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There is a surprising amount of femdom and unapologetically horny women in Arthurian legend, while I understand this is because women were viewed as the more lascivious sex in the Medieval era, it is actually highly entertaining and (at times) refreshing to read in comparison to later literature and modern depictions of Medieval women as modest and chaste creatures with no agency. There will be a female character in a story who just wants to get her rocks off and is willing to do pretty much anything to get dicked down but she’s not framed as the villainess, just a horny. A temptress, yes, but not inherently ignoble or dirty for her sexual wants. The Vulgate Cycle is far more open about the sexual escapades of the characters than literary classics of the 19th century.
There is a really frustrating thing where some kinds of speculative story are hard to write because they will be assumed to be bad (clumsy, harmful, regressive) metaphors for real-world events or people, rather than exploring completely speculative ideas. Like:
"What if a small group of religious extremists, persecuted in their own country, moved to an inhospitable uninhabited island and had to rebuild society there?" - But the Americas and Australia weren't inhospitable and were full of Native nations, why are you perpetuating the idea of Terra Nullius and manifest destiny? - Yes, that's because this isn't a metaphor for the British invading other countries, it's a metaphor for finding out how much of a person's religious practise is rooted in worldly concerns, vs how much they will really stymie themselves for the sake of God.
"What if 1/100 children born was a werewolf?" - But queer people are no danger to straight people, and disabled people don't have predictable patterns to their illnesses, and most people who have uncontrollable rages really CAN control them and are just lying, and no minority group has superpowers... - Yes, but that's all immaterial, because I wanted to talk about a load of other metaphors about the passage of time and responsibility and the relationship between humans and wildlife.
It almost feels like death of the author, like "Death of the most obvious metaphor" - If you couldn't reach for the (tormented) parallel between being an alien species and being stateless, what stories could someone tell? If your changeling-baby was neither disabled nor adopted, what would the story be about? Etc.
I was literally just thinking about this yesterday! It's a trend I've seen a LOT in recent years in lit crit, particularly when discussing fantasy.
I think it particularly comes up the moment an author includes any sort of marginalisation/oppression for their fictional/fantasy world. I've lost count of the times now where I've seen people read a book on, say, the terrible oppression of the Gwyllion, and immediately gone "Oh, so the Gwyllion are a metaphor for the real world X people, either deliberately or accidentally through the author's inherent racism. This is therefore super problematic because the Gwyllion are also described as Y, which means the author is also saying that about X people."
There will always be real world parallels when discussing oppression. Always. But that's because oppression is oppression - precise details may vary, but it follows the same pathways the world over, and that will naturally be copied into fiction as well. This does not mean the author is intentionally telling the exact allegory that you've projected onto it. If that's how you read everything, then yeah, everything becomes super problematic, but also, why are you reading any fiction that isn't solely about real world historical events? It's clearly not for you
And, you know, obviously there are works that are racist/misogynistic/etc, including deliberately so. But I really don't like the way people have started going "I have spotted a PROBLEMATIC ALLEGORY here, I'm ever so smart" and acting like they're the cleverest little critic that ever lived. You have to meet a work on its own terms. Lovecraft was a big ole racist, sure. Someone who has written a book about the oppression of magic users in their fantasy world, however, is rarely writing a story about how queerness lurks in family lines and must be controlled; they are way more commonly writing a story about a world with magic that they then wanted to take seriously, and while there might well be elements of queerness there, those magic users are not a 1:1 replacement.
Sometimes these lines are blurry! But we're going way too far to one end of that spectrum
The post that got me thinking about this yesterday was someone talking about how they'd love to write a vampire story exploring vampirism as a disability (dependence on a substance to manage the condition, blindness/weakness in daytime, can't enter buildings without accommodation, etc). But, they said, they can't, because they don't want to be making the point that disabled people are parasites, and vampires are generally considered parasitic.
And like. What an incredible shame. That we'll lose that, because they're already afraid of the "I have spotted a PROBLEMATIC ALLEGORY" crowd. That would be a great story for exploring disability themes, OR just a great new take on vampires, and either of those things would be so good to read. But there would be so many people who would jump in with "So you think disabled people are draining the life force of the ableds around them?", never stopping to actually think "Vampires are not a 1:1 stand in for real world disability because they are fictional and do not exist."
