In conflict with other people, a certain empathy is necessary to truly defeat any opponent. Not only to predict the moves and goals they will take to obtain their victory, but also to predict their behavior upon losing. While some wars may end with the total annihilation of ones opponents, the standard person will not face consequences so dire on the losing end of interpersonal conflicts. In fact, most pro-social interaction is predicated on the assumption that you and the other guy will have to tolerate each other once the conflict is resolved. As such, the method by which one wins and allows their opponent to lose posits an element of strategy that must be considered: how to give your opponent an out. Granting one's opponent plausible deniability for their loss, outs to defend their pride, or consolations is an effective tactic to both securing victory in the current conflict and laying the groundwork for success in future ones.
Context is required to ensure that the strategy posed here is applied correctly; the rules applied to warfare and the rules applied to a game of cards should be different, though the nature of those differences demands justification. In the lowest stakes environments, usually games, conflict is a form of play, taken on willingly by all participants, and the benefits of the game are typically beneficial to gain in the future as well as the present. Therefore, one meta-objective beyond the win conditions of the conflict in question is to play again with the opponent(s) present. In contrast, the highest-stakes conflicts such as war, politics, and some enterprises disallow certain concessions, while increasing the necessity of other goals in the present game. For this essay, we will delineate between the conflict at hand (“The Current Battle,” or “The Battle”) and the future outcomes one expects or hopes for themself and their opponent (“The War”).
“Granting the Out” is the technique of winning while arranging for ones’ opponent to lose in THEIR most favorable way possible, such that one's own primary objectives are reached. Granting the Out should be seen as a secondary or tertiary objective in The Battle, as it necessarily can only be granted by the winner of a conflict. (Winning in this case, meaning the accomplishment of one’s own primary and/or necessary objectives.) The pursual and success of Granting the Out should only come at the cost of one’s own present objectives if the protracted War requires tact to ensure future victories, or the objectives being sacrificed are truly worth less than the esteem and preservation of one’s opponent. Granting the Out is an act of deception; granting one’s opponent victory at the cost of one’s own objectives is an ethical discussion, and worthwhile topic, but beyond the scope of this essay.
In the short term, Granting the Out provides a primary benefit to the present Battle: by controlling the conditions by which your opponent CAN lose, it can lead them to choose the option of your victory sooner and at lesser cost to you. When compared to taking all primary objectives by force from an opponent committed to the bitter end, a tactician may observe significant losses in resources and expenses. However, by planning for and granting your opponent’s secondary and even primary objectives tactfully in the moment, the opponent’s decisions can be predicted and eventually led into a checkmate where losing as you’ve planned is their best course of action. Worth Highlighting is that when the stakes are highest, the resources and ethical considerations required for absolute, crushing victory often render victory pyrrhic at best, and historically catastrophic at worst. How one wins is often more important than IF one wins, because all conflicts resolve to a future after. Granting an opponent the best way to lose ensures that their most desperate and costly gambits go unplayed, and one remains unable to snatch defeat from the jaws of a smoldering victory.
Conflicts are rarely so simple and courteous as to end with themselves, and as such most large scale conflicts are composed of lesser conflicts which eventually lead to the result of the larger (“Battles” and “The War” in this essay’s parlance). As such, Controlling or allowing the resources an opponent has can be important intelligence going into the next Battle; a great resource known is easier to address than a moderate resource in the fog of war. Since the vast majority of conflicts do not and can not end in annihilation, how a tactician will live with their neighbors (and of course, themself) is a silent yet powerful objective to be considered. Especially since, as stated above, it is always there. In lower stakes, such as a job interview or card game, the larger goal of the conflict itself may be the prosperity and harmony with neighbors, and as such burning bridges will negate any benefits of conflicting to begin with. In grander conflicts, the possibility of one’s opponents surviving to play or fight again with similar objectives is not only high, but preferable given the resources required to crush them outright. Delaying or preventing a future conflict allows, to say nothing of obvious ethical and humanitarian benefits, time to prepare for the next.
In conclusion, Granting the Out is a strategy with immediate and prescient benefits, to be carefully considered when victory is attainable. The risks are considerable, to be sure: winning at all is in many ways a luxury impossible to guarantee, and the choice of how to win even moreso. But the grander strategy of cooperation and harmony with neighbors, the betterment of the community around, and the proliferation of peace demands the empathy used to win also be used to help. After all, it’s impossible to win every fight; there is selfish benefit to considering the best way all players can lose.
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I noticed that my writing skills have atrophied a lot since school, and I want to believe people are still better than the thing AI copies, so I had an idea to do 1 essay per day: 5 paragraph essays meeting The Format to prove I’m still better than asking AI to do it.
