I Can't Stop Reading The 1793 Third Edition Of "A Classical Dictionary Of The Vulgar Tongue" (originally

I Can't Stop Reading The 1793 Third Edition Of "A Classical Dictionary Of The Vulgar Tongue" (originally
I Can't Stop Reading The 1793 Third Edition Of "A Classical Dictionary Of The Vulgar Tongue" (originally

I can't stop reading the 1793 third edition of "A Classical Dictionary of the Vulgar Tongue" (originally published 1785). I have been irritating all my friends and coworkers with fun new terms like "That's the barber!" and "He looks like God's revenge against murder."

Anyway, Ash talked me into drawing some of the phrases and I ended up with these little mid-1780s Londoners.

More Posts from Irolith and Others

1 year ago

Ref Recs for Whump Writers

Violence: A Writer’s Guide:  This is not about writing technique. It is an introduction to the world of violence. To the parts that people don’t understand. The parts that books and movies get wrong. Not just the mechanics, but how people who live in a violent world think and feel about what they do and what they see done.

Hurting Your Characters: HURTING YOUR CHARACTERS discusses the immediate effect of trauma on the body, its physiologic response, including the types of nerve fibers and the sensations they convey, and how injuries feel to the character. This book also presents a simplified overview of the expected recovery times for the injuries discussed in young, otherwise healthy individuals.

Body Trauma: A writer’s guide to wounds and injuries. Body Trauma explains what happens to body organs and bones maimed by accident or intent and the small window of opportunity for emergency treatment. Research what happens in a hospital operating room and the personnel who initiate treatment. Use these facts to bring added realism to your stories and novels.

10 B.S. Medical Tropes that Need to Die TODAY…and What to Do Instead: Written by a paramedic and writer with a decade of experience, 10 BS Medical Tropes covers exactly that: clichéd and inaccurate tropes that not only ruin books, they have the potential to hurt real people in the real world. 

Maim Your Characters: How Injuries Work in Fiction: Increase Realism. Raise the Stakes. Tell Better Stories. Maim Your Characters is the definitive guide to using wounds and injuries to their greatest effect in your story. Learn not only the six critical parts of an injury plot, but more importantly, how to make sure that the injury you’re inflicting matters. 

Blood on the Page: This handy resource is a must-have guide for writers whose characters live on the edge of danger. If you like easy-to-follow tools, expert opinions from someone with firsthand knowledge, and you don’t mind a bit of fictional bodily harm, then you’ll love Samantha Keel’s invaluable handbook

1 year ago

just found one of my favorite pieces of writing advice when it comes to interactive fiction, i think if you've read literally any of my work, it will be pretty obvious how much i use this in my own writing. i actually couldn't remember where i read this for the first time and on a whim i went through my twitter likes and found it in a thread. i'm going to transcribe it for ease of reading, but this is all coming from Alexander Freed (@/AlexanderMFreed on twitter)

he has a website here with other compiled writing advice about branching narratives and game design, though he never posted this there and hasn't really updated recently (but still check it out. there's some specific entries about writing romance, branching and linear & other game writing advice)

original twitter thread here

It's Tuesday night and I feel like teaching some of what I've learned in 15 years of branching narrative video game writing. Let's go in-depth about one incredibly specific subject: neutral / fallthrough / catchall response options!

A cropped screenshot of a dialogue box from a mobile game. It ascribes the text to someone named Carnival, and reads "We're going to teach one another so very much."

Player ownership of the protagonist in choice-based branching narrative games (a la BioWare, Telltale, mobile narrative games, etc) is a vital aspect of the form.

The ability for the audience to shape a Player Character, to develop that character's inner life in their own mind, is unmatched in any other medium.

The Player determines the character's actions and THE MOTIVATIONS for those actions. The character's psychology can literally be as complex as the Player can imagine. However, this works best when there's enough space for the Player to develop those motivations. No game can offer enough options to support every interpretation imaginable; much of the character has to live in the Player's head, without necessarily appearing on the screen.

That's complicated. We're going to unpack it.

Generally, when presenting choices to a Player, we want those choices to be as interesting and compelling as possible.