Anyway sorry I've rambled here, not sure how coherent I'm being. But yes, I was thinking about this just yesterday! Wild.
Basically, "more skilled person just beats the person they're training at sparring until the person they're training improves without doing any fundamentals or teaching them the right way to do things" is a cruel and useless form of "training" and only makes sense if you're trying to show that the "teacher" is being cruel or doesn't know how to teach. Showing it as a legitimate and useful form of training indicates to me that the author didn't bother to do any real research.
There are sort of two ways to look at it as a trope.
It’s either one of those tropes that has no real world basis, but looks/sounds cool in storytelling and is useful for moving the plot along (see: torture, knocking someone unconscious, a lot of medieval fantasy government stuff)
Or it’s one of those things where the overlap between people who write books and people who practice martial arts is so small that most writers trust the trope blindly and never think past it.
Just a few tips from someone who's been doing HEMA fighting (and training) for about a year
-Drills. So many drills. Just doing the same motion, or set of motions, over and over and over until it's muscle memory. And then do it some more. These can be done with another person, so you can get a feel for hitting someone (else's sword), or they might be done to a dummy, or just to the air as part of a series of steps
-there is a surprising amount of reading! A lot of what we do is based on styles that originated in the 11th-15th centuries, and were literally written in manuals for future people to use. Sometimes the explanations and diagrams are very clear. Sometimes they are not.
- There is sparring, with variations on goals. Sometimes the goal is just 'hit each other'. Sometimes you will have specific caveats, like if you both deliver a 'killing blow' at the same time you have to run to opposite ends of the room and back
- Footwork drills
- lots of wrist and arm stretches, both with and without swords
- Moving through different blocks/base positions, and practicing different cuts from each position
- More drills, wearing armor or other appropriate gear
- Weights and cardio training! Both are extremely important for making sure you can 1. Swing your sword and 2. Keep swinging your sword when you're wearing 15 lbs of armor and have been hacking at people for a full 20 minutes
- Learning how to maintain your gear
- Practicing control of the blade- this is usually done by having a dummy target (or sometimes a real person), and swinging with full power but stopping before you actually make contact. Master swordsman can bring their blade within half an inch of their target.
- Even more drills
Obviously some of this is pretty modern, but I can't imagine that it would be incredibly novel even to people from 600 years ago. And if you have any questions, please feel free to ask!
Adding onto this with even more things, now that I'm nearly 2 years in and have done a couple of tournaments!
Footwork drills are really important! Learning how and when to move, and shift your weight on your feet, is crucial
When practicing solo I often do so in front of a full-length mirror so that I can actually see what I'm doing
There is also just a lot of sparring. Unfortunately you can't really get good at sword fighting without getting your butt kicked. A lot.
However! A good teacher will give you tips either during or after the fight, or both! A lot of the time it's things like 'you need to improve your footwork more, here are 10 different drills. Go do them.' However, there is also a fair bit of going back over certain 'plays' in slower motion, where they'll tell you exactly what you did wrong and how to fix it in the context of the fight.
Also, just as a side note, unless your character is the progeny of a wealthy lord, they are probably going to use borrowed equipment. It will not fit right. And it will reek with the stench of 1000 sweaty people. And if you train in it enough, when you do get your own gear that actually fits properly and only smells like your sweat, I swear you get 5x better overnight
At some point, everyone develops their own style. I've fought people who love to just make huge stabby lunges, people who make wild flourishes, big guys who just brute force it, guys who look like they'd blow away in a light breeze but are the fastest people you've ever met. It comes over time, and from learning as many different techniques as you can
Not sure how much they did this in Ye Olden Days but almost everyone I've met in HEMA now fights in at least two different styles (usually longsword and Sabre or rapier). As I said above, the more styles you learn, the better you get at all of them; many techniques that you learn from one style are applicable in some way to the other
Thats all I can think of for now, but if anyone has any questions feel free to reach out!
It's been a while since I've done martial arts, but this reminded me of some other points specifically about sparring as a training tool:
At least in the modern version of sparring, one of the things we learn is how to spar. There are standard protocols to sparring depending on the form you're learning, and it's super important that you follow them.
This is not just about learning how to be the attacker--you also need to know things like how to fall right, which you learn for real life but also for sparring, because it can be really unsafe for both you and the person you're sparring with if you don't know the basics of how to keep yourself safe.
