new ask meme! anonymously assign me a vibe
1- DON'T EXPLAIN WHAT THE HORROR IS. DON'T EXPLAIN ANYTHING. no context = more scary. "oh but it is just a ghost- " YES. you know that, I know that, but things are way more scary if you don't explain it. let your audience scare themselves trying to figure it out! the first FNAF game didn't explain anything it was just "ok these machines are kind aggro". that is part of what made it popular! (And truthfully this reason is why i dislike the other games in the series) i can't name how many horror movies i immediately lost interest in because it was explained. "oh no! there is blood dripping from the walls! " its demons or ghosts or whatever. you explained it. it isn't scary now that you explained the joke. if you have to explain what it is, explain it at the END of the story or near the climax at best. (or better yet, don't explain at all) 2- restraint is key i know it is tempting to show organs and blood dripping from the walls and someone eating out a corpse or whatever but don't outright show that kind of stuff ALL THE TIME or else your audience becomes desensitized to it, and if horror fans are reading/watching your work, chances are they are going to think this is weaksauce. you need to be SUBTLE when building up suspense in your story. don't show the real scary bits until the end of the buildup/ 3- normalicy and familiarity is key i am going to use bugsnax as an example. bugsnax has no gore and can be considered child friendly, but what made bugsnax scare people is that it has the facaude of a cutesy little game. doki doki lit club has a simmular principle where its like a normal dating sim but you are caught off guard and things feel off. this is a valuable tool. 4- be original and understand why the more popular ones are popular in the first place everyone has done analogue horror. why ? because we are all so used to modern technology that older televisions and tech seem kinda creepy. Blue_channel by gooseworks is one of my favorites. It gets right to the point, and while it DOES explain what the product is, it doesn't go "oooh death and scary!!! oooooooh!" it lets the audience make up their own horrifying reason as to what is happening here. saying "oooooooh look murder your parents ooooh!" isn't scary, and putting a glitchy tv filter over it isn't going to make it more scary. and finally 5- describe the unfamiliar i know i just said familiarity is key but that is only 1/2 of the equation. Everywhere at the end of time depicts the sounds of memory degrading in an alzheimers patients. this is an experience that no one could relate to except for those who are experiencing it (and sadly, those people are either dead or mentally comatose) this is also why lovecraft horror is loved, because we can only imagine so much before the lack of understanding drives you insane. hope this helps, for the love of all that is good, please stop writing bad horror.
Shop
There's a huge difference between redemption and humanization. I feel like a lot of "redemption arcs" aren't actually redemption at all, they're just attempts to humanize the villain so that they seem multi-faceted, but people read them as "redemption arcs" and think that that is meant to justify all the evil they've done before and negate whatever made them a villain in the first place. I think true "redemption arcs" are actually kind of rare because true redemption would take making the villain acknowledge their crimes, reevaluate their actions, actively choose to do better, and then proceed to make amends and become a better person, and that would this take more time than most stories are allowed to give their characters.
I've also seen people argue that a character has to be poised for redemption from the jump for it to work because once a character does something "too bad", they can't be redeemed. I completely disagree because redemption isn't justification or forgiveness, so no matter how horrible a character's actions, they could choose to become better, but because a lot of people (including writers) think redemption means "erasing the character's flaws and making it so they did nothing wrong ever", a lot of attempted "redemption arcs" just end up erasing a character's entire history or justifying every evil thing they've ever done. And yeah, in these cases, the only way to make a character go from a villain to a perfect cinnamon roll with no flaws *is* to have been planning it from the beginning and make sure they never do anything that can't be explained away later.
TLDR: real redemption arcs require a lot of self-awareness, patience, and growth, which are things that are rarely actually allocated to villains, and that's why real redemption arcs almost never get executed. The reason people think redemption arcs are overdone is because there are so many attempts to either humanize a villain that get misconstrued as redemption or attempts to blatantly erase who a character was in the name of "redemption", which is really just poor character development.
Sound on if you guys wanna know what a little King Vulture sounds like 👀
What’s writing, you know? What does writing actually mean?
Dark!Morpheus x (female)reader, fantasy/medieval AU, 18+
This is in a different style than the rest of the story, so it gets its own post. Brace for all the yummy, darker tropes, bards' shenanigans, and eventual smut. Hoping to post updates quickly (like every other day) between all my other projects, and your support means the world!
The king of Meiren found himself as part of a tale. Unfortunate for him. Amusing for Dream of the Endless.
Ten years past, the king summoned him to beg a favor.
“I’ve been dreaming of the most beautiful woman.” Obsession flamed in the mortal’s eyes, brighter than the reflection of the single candle stood between them. “I’ve searched, but I fear she is not of this realm, and I will not take any other as queen.”
The king’s distress smelled of Desire’s work, some perfumed horror to break a nation over brief carnal pleasures. Or perhaps a faerie game, wicked and senseless beyond a moment’s amusement. Passing, paltry things that may become histories and novels in his library, but no business of his. He would not have helped if not for what the king offered in return.
“If you help me find this woman and take her to wife, I will return an equal boon.”
He spoke earnestly, but Dream turned away his desperation with a smirk and a slow shake of his head. “What boon might you offer one such as I? I have no need of your gold, your land, or your kingly permissions.”
The next words began the story and sealed the little king’s fate.
“A bride of your own. I would gather the fairest, brightest, noblest from my kingdom from which you might choose.”
Vague amusement soured into offense, and his smirk twisted into a sneer. He dared? Truly?
Dream peered down his nose at the man. What could this hungry dreamer know of love? “Tell me, then, what creature in your kingdom might be my equal when none are good enough even to be your consort?”
The king had no good answers, only selfish dreams and childish demands. Groveling, he asked, “Will you not help me, then?”
But it was too late, and Dream was invested in this fool’s demise. After all, finding the woman of his dreams would not make him happy. Morpheus was certain of that. And the king would fail to keep his end of the bargain. He was certain of that, too. It wasn’t the first time he’d become a character in a tale, and he wanted justice for the scratches on his withered heart, for all they were left unknowingly.
One who dared offer the impossible to an Endless should reap their worthy prizes.
“I will help you.”
The king opened his mouth to thank him, but Dream hadn’t finished.
“I will come at a time of my choosing, and you will assemble those promised. If I do not find one that pleases me, I will take recourse in any manner I please.”
He didn’t even leave the king the promise of fair or equal retribution. When he was disappointed, he would please to be merciless indeed. But the king was a fool and did not listen well. He accepted. Eagerly.
The king had his bride – a faerie who he wed, bed, and conceived an heir upon. But on the child’s seventh birthday, he and his mother both disappeared on a ride through the morning fog. Brokenhearted, he could not bring himself to marry again, and he spent more time pitying his fate than managing his lands. He wasted his youth, his love, and his legacy for a dream.
And now it was the king’s turn to make good on his promise.
The invitations were sent, summoning the young, the talented, and the beautiful to court. The castle staff prepared to host the horde of eligibles and the Endless the king hoped to please for seven days, at the end of which the King of Dreams would make his choice or exact his vengeance.