But compelling, dramatic choices tend to be revealing of character. And no game can support hundreds of options at every choice point for every possible character motivation a Player might imagine.

This sort of narrative CANNOT maintain its integrity if the Player is forced to constantly "rewrite" their characterization of the Player Character on the fly. You want your Player to feel like they have more than enough viable options at any given moment.

At the simplest level of writing, this is where "fallthrough" responses come in.

A screenshot from a mobile game. It depicts a redheaded woman with two braids and some dirt smudged on her face, and a dialogue box overlayed on top that reads "In the days that follow, you come to a decision." There are then three choices listed for the player to choose from.

Choice 1 reads "Tell everyone Garnet's name."

Choice 2 reads "Ask Garnet what he wants." This one has been circled in red. It is to indicate it as the fallthrough choice.

Choice 3 reads "Keep the secret."
A screenshot from a mobile game. It depicts an entity with a human-like face, tan skin, and purple eyes. Beyond their face, their body is made up of purple gemstones. There is a dialogue box overlayed on top that reads "You are below, in No One's house now. Why?" There are then three choices listed for the player to choose from.

Choice 1 reads "I came to save my friend."

Choice 2 reads "What is this place?" This one has been circled in red. It is to indicate it as the fallthrough choice.

Choice 3 reads "You wouldn't understand."
A screenshot from a mobile game. It depicts a hooded black man with a grey beard, wearing a robe, and trapped inside a wooden cage. There is a dialogue box overlayed on top that reads "'Twas I who concocted the unguents and salves that scrubbed your body of stains--my gift to the Night-Mother and to you!" There are then three choices listed for the player to choose from.

Choice 1 reads "I'm duly grateful."

Choice 2 reads "Who are you? How do you know me?" 

Choice 3 reads "Remain silent." This one has been circled in red. It is to indicate it as the fallthrough choice.
A screenshot from a mobile game. It depicts an overhead shot of a forest canopy, green trees and bushes and an orange sky. In the distance there is a wall and a gate. Overlayed on top is a dialogue box that reads "I don't hate Cinder or anything, but if I see his face tomorrow morning I'm going to puke." There are then three choices listed for the player to choose from.

Choice 1 reads "Cinder's not so bad."

Choice 2 reads "So why talk about them?" This one has been circled in red. It is to indicate it as the fallthrough choice.

Choice 3 reads "I know what you mean."

In the examples above, each moment contains a response which furthers the story but doesn't imply a huge emotional choice for the Player. The Player is asked to choose A or B, agree or disagree, but can sidestep the issue altogether if desired.

These "neutral" responses are vital if both A and B don't appeal to the Player... or if, perhaps, the Player likes A but not the WAY A is being expressed. Milquetoast option C works for anyone; thus, the Player is never forced to break character because of a lack of options.

Questions work well for this sort of neutral option. Tacit agreement and dead silence also serve, in certain sorts of stories--as a Player, I know what's going on in my silent character's head and the game won't contradict it.

The important thing is that I'm never forced to take a path that's outright WRONG for my character. Even if other characters misinterpret the Player Character's motivation, my character's inner life remains internally consistent.

"Neutral" responses aren't the only ways to go, though. Some responses are appropriate for any character because they're tied to the base character concept.

Here, for example (from @/seankmckeever's X-Files), the Player is a marine on a mission. The Player can respond abrasively to her partner's fear or look into the issue (out of compassion or genuine belief), but our fallthrough is actually the TOP response.

A screenshot from a mobile game. It depicts a closeup of a woman's face. She looks slightly concerned. There is a dialogue box overlayed on top that reads "I think... I think I was wrong. Maybe it wasn't the shadow I saw. Lack of sleep getting to me, or something." There are then three choices listed for the player to choose from.

Choice 1 reads "Stay calm and on mission." This one has been circled in red. It is to indicate it as the fallthrough choice.

Choice 2 reads "Toughen up, soldier." 

Choice 3 reads "Hang back, I'll go look."