Tapping out! When you're doing particularly forms where you're touching each other/grappling/doing joint locks/etc., one of the main ways you signal to stop is by tapping out. This is key to keeping people safe during sparring.
People can get hurt during sparring, especially if you screw up. I once almost dislocated someone's shoulder doing a joint lock (they were fine, they tapped out, we talked through it, we figured out what I did wrong), and I had someone hyperextend my elbow once. It also seriously exasperated my wrist's repetitive stress issue, particularly from someone repeatedly muscling through something they shouldn't be muscling through.
You can also give people concussions, cause bruises, or even break bones if you aren't careful. I got a bruise that took months to heal (probably a bone bruise) from falling the wrong way during some exhibition sparring on a wooden platform.
If you start sparring/partnered fighting when you don't have the foundation of how to fight, especially if you're partnered with someone who doesn't know how to properly guide you, it's really easy to build bad muscle memory. The right way to do something, is not always the instinctive way to do it, and if you get thrown into partnered fighting unprepared you will fall back on instinct, not training.
If sparring/partnered fighting is 100% losing with no real guidance, it won't teach you how to ever win, it will just teach you how to lose, which is actively unhelpful. The goal of sparring in that way becomes learning how to lose less badly, which may be great for self defense but isn't particularly great for actually learning how to successfully fight.
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1. Law of Conservation of Magic- Magic cannot be created or destroyed, only transformed.
3. Law of Equivalent Exchange- To gain something, an equal value must be given.
5. Law of Magical Exhaustion- Using magic drains the user’s energy or life force.
Interaction and Interference
4. Law of Magical Interference- Magic can interfere with other magical effects.
6. Law of Magical Contamination- Magic can have unintended side effects.
8. Law of Magical Inertia- Magical effects continue until stopped by an equal or greater force.
Resonance and Conditions
7. Law of Magical Resonance- Magic resonates with certain materials, places, or times.
9. Law of Magical Secrecy- Magic must be kept secret from the non-magical world.
11. Law of Magical Hierarchy- Different types of magic have different levels of power and difficulty.
Balance and Consequences
10. Law of Magical Balance- Every positive magical effect has a negative consequence.
12. Law of Magical Limitation- Magic has limits and cannot solve every problem.
14. Law of Magical Rebound- Misused magic can backfire on the user.
Special Conditions
13. Law of Magical Conduits- Certain objects or beings can channel magic more effectively.
15. Law of Magical Cycles- Magic may be stronger or weaker depending on cycles (e.g., lunar phases).
17. Law of Magical Awareness- Some beings are more attuned to magic and can sense its presence.
Ethical and Moral Laws
16. Law of Magical Ethics- Magic should be used responsibly and ethically.
18. Law of Magical Consent- Magic should not be used on others without their consent.
20. Law of Magical Oaths- Magical promises or oaths are binding and have severe consequences if broken.
Advanced and Rare Laws
19. Law of Magical Evolution- Magic can evolve and change over time.
20. Law of Magical Singularities- Unique, one-of-a-kind magical phenomena exist and are unpredictable.
Unique and Imaginative Magical Laws
- Law of Temporal Magic- Magic can manipulate time, but with severe consequences. Altering the past can create paradoxes, and using time magic ages the caster rapidly.
- Law of Emotional Resonance- Magic is amplified or diminished by the caster’s emotions. Strong emotions like love or anger can make spells more powerful but harder to control.
- Law of Elemental Harmony- Magic is tied to natural elements (fire, water, earth, air). Using one element excessively can disrupt the balance and cause natural disasters.
- Law of Dream Magic- Magic can be accessed through dreams. Dreamwalkers can enter others’ dreams, but they risk getting trapped in the dream world.
- Law of Ancestral Magic- Magic is inherited through bloodlines. The strength and type of magic depend on the caster’s ancestry, and ancient family feuds can influence magical abilities.
- Law of Symbiotic Magic- Magic requires a symbiotic relationship with magical creatures. The caster and creature share power, but harming one affects the other.
- Law of Forgotten Magic- Ancient spells and rituals are lost to time. Discovering and using forgotten magic can yield great power but also unknown dangers.
- Law of Magical Echoes- Spells leave behind echoes that can be sensed or traced. Powerful spells create stronger echoes that linger longer.
- Law of Arcane Geometry- Magic follows geometric patterns. Spells must be cast within specific shapes or alignments to work correctly.
