought Hit the Diamond would be a serious story about the Diamonds attacking.

16 episodes ago, people thought Kindergarten Kid would be about Amethyst or Jasper.

11 episodes ago, people thought Last One Out of Beach City would involve evacuating the city because of a Homeworld invasion.

9 episodes ago, people thought Gem Harvest would be about the term Peridot used back in Catch and Release.

7 episodes ago, people thought Steven’s Dream would be about corruption.

And one episode ago, people thought Storm in the Room would explicitly give Steven the ability to peer into Rose’s memories, and that we would see Pink Diamond.

Imagine what you’ll think the next time an episode title leaks, or an image surfaces, or a plot tease comes about.

I’m not knocking episode predictions, I’m just saying you shouldn’t get too attached to them, or else you’ll get disappointed when its not what you thought it would be.

townie sim asks
  • don lothario: what's your relationship status—single, in a relationship, married, it's complicated?
  • katrina caliente: what are some flirty mishaps you've had?
  • lily feng: are you a rule-maker or a rule-breaker? (and explain)
  • penny pizzazz: would you rather live in the city or on the mountainside?
  • eliza pancakes: would you consider yourself as a person who gets easily attached or someone who has a very hard time connecting to people?
  • candy behr: what kind of music do you sing in the shower, if any? if not, then what's your favorite genre or music?
  • johnny zest: tell us a story about one of the craziest/funniest things you've ever done.
  • bella goth: if you were told right now that you could go on a dangerous and heroic adventure, would you?
  • j huntington II: how would you describe your sense of style?
  • miko ojo: if you could only dress yourself in one color, what would it be?
  • olivia kim-lewis: what is one principality that you learned/wish you had learned growing up?
  • salim benali: would you rather be broke and do something you love or be rich and doing something you hate?
  • summer holiday: what's your favorite season and why?
  • caleb vatore: what's your favorite food?
  • vladislaus straud: are you a night owl or a morning person?
  • akira kibo: have you ever been in love?
  • darling walsh: give us a story that involves sports.
  • jesminder bheeda: what's the sweetest thing anyone's ever done for you? or what's the sweetest thing you've ever done for somebody else?
  • clara bjersen: tell us about a dream that you've had that intrigued you.
  • nancy landgraab: if you came into a bunch of money, what's the first thing you would spend it on?
  • bob pancakes: do you consider yourself a good cook or not?
  • liberty lee: what do you think about love triangles? have you ever been in a love triangle?
  • siobhan fyres: do you have a party trick? if not, what kind of party trick would you like to have?
  • joaquin le chien: what languages would you like to learn?
  • sofia bjersen: have you ever been to a concert?