There's no version of our marine who would absolutely break character by picking "Stay calm and on mission." It's not blandly neutral; rather, it reinforces aspects of the character we can be sure of and gives the Player an option if nothing else works.

Different sorts of narratives will use different sorts of fallthroughs. A comedy might treat the option to say something funny as a fallthrough, of sorts--it's entertaining and will never violate the characterization the Player has created.

In a quest-driven RPG, a fallthrough response can often boil down to "How do I move to the next step of this quest?"

That said, the strongest moments in a narrative will often have no "fallthrough" response at all. They'll work by creating multiple responses that, by overlapping, cover all reasonable Player Character actions while still leaving room for the Player to ascribe motivation.

7 months ago

Slight note about the system of food.

'cause adding it to the large doc might crash my computer?

I've realized that though historical fiction minds this more when set in pre-industrial times, that often fantasy set in agricultural societies doesn't seem to do this, though it should.

So I'll give you an example...

Almost everything in Korean food is centered and bred for two things: Kimchi and soy sauce.

But what you don't realize in your industrialized state how freaking long it takes to make these things and how much planning is involved and how much you have to mind the seasons in order to make it correctly.

Kimchi:

Baekchu (or other vegetables) that's often harvested in fall.

The salt, which was traditionally sea salt was harvested in the spring and summer months.

Garlic is a spring to mid summer crop.

The sweet rice that goes into winter kimchi takes a ton of work to make and can take from Spring to fall.

The fish sauce that goes into Kimchi that helps preserve it for over a year, takes and ENTIRE YEAR to make. Yes, a year. You really, really have to plan on that. And what do you do if the fishing is poor for that year?

Spring onions are faster to grow, but you still have to time it for the fall kimchi making.

The fish are seasonal. For example, Yellow Corvina is taken in Korea in the spring. Shrimp in the summer (June), and anchovies in early spring to fall.

Your timing has to be impeccable and you need an entire year to plan this one dish.

Meanwhile, you, industrialized person, take for granted that you can get fish sauce any time you like and can pour it over kimchi.

In fantasy this could add flavor to your fantasy make up, if your character can only get this dish once a year. It can add political unrest (What do you mean the salt harvest was poor and we're left with the shitty metallic salt), because your characters in an agricultural society will be subject to weather changes, which you get when reading historical fiction and so on. Three seasons of poor harvest, daaaamnn... the people might overthrow their government. There might be new religions that pop up, there might be uprisings because the King and Queen are eating feasts every day while the peasants are eating things that are empty calories.

What I'm saying is that you can't be too entrenched into industrial mindset if you're not writing an industrial setting.

That orange is seasonal and only comes about in a connected system that has winter and a warmer climate.

Maybe there are key foods for your climate that are highly treasured or sought after. Mandarins once were. Cacao. Think a bit about those things and how it might interact with the larger world. When does your plant mature and when can it be harvested? is it different from different climates? There's wars that have been fought over food. (Tea, famously, at least a few times).

A staple crop failing is going to have devastating consequences.

And yet, often in fantasy, I often see people going, ya know what I can eat in the dead of winter, strawberries. Do we have greenhouses? No. Did we have freezers? No. But you know what my character is eating? A strawberry. Yeah, think about that. Strawberries don't preserve well. So plan out the timing of your dishes a bit (to the climate and subsistence system) and it can give a bit of background worldbuilding to your dishes and food.

I do have to say that the small mentions from Rings of Power on what's in season or not and why kinda made me feel like the world and the traveling was more "real" with the Harfoot. There's small references to fall v. spring crops.

5 months ago

Hey, random writing tip: Instead of having something be a ridiculously unlikely coincidence, you can make the thing happen due to who this particular character is as a person. Instead of getting stuck on "there's no logical reason to why that would happen", try to bend it into a case of "something like this would never happen to anybody but this specific fucker." Something that makes your reader chuckle and roll their eyes, going "well of course you would."

Why would the timid shy nerd be at a huge sketchy downtown black market bazaar? Well, she's got this beetle colony she's raising that needs a very specific kind of leaf for nest material, and there only place to get it is this one guy at the bazaar that sells that stuff. Why would the most femininely flamboyant guy ever known just happen to have downright encyclopedic knowledge about professional boxing? Well, there was this one time when he was down bad for this guy who was an aspiring professional boxer...