- Law of Celestial Magic- Magic is influenced by celestial bodies. Spells are stronger during certain astronomical events like eclipses or planetary alignments.
- Law of Sentient Magic- Magic has a will of its own. It can choose to aid or hinder the caster based on its own mysterious motives.
- Law of Shadow Magic- Magic can manipulate shadows and darkness. Shadowcasters can travel through shadows but are vulnerable to light.
- Law of Sympathetic Magic- Magic works through connections. A spell cast on a representation of a person (like a doll or portrait) affects the actual person.
- Law of Magical Artifacts- Certain objects hold immense magical power. These artifacts can only be used by those deemed worthy or who possess specific traits.
- Law of Arcane Paradoxes- Some spells create paradoxes that defy logic. These paradoxes can have unpredictable and often dangerous outcomes.
- Law of Elemental Fusion- Combining different elemental magics creates new, hybrid spells with unique properties and effects.
- Law of Ethereal Magic- Magic can interact with the spirit world. Ethereal mages can communicate with spirits, but prolonged contact can blur the line between life and death.
- Law of Arcane Symbiosis- Magic can bond with technology, creating magical machines or enchanted devices with extraordinary capabilities.
- Law of Dimensional Magic- Magic can open portals to other dimensions. Dimensional travelers can explore alternate realities but risk getting lost or encountering hostile beings.
- Law of Arcane Sacrifice- Powerful spells require a sacrifice, such as a cherished memory, a personal item, or even a part of the caster’s soul.
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i think the near-extinction of people making fun, deep and/or unique interactive text-based browser games, projects and stories is catastrophic to the internet. i'm talking pre-itch.io era, nothing against it.
there are a lot of fun ones listed here and here but for the most part, they were made years ago and are now a dying breed. i get why. there's no money in it. factoring in the cost of web hosting and servers, it probably costs money. it's just sad that it's a dying art form.
anyway, here's some of my favorite browser-based interactive projects and games, if you're into that kind of thing. 90% of them are on the lists that i linked above.
A Better World - create an alternate history timeline
Alter Ego - abandonware birth-to-death life simulator game
Seedship - text-based game about colonizing a new planet
Sandboxels or ThisIsSand - free-falling sand physics games
Little Alchemy 2 - combine various elements to make new ones
Infinite Craft - kind of the same as Little Alchemy
Written Realms - more text adventure games with a user interface
The Cafe & Diner - mystery game
The New Campaign Trail - US presidential campaign game
Money Simulator - simulate financial decisions
Genesis - text-based adventure/fantasy game
Level 13 - text-based science fiction adventure game
Miniconomy - player driven economy game
Checkbox Olympics - games involving clicking checkboxes
BrantSteele.net - game show and Hunger Games simulators
Murder Games - fight to the death simulator by Orteil
Cookie Clicker - different but felt weird not including it. by Orteil.
if you're ever thinking about making a niche project that only a select number of individuals will be nerdy enough to enjoy, keep in mind i've been playing some of these games off and on for 20~ years (Alter Ego, for example). quite literally a lifetime of replayability.
since this post blew up, i've been wanting to do an addition with all of the recommendations from the comments and tags. but there's a lot of them. some people might be crazy enough to sit down and seriously put them all in one post with descriptions. those people are honestly sick in the head.
anyway, here's all of the recommendations from the reblogs. not all of them are text-based, but it's a great mixture of styles. also don't forget the links in the second paragraph of the OP which will take you to FMHY where there are a bunch more games listed.
Games
A Dark Room - text-based science fiction role-playing game.
corru.observer - science fiction adventure web game.
Improbable Island - old-school text adventure game.
Candy Box 2 - incremental clicker game that evolves into RPG.
Arcanum - open source wizard clicker game.
sandspiel, Powder Game, Powder Game 2, The Powder Toy - more sand physics games.
Orb.Farm - fishtank simulator.
Façade - experimental game with a real-time interactive narrative where you try to fix a failing marriage.
The Catacombs of Solaris - trippy art game.
Yume Nikki Online - online version of the surreal classic plus fangames.
The Barncle Goose Experiment - combine element/alchemy game based on antique theories of abiogenesis.
Fallen London - free-to-play text-based open world RPG.
Nested - very unique text-based universe expanding game. described as possibly @orteil42's favorite thing he's ever made.
