I am holding back a lot of specific squee related to Masters of the Universe: Revelation until part 2 has been out for a while, but... holy moly. I cannot recommend it more highly.
Even if you didn't watch He-Man growing up, I feel like part 1 does a decent job onboarding a new audience with the mythology as part of the recap/catch-up stuff that also helps the old audience. There's a lot of deep cut stuff that's there for the fans, but not necessities.
If you watch just ONE streaming show where @GriffLightning emotionally destroys you as an updated version of the comic-relief sidekick from a decades-old animated adaptation of the adventures of a nigh-indestructible muscle-bound hero... well, that's kind of a toss-up, honestly.
But if you're looking to watch two of these, that's a little easier because then it's @TheTickTV on Prime and Masters of the Universe: Revelation.
......oh, I just got the joke behind the title of Episode 9/Episode 2x4. I recognized "Hope, For A Destination" as the song lyric on sight, but as someone who knew and loved that song pre-meme, my mind did not go to the meme.
Sarah Michelle Gellar in the aftershow saying how important it was to her that Teela and Andra show how a relationship can be important without being romantic.
I agree that this is important, but Sarah, I have some bad news about the, uh, fruits of your efforts in this arena.
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A year-long public and participatory writing experiment aimed at breaking down my inhibitions around writing and (re-)acquiring skills I missed out on due to the intersection of ADHD and gifted child baggage.
Don't let the currently outdated media preview card generated by Twitter fool you... the post is unlocked. And as it explains, all basic #NiNoBilMa materials will also be unlocked as I invite anybody else who wants to write along on their own to join in.
One thing I think the internet troll brigade missed about Revelation Part I is that the first episode was the series finale and heroic send-off that He-Man and his fans never got, due to the cranked-out toy commercial nature of the original series.
He-Man's already blurred-together adventures just kind of tapered off without any kind of resolution for the character or for the dangling plot arc(s) like Marlena knowing her son's secret or Teela's true sorcerous heritage when the suits decided it was time to sell She-Ra toys.
Very thoughtful interview not just on NFTs (I especially appreciate the point about non-profits legitimizing the scam by participating) but about the nature of crowdfunded artistry, the difference between being paid for clicks vs. paid by people who enjoy your work.
As a disabled creator with ADHD that has only recently been treated, I've had long periods where I've struggled with the question of, "Am I actually providing enough value for the money I bring in?"
But at the end of the day, that's up to the people putting the money in.
And the correlation between how people value what I do and how much money they spend is much more direct in crowdfunding than with other payment schemes in between us, like if I were employed for fixed wages by someone who sells my labor indirectly through products.
Working on nomenclature for abilities in my TTRPG project and after I found myself adding clarifying language to an opaque tier nomenclature that Tier III was specific things you can do, Tier II was stuff you can do, and Tier I was some bullshit...
...I dropped the references to numbered tiers and just called them Things, Stuff, and Broad Stuff.
An ability is a Thing if saying you're going to use it tells everybody what you're going to do.
"How are you dealing with this joker?"
"Roundhouse Kick." That's a thing.
It's Stuff if saying you're going to use it tells everybody what method you're using or outcome you're going for, but you still have to clarify what you're doing.
(Caution to bystanders: Do not @ me with RPG suggestions or "Have you tried...?", that's not what we're doing here.)
So, I enjoy D&D-style tactical combat and I've been trying to drill down what I like about it while moving away from what I see as the wargame fossils in it...
...which I think robs it of a lot of narrative richness and the actual dramatic potential of combat by basically reverting to the "all these characters are just *very small* units in a war game and they're fighting to the death" model as soon as combat is joined...
...and in between working on models of tactical combat that allow for more back and forth, more variety of win and loss conditions, more ways for the player side to lose and the game and story keep going... I keep thinking about things like the Kids on Conveyances system.