I know it sounds stupidly obvious when written out like this, but when you're up close to your writing, it's hard to see the forest for the trees. Some time ago I finished reading a book, where the whole plot hinges on character A, who is 100% certain that character B is dead, personally getting up and coming down from the top rooms of a castle, to the gates, at 3 am, to come look at some drunk who claims to be this guy who died 17 years ago. Why would A do that, if he's sure that B is dead?

Because he's a Warrior Guy from a culture of Loyalty And Honour, and hearing that someone's got the audacity to go about claiming to be his long-lost brother in battle, there is no other option than to immediately personally go down there to beat the ever-loving shit out of this guy. Who then turns out to actually be character B, after all.

1 year ago

Some tips for using a few words to describe voices:

1. Tone Words: Use tone words to convey the emotional quality of a voice. For example, you can describe a voice as "melodic," "soothing," "sharp," "gentle," or "commanding" to give readers a sense of the tone.

2. Pitch and Range: Mention the pitch and range of the voice. Is it "deep," "high-pitched," "raspy," or "full-bodied"? This can provide insight into the character's age, gender, or emotional state.

3. Accent and Diction: Describe the character's accent or diction briefly to give a sense of their background or cultural influences. For instance, "British-accented," "Southern drawl," or "formal."

4. Volume: Mention the volume of the voice, whether it's "whispering," "booming," "murmuring," or "hushed."

5. Quality: Use terms like "velvet," "silken," "gravelly," "honeyed," or "crisp" to convey the texture or quality of the voice.

6. Rate of Speech: Describe how fast or slow the character speaks, using words like "rapid," "slurred," "measured," or "rambling."

7. Mood or Emotion: Indicate the mood or emotion carried by the voice. For example, a "quivering" voice may convey fear or anxiety, while a "warm" voice may express comfort and reassurance.

8. Resonance: Describe the resonance of the voice, such as "echoing," "nasal," "booming," or "tinny."

9. Timbre: Mention the timbre of the voice, using words like "rich," "thin," "clear," or "smoky."

10. Cadence: Highlight the rhythm or cadence of speech with descriptors like "staccato," "lilting," "rhythmic," or "halting."

11. Intonation: Convey the character's intonation by saying their voice is "sarcastic," "apologetic," "confident," or "questioning."

12. Vocal Characteristics: If applicable, mention unique vocal characteristics, like a "lisp," "stutter," "drawl," or "accented 'r'."

9 months ago

The Neurodivergent Writer’s Guide to Fun and Productivity

(Even when life beats you down)

Look, I’m a mom, I have ADHD, I’m a spoonie. To say that I don’t have heaps of energy to spare and I struggle with consistency is an understatement. For years, I tried to write consistently, but I couldn’t manage to keep up with habits I built and deadlines I set.

So fuck neurodivergent guides on building habits, fuck “eat the frog first”, fuck “it’s all in the grind”, and fuck “you just need time management”—here is how I manage to write often and a lot.

Focus on having fun, not on the outcome

This was the groundwork I had to lay before I could even start my streak. At an online writing conference, someone said: “If you push yourself and meet your goals, and you publish your book, but you haven’t enjoyed the process… What’s the point?” and hoo boy, that question hit me like a truck.

I was so caught up in the narrative of “You’ve got to show up for what’s important” and “Push through if you really want to get it done”. For a few years, I used to read all these productivity books about grinding your way to success, and along the way I started using the same language as they did. And I notice a lot of you do so, too.

But your brain doesn’t like to grind. No-one’s brain does, and especially no neurodivergent brain. If having to write gives you stress or if you put pressure on yourself for not writing (enough), your brain’s going to say: “Huh. Writing gives us stress, we’re going to try to avoid it in the future.”

So before I could even try to write regularly, I needed to teach my brain once again that writing is fun. I switched from countable goals like words or time to non-countable goals like “fun” and “flow”.