The Process of Elimination - interactive web novel (by @hypertextdog)
Discworld MUD - multiplayer, text-based, online game (a MUD, or text MMORPG) based on the Discworld books.
Horse Master - surreal text game about training a horse.
EYEZMAZE - flash (RIP) or HTML5-based puzzle games.
You Are Jeff Bezos - text game. spend Jeff Bezos' fortune.
The Password Game - challenging puzzle game where you have to meet password requirements (by neal)
Universal Paperclips - incremental paperclip making game.
Half-Earth - planetary disaster planning game where you try to save the world using socialism.
ChooseYourStory - community-driven website centered on CYOA style story games.
PhD Simulator - random event based text game. make your choice each month and see if you can graduate on time.
Dungeon Crawl Stone Soup - open source roguelike.
Cataclysm: Dark Days Ahead - turn-based survival roguelike set in the modern day.
Nethack - open source roguelike originally released in 1987.
Kingdom of Loathing - browser-based community MMORPG.
PokeRogue - browser-based Pokemon roguelike
Tools
Text Game Builder - works in your browser, with just a little bit of Python (by @grumpygandalf)
Twine - great (free!) tool for making text-based games quickly.
Ink - scripting language for interactive fiction (also free)
Flashpoint Archive - a community effort to preserve games and animations from the web.
PICO-8 - fantasy console for making, sharing and playing tiny games and other computer programs.
Non-Games
Library of Babel - interactive illustration which attempts to simulate what it might be like to browse The Library of Babel.
Superbad - technically not a game, sprawling website full of secrets.
17776 - serialized speculative fiction multimedia narrative about football in the far-future. beautiful, creative, legendary. created by Jon Bois, a legend and one of my favorite writers of all time.
Choice of Games - text-based, choose-your-own-adventure games (interactive fiction). some free-to-play, others can be bought like an ebook.
The Deep Sea - scroll to the bottom of the ocean. encounter the humble squid and his friends (by neal)
Space Elevator - like The Deep Sea, but up instead of down. you can equip your avatar with a scarf (by neal)
Internet Artifacts - an interactive history of the early internet (by neal)
If The Moon Were Only One Pixel - scroll through an accurately scaled model of the universe.
r/incremental_games - reddit community for incremental games.
r/WebGames - reddit community for web games in general.
thank you to everyone who contributed and the creators. please be sure to show them some love where possible.
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Classics
Vathek by William Beckford
Wuthering Heights by Emily Brontë
The Woman in White & The Moonstone by Wilkie Collins
Carmilla by Joseph Sheridan Le Fanu
The Turn of the Screw by Henry James
The Monk by Matthew Lewis
The Phantom of the Opera by Gaston Leroux
Melmoth the Wanderer by Charles Maturin
The Vampyre; a Tale by John Polidori
Collected Works of Edgar Allan Poe
Confessions of an English Opium-Eater by Thomas De Quincey
The Mysteries of Udolpho by Ann Radcliffe
The Strange Case of Dr. Jekyll and Mr. Hyde by Robert Louis Stevenson
Dracula by Bram Stoker
The Castle of Otranto by Horace Walpole
The Picture of Dorian Gray by Oscar Wilde
Frankenstein; Or, The Modern Prometheus by Mary Wollstonecraft Shelley
Short Stories and Poems
An Occurrence at Owl Creek Bridge by Ambrose Bierce
Songs of Innocence & Songs of Experience by William Blake
The Rime of the Ancient Mariner by Samuel Taylor Coleridge
The King in Yellow by Robert W. Chambers
The Legend of Sleepy Hollow by Washington Irving
The Yellow Wallpaper by Charlotte Perkins Gilman
Pre-Gothic
Beowulf
The Divine Comedy by Dante Alighieri
A Journal of the Plague Year by Daniel Defoe
Faust by Johann Wolfgang von Goethe
The Tragical History of Doctor Faustus by Christopher Marlowe
Paradise Lost by John Milton
Macbeth by William Shakespeare
Oedipus, King of Thebes by Sophocles
The Duchess of Malfi by John Webster
Gothic-Adjacent
Northanger Abbey by Jane Austen
The Wendigo by Algernon Blackwood
Jane Eyre & Villette by Charlotte Brontë
Lyrical Ballads, With a Few Other Poems by Coleridge and Wordsworth
The Mystery of Edwin Drood by Charles Dickens
The Idiot & Demons (The Possessed) by Fyodor Dostoyevsky
The Man in the Iron Mask by Alexandre Dumas
Moby-Dick by Herman Melville