Rewire my brain: writing is fun and I’m good at it

I used everything I knew about neuroscience, psychology, and social sciences. These are some of the things I did before and during a writing session. Usually not all at once, and after a while I didn’t need these strategies anymore, although I sometimes go back to them when necessary.

I journalled all the negative thoughts I had around writing and try to reason them away, using arguments I knew in my heart were true. (The last part is the crux.) Imagine being supportive to a writer friend with crippling insecurities, only the friend is you.

Not setting any goals didn’t work for me—I still nurtured unwanted expectations. So I did set goals, but made them non-countable, like “have fun”, “get in the flow”, or “write”. Did I write? Yes. Success! Your brain doesn’t actually care about how high the goal is, it cares about meeting whatever goal you set.

I didn’t even track how many words I wrote. Not relevant.

I set an alarm for a short time (like 10 minutes) and forbade myself to exceed that time. The idea was that if I write until I run out of mojo, my brain learns that writing drains the mojo. If I write for 10 minutes and have fun, my brain learns that writing is fun and wants to do it again.

Reinforce the fact that writing makes you happy by rewarding your brain immediately afterwards. You know what works best for you: a walk, a golden sticker, chocolate, cuddle your dog, whatever makes you happy.

I conditioned myself to associate writing with specific stimuli: that album, that smell, that tea, that place. Any stimulus can work, so pick one you like. I consciously chose several stimuli so I could switch them up, and the conditioning stays active as long as I don’t muddle it with other associations.

Use a ritual to signal to your brain that Writing Time is about to begin to get into the zone easier and faster. I guess this is a kind of conditioning as well? Meditation, music, lighting a candle… Pick your stimulus and stick with it.

Specifically for rewiring my brain, I started a new WIP that had no emotional connotations attached to it, nor any pressure to get finished or, heaven forbid, meet quality norms. I don’t think these techniques above would have worked as well if I had applied them on writing my novel.

It wasn’t until I could confidently say I enjoyed writing again, that I could start building up a consistent habit. No more pushing myself.

I lowered my definition for success

When I say that nowadays I write every day, that’s literally it. I don’t set out to write 1,000 or 500 or 10 words every day (tried it, failed to keep up with it every time)—the only marker for success when it comes to my streak is to write at least one word, even on the days when my brain goes “naaahhh”. On those days, it suffices to send myself a text with a few keywords or a snippet. It’s not “success on a technicality (derogatory)”, because most of those snippets and ideas get used in actual stories later. And if they don’t, they don’t. It’s still writing. No writing is ever wasted.

A side note on high expectations, imposter syndrome, and perfectionism

Obviously, “Setting a ridiculously low goal” isn’t something I invented. I actually got it from those productivity books, only I never got it to work. I used to tell myself: “It’s okay if I don’t write for an hour, because my goal is to write for 20 minutes and if I happen to keep going for, say, an hour, that’s a bonus.” Right? So I set the goal for 20 minutes, wrote for 35 minutes, and instead of feeling like I exceeded my goal, I felt disappointed because apparently I was still hoping for the bonus scenario to happen. I didn’t know how to set a goal so low and believe it.

I think the trick to making it work this time lies more in the groundwork of training my brain to enjoy writing again than in the fact that my daily goal is ridiculously low. I believe I’m a writer, because I prove it to myself every day. Every success I hit reinforces the idea that I’m a writer. It’s an extra ward against imposter syndrome.

Knowing that I can still come up with a few lines of dialogue on the Really Bad Days—days when I struggle to brush my teeth, the day when I had a panic attack in the supermarket, or the day my kid got hit by a car—teaches me that I can write on the mere Bad-ish Days.

The more I do it, the more I do it

The irony is that setting a ridiculously low goal almost immediately led to writing more and more often. The most difficult step is to start a new habit. After just a few weeks, I noticed that I needed less time and energy to get into the zone. I no longer needed all the strategies I listed above.

Another perk I noticed, was an increased writing speed. After just a few months of writing every day, my average speed went from 600 words per hour to 1,500 wph, regularly exceeding 2,000 wph without any loss of quality.

Talking about quality: I could see myself becoming a better writer with every passing month. Writing better dialogue, interiority, chemistry, humour, descriptions, whatever: they all improved noticeably, and I wasn’t a bad writer to begin with.

The increased speed means I get more done with the same amount of energy spent. I used to write around 2,000-5,000 words per month, some months none at all. Nowadays I effortlessly write 30,000 words per month. I didn’t set out to write more, it’s just a nice perk.

Look, I’m not saying you should write every day if it doesn’t work for you. My point is: the more often you write, the easier it will be.

No pressure

Yes, I’m still working on my novel, but I’m not racing through it. I produce two or three chapters per month, and the rest of my time goes to short stories my brain keeps projecting on the inside of my eyelids when I’m trying to sleep. I might as well write them down, right?

These short stories started out as self-indulgence, and even now that I take them more seriously, they are still just for me. I don’t intend to ever publish them, no-one will ever read them, they can suck if they suck. The unintended consequence was that my short stories are some of my best writing, because there’s no pressure, it’s pure fun.

Does it make sense to spend, say, 90% of my output on stories no-one else will ever read? Wouldn’t it be better to spend all that creative energy and time on my novel? Well, yes. If you find the magic trick, let me know, because I haven’t found it yet. The short stories don’t cannibalize on the novel, because they require different mindsets. If I stopped writing the short stories, I wouldn’t produce more chapters. (I tried. Maybe in the future? Fingers crossed.)

Don’t wait for inspiration to hit

There’s a quote by Picasso: “Inspiration hits, but it has to find you working.” I strongly agree. Writing is not some mystical, muse-y gift, it’s a skill and inspiration does exist, but usually it’s brought on by doing the work. So just get started and inspiration will come to you.

Accountability and community

Having social factors in your toolbox is invaluable. I have an offline writing friend I take long walks with, I host a monthly writing club on Discord, and I have another group on Discord that holds me accountable every day. They all motivate me in different ways and it’s such a nice thing to share my successes with people who truly understand how hard it can be.

The productivity books taught me that if you want to make a big change in your life or attitude, surrounding yourself with people who already embody your ideal or your goal huuuugely helps. The fact that I have these productive people around me who also prioritize writing, makes it easier for me to stick to my own priorities.

Your toolbox

The idea is to have several techniques at your disposal to help you stay consistent. Don’t put all your eggs in one basket by focussing on just one technique. Keep all of them close, and if one stops working or doesn’t inspire you today, pivot and pick another one.

After a while, most “tools” run in the background once they are established. Things like surrounding myself with my writing friends, keeping up with my daily streak, and listening to the album I conditioned myself with don’t require any energy, and they still remain hugely beneficial.

Do you have any other techniques? I’d love to hear about them!

I hope this was useful. Happy writing!

5 months ago

sometimes you need dialogue tags and don't want to use the same four

A colour wheel divided into sections with dialogue tags fitting the categories 'complains', 'agrees', 'cries', 'whines', 'shouts', and 'cheers'
A colour wheel divided into sections with dialogue tags fitting the categories 'asks', 'responds', 'states', 'whispers', 'argues', and 'thinks'
4 months ago

Character Profile Card Tutorial (Twine Sugarcube)

image

Hi everyone!

I released a quick tutorial on itch.io on how to make character cards for your character codexes. I was originally making these test cards for my characters for my upcoming IF game, Vals Reborn and after hours of trying to figure out how to make them I finally think I got it down! I wanted to make this tutorial not only for me to go back to but to help everyone make cool codexes too.

In this tutorial :

-HTML and CSS directions

-Character cards with images and pop up screens for character descriptions

-Sample scenario to show how to implement the profile cards

If you use the character profile card from my tutorial please let me know! I would love to see how you customize them. If you also have any questions I will try to answer them as best as I can since I am also learning Twine.

Tutorial Link

1 year ago

How to write a cane user character

(Written by a cane user)

A few months ago, I wrote a small guide on good disabled characters and why they were good that gathered quite the attention, and I thought that doing another more specific guide this time would be interesting for writers or just people that are curious ! This guide will include general informations, some things to do, some things to avoid and some ideas that might revolve cane users's lives.