The Island of Doctor Moreau by H. G. Wells
Historical Theory and Background
The French Revolution of 1789 by John S. C. Abbott
Shakespearean Tragedy: Lectures on Hamlet, Othello, King Lear, Macbeth by A. C. Bradley
The Tale of Terror: A Study of the Gothic Romance by Edith Birkhead
On Heroes, Hero-Worship, and the Heroic in History by Thomas Carlyle
Demonology and Devil-Lore by Moncure Daniel Conway
Ancient Pagan and Modern Christian Symbolism by Inman and Newton
On Liberty by John Stuart Mill
The Social Contract & Discourses by Jean-Jacques Rousseau
Feminism in Greek Literature from Homer to Aristotle by Frederick Wright
Academic Theory
Introduction: Replicating Bodies in Nineteenth-Century Science and Culture by Will Abberley
Viewpoint: Transatlantic Scholarship on Victorian Literature and Culture by Isobel Armstrong
Theories of Space and the Nineteenth-Century Novel by Isobel Armstrong
The Higher Spaces of the Late Nineteenth-Century Novel by Mark Blacklock
The Shipwrecked salvation, metaphor of penance in the Catalan gothic by Marta Nuet Blanch
Marching towards Destruction: the Crowd in Urban Gothic by Christophe Chambost
Women, Power and Conflict: The Gothic heroine and “Chocolate-box Gothic” by Avril Horner
Psychos’ Haunting Memories: A(n) (Un)common Literary Heritage by Maria Antónia Lima
‘Thrilled with Chilly Horror’: A Formulaic Pattern in Gothic Fiction by Aguirre Manuel
The terms “Gothic” and “Neogothic” in the context of Literary History by O. V. Razumovskaja
The Female Vampires and the Uncanny Childhood by Gabriele Scalessa
Curating Gothic Nightmares by Heather Tilley
Elizabeth Bowen, Modernism, and the Spectre of Anglo-Ireland by James F. Wurtz
Hesitation, Projection and Desire: The Fictionalizing ‘as if…’ in Dostoevskii’s Early Works by Sarah J. Young
Intermediality and polymorphism of narratives in the Gothic tradition by Ihina Zoia
Geological horror. You find a geode and crack it open and the crystal lining its walls is human blood that can't be genetically matched to anyone. You find a human skeleton but every one of the bones is made from rock, a rock that you know can't be whittled into those shapes. You find layers of clay and loam that sport ancient fossils at the top and the still-rotting corpses of modern animals at the bottom.
This reminds me of the blood river in Antarctica. For like a century scientists had no clue why this river looked like, acted like, and felt exactly like blood. Turns out it’s just really high in iron.
Blood Falls isn't just high in iron, it's the byproducts of extremophile bacteria that have been isolated under a glacier in a iron- and sulfur-rich anoxic brine for the past 5 million years.
vampires are so full of shit. "oh the human race is beneath us, you're just livestock to us" I don't think you know what livestock is. do you feed us? care for us? protect us from predators? no. you just slink around dark alleys and ambush people. that's not what a higher being does. that's a bottom feeder. a parasite. karate punches your head off
As a former professor and current facilitator and consultant, I am in a position to give white people feedback on how their unintentional racism is manifesting itself. In this position, I have observed countless enactments of white fragility.
One of the white participants left the session and went back to her desk, upset at receiving (what appeared to the training team as) sensitive and diplomatic feedback on how some of her statements had impacted several of the people of color in the room. […] [Later] her friends wanted to alert us to the fact that she was in poor health and “might be having a heart attack.” Upon questioning from us, they clarified that they meant this literally. These co-workers were sincere in their fear that the young woman might actually die as a result of the feedback.
All of this is going to feel very familiar to anyone who’s blogged about racism in fandom.
“White fragility functions as a form of bullying: ‘I am going to make it so miserable for you to confront me — no matter how diplomatically you try to do so — that you will simply back off, give up, and never raise the issue again.’ White fragility keeps people of color in line and “in their place.” In this way, it is a powerful form of white racial control. Social power is not fixed; it is constantly challenged and needs to be maintained.”
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