Things to know about cane users

Cane users are pretty diverse, and putting us in little boxes usually isn't the best idea if you want to make a character that has substance and isn't just "the disabled one". Here some infos about cane users that might be helpful knowledge !

Canes don't have ages. Most cane users in media are portrayed to be old, but truly, anyone can have the need to wield a cane ! I've been using mine ever since I was 17.

Can users can have a large variety of problems for their canes. Some canes are used to avoid pain from effort. Some canes are used for balance purposes. Some canes are to make walking less exhausting (works the same as walking sticks !) And sometimes, it's multiple problems at once.

Not everyone needs their cane 24/7. Some always need it, some can make small efforts without it but overall often need it, and some people, like me, can spend quite a lot of time without it. I almost never use my cane in my house, and mostly take it outside !

People with canes can run. We're not necessarily slow, I'm even faster than a lot of my friends.

Not using a cane can come with consequences, but not always. Some people might be able to walk without a cane but then suffer horrible consequences, but for others, canes are just a commodity for specific occasions.

Canes don't have to be looked down upon. Look at some characters with canes that look cool as hell ! Arsène Lupin, Roguefort Cookie, Brook ... Their canes serve their style !

We can be pretty healthy. Some people can have canes just because they were born with a bent leg and that's it. Our cane doesn't define our health status.

Canes aren't a curse. Think of them as something positive. It's a tool to make our lives better. You don't see someone sitting on a chair and think "awh, it's sad that they need a chair". It's more something like "hey it's cool that this chair is here so they can sit down"

Things to do

Make them use their cane. And when I mean use, I mean that canes are just funky long sticks usually made out of metal. Have fun with it ! Let them use it as a weapon ! Trust me, one hit in the knees with a cane and you're DOWN. Use it to reach stuff that's too high for everyone ! Have fun. Be creative.

Let them decorate their cane. It's an extension of their body ! You usually put on clothes that you like, don't you ? It's the same for a cane. If they like cutesy stuff, let them paint in it pastel colors ! If they like a more flashy style, add some stickers on it ! If they're a fancy person, give them a beautiful crafted cane with jewels on it !

You can make them a little shy or uneasy about their cane. Some people don't feel worthy of confident enough to wield one. It's not rare to see people think they're "not disabled enough to do so"

But on the other hand, you can do the complete opposite !! Make them proud of that cane ! Make them act like they're feeling pretty and more confident with it ! One thing i like to think about with my own cane is that I look like a cool gentleman. That boosted my confidence immensely.

Things to avoid

Don't make it their whole world. And by that, I do not mean that their cane shouldn't be a defining trait of their personality. Think of Toph from ATLA. She is blind, and you usually can't think of her character without describing her as blind. However, that isn't her entire personality trait. Make cane users have a goal in life, friends who enjoy them for who they are and not just pity them, have fun ... Don't just make them the disabled one.

Don't try to make the character's life just a plain disaster unless it's the focus of your story and you really know what you're talking about. Having a character who's always in pain, who feels bad about relying on their cane and/or who's angry at the entire world for being disabled is a REALLY tricky subject to use if you don't want them to be either a mass of unhappiness and angst for no good reason or some inspirational porn of the character who inside is deeply tortured but outside keeps up a facade because they shouldn't cry to avoid making others uneasy.

Do not, and I repeat, do NOT try to heal them, especially in a magical way. Bad idea. A lot of disabled people's goal isn't to be healed. It's to live a normal life. Making it so the ultimate goal for them is to be healed makes it as if they were worthless as long as they were disabled. Making their situation better physically or mentally is one thing. Curing them completely is really bad. "But some disabled folks want to be cured !" True, true. But if you are able bodied, I'm not sure if you can have the right mind to understand all of the complex details about this situation that leads to someone's life choices and the end result may look like you think the only thing that can make disabled people happy is being freed from their condition. I think it's best to just avoid it altogether. If you need a more nuanced idea, try to give them a solution that still has a few downs ! For exemple, a prosthetic that feels like a real arm, acts like a real arm and basically replaces it perfectly is a full cure. But a prosthetic that takes time to adjust to, needs repairs sometimes and doesn't look 100% like an arm can be a better narrative choice

Smaller thing, but don't make the handle uneasy to wield if you draw the character design. You can decorate most of the cane, but if you have chunky spiky decorations on the place you're supposed to clench your hand over, you're gonna hurt yourself. I've seen quite a lot of jewel handles or sculpted metal handles and usually their not good. If it's detailed metal, your hand will end up cramped in little parts and it can hurt. If it's a jewel, it's so easy for it to slip out of your hand it's unpractical.

List of tropes/ideas of scenes/details about canes to help you write new situations !

If you walk with a cane during winter, you can't put your hand in your jacket to get warm and there's a high chance your hand will get freezing. So after a long walk, you get an excuse for another character to hold their hand and warm them up.

If the handle is metallic, you get the opposite problem during summer. You can burn yourself so easy ! Easy accident if you want someone to help and get closer to the disabled person without it necessarily involving their disability.

Canes are SUPER useful when you're walking upon heights. They make things really easy, just like hiking poles on mountains ! I live on volcanoes and whenever we clim on a harsh slope, I'm always the first to get up there. Good moment for your character to get a boost of confidence if they get all the way up somewhere before their friends !

The first time using your cane feels magical. If you have chronic pains, it makes you feel like your pain disapear. If you can't walk right, it feels like everything is suddenly alright. The moment where a character chooses to wield a cane can be huge for character development. It's a moment of fear because of the impact a cane has on their appearance, but also a moment of confidence and relief.

Canes fall. All the time. And after a while, it becomes fucking comical. Trust me, putting a cane against the wall, seeing it fall and doing it three times again in a row while it doesn't want to stay up makes you embarrassed but also makes you want to laugh because of how stupid it looks.

When you get a cane, you stop being invisible. When you walk outside, generally speaking, people don't look at you. They don't care about you. But when you get a cane, people start to stare at you for no other reasons that you have a cane. Half of them are just curious, especially if you're young. The other half has a very specific look. The "oh, you poor thing" look. Which is, trust me, particularly awful to get, especially when you're just existing and doing nothing special. How does your character react to this ? How do they feel about it ?

I believe that is all I had in mind. I may add some more details in the future if I get other ideas, but this should already be a good start. I would be thrilled to answer questions if you have some, either in my askbox or through DMs.

I will tag this post with characters holding canes that aren't necessarily considered cane users but that some people may be interested in writing as such. Feel free to tell me if you'd like to see tags being added !

Edit : I'm highly encouraging everyone to look at the tag section under this post where a lot of other can users are sharing their experiences !!

1 year ago

smartdraw.com - A cool website I found!

I wanted to do a blueprint of a scene and searched for a free online tool. This website has more than just house plans and mind maps, and I think it could really come in handy if you want to make some settings more approachable.

Smartdraw.com - A Cool Website I Found!
Smartdraw.com - A Cool Website I Found!
Smartdraw.com - A Cool Website I Found!
Smartdraw.com - A Cool Website I Found!

You can choose to start from scratch or use one of the many templates. The latter is probably easier in the beginning, to try out the different ways to arrange and color the objects. After getting used to the interface (it is similar to PowerPoint) you can use the result as a way to plan your scenes or give your readers a visual aid to follow the plot.

The symbols (or rather objects) for the floor plans, timelines, family trees, crime scenes etc. are sorted in many subcategories, e.g. Floor Plans -> Furniture -> Kitchen. No matter which type of diagram you pick, you can also use the objects from the others, so if you want an endoplasmic reticulum in your bathroom blueprint, go for it.

Smartdraw.com - A Cool Website I Found!
Smartdraw.com - A Cool Website I Found!

I think that for whump purposes you should especially check out the Crime Scene category for blood, drugs, weapons and so on.

I do have to say that I experienced some bugs and long loading time, but that could just be my ancient computer going wild. Also, the graphics are certainly not the prettiest. As someone who would have had to draw everything themself instead, it's still a great option.

TLDR: It's like Picrew but for locations.

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