It’s an iterative process, running the largest media franchise to ever exist. Compared to the flash in the pan that was pokemania in the 90s, it’s easy for casual fans and uninitiated onlookers to decide that Pokemon has been steadily relevant for the 21st century; a pokemon GO fad here, a COVID card collecting phase here. But all great works require maintenance, and Pokemon is no exception. For every year or two in order to keep the constant churn and mill of games and TV shows and characters and trading cards, more critters need be designed, animated, implemented, and balanced, and with each iteration the format of Pokemon grows more and more strained under its own legacy. However, the commercial strains of the games and TV show have been narrowly, carefully dodged by a lesser known branch of the franchise: the overlooked but oft-praised Manga. Eager fans will cheerfully, maniacally expound upon the grittier elements of the first Kanto arc, regaling passersby of the zombie psyduck, bisected arbok, and fused legendary birds. But more essential than any of the growing pains of adaptation is the success it found in its protagonists. The early manga had the creative freedom to make choice edits to the
worldbuilding and formatting of the games to tell a more character driven story of the Kanto region and Red, the diagetically crowned Best Fighter in the series. As I read and appreciate the eighth region of the Pokemon special Manga, and find myself charmed by the flaws and goals of Henry and Casey, I applaud the methods by which Hidenori Kusaka has managed to adapt 10+ stories with the same archetype of protagonist, and find niches in the cracks of Gamefreak’s worldbuilding to prepare for the near-eternal task ahead of him.
First, it is necessary to outline the challenge a manga adaptation of Pokemon has to confront. Pokemon games are, in their primary source, a video game about a young, silent protagonist gathering a team of pokemon and defeating all challenges to prove themselves the best in the region. Protagonists are never given more character than the target demographic for the games would need to project on to, lest the games hamstring the universal appeal that’s bought them so much greatness and so many expectations. The games have diverted from their 8-gym-leaders-and-an-elite-four format more often in the recent generations, to varying degrees of severity and success, but the necessity of the player gathering a personalized team of monsters and writing progression narratives for THEIR team as they challenge the bosses and trainers has remained a consistent foundation for the series’ identity.
From this format, a manga adaptation presents challenging requirements: Firstly, the protagonist of a given region must have their own distinct character. A blank slate protagonist wouldn’t be able to respond to the region-specific challenges and pokemon of each story, so the medium of manga has to use its dialogue and action panels to convey both what is happening as well as tell stories with stakes and tension. While the themes, tone, and plot of a shounen battle manga map nicely onto the primary sources that are the games (the games took initial inspiration from games, anime, and manga of the 90s after all), the genre requirement of a young, plucky hero whose power highlights the interesting factors of the world’s interesting NPCs has a limited shelf life. Which leads to the second challenge: When the pokemon games are practically a dozen versions of the same story, how can differences in a protagonist highlight the differences to keep the story from getting repetitive? Handily the previous writing requirement gives creative license to add character elements which switch up the Point of View character, allowing the same tropes and story beats to adopt different emotional valences ad contexts from the previous and subsequent regions.
Hidenori handily uses one problem to solve the other; by writing each protagonist past red and gold with a specific goal besides the inevitable championship at the end of each game, he can recontextualize the pokemon, gym leaders, and legendary crises of each through the fresh lens of a new protagonist. In the case of Casey and Henry, Hidenori uses both a change in Henry’s character motivation and a change in Casey’s starting conditions to differentiate them from the archetypal champion journey of Red and the deuteragonist status of predecessors Sun and Moon. In Casey’s case, the fact that she had a full team of 6 pokemon motivates her to recover them using context clues found in previous protagonists. After seeing the challenges and journeys other protagonists used to obtain full teams in previous regions, it is easy for the audience to infer what a fully-fledged research assistant may have had to go through to obtain six pokemon with themed nick-names, meaning the audience’s genre savviness and context does the author’s job of explaining who these pokemon are and why they should matter to the character and reader. Casey’s connections with the professor offer a similar jump-off point to Red, Ruby, and other protagonists whose journeys start through homage to a previous character the audience recognizes, though with the added comedic quirk of her loud speech, easy to convey in the medium of comics but less abrasive than it might be in an audible TV show.
Henry’s specialization and fixation with pokemon items allows for the exploration of a game mechanic often underexplored by the manga and non-game media in the franchise. Pokemon have been able to “hold” items since the second generation, but the application of equipment, where it is held, what items best suit a pokemon’s battle style, and contribute to their identity present interesting questions that Hidenori can use to tell different stories. The typical quest structure of “a pokemon or trainer is causing trouble, defeat it to progress” as seen in earlier arcs and the video games can only have so many solutions, but highlighting the emotional value of certain items and their retrieval, destruction, or application keeps things fresh. The theme also allows Henry to participate in the battles necessary of any pokemon adaptation, and to appear cool and competent as needed by the manga’s genre, but using Henry’s pokemon tools as the crux of each battle and victory to prevent the same strategies exhausted in previous regions and their protagonists.
The writing of Henry and Casey respond to the challenges inherent to Pokemon’s enfranchisement by giving them character qualities not found in the games, and tailoring those new qualities so that interesting and varied stories can be told within the format of a shounen manga. Casey’s traits and progression as a trainer and character use inversion and the medium of manga to endear the audience and present a character that the game’s NPCs can bounce off of in ways that they couldn’t in the games. Building Henry’s character around one focused mechanic allows him to similarly bring out interesting questions and responses from characters such as Melony and Bede, while still providing enough genre-specific appeal to make the story work as the previous arcs did. Perhaps most importantly, both characters are designed from the start with directions in mind for progression, which make the league tournament and progression of the Galar region interesting through the context of their manga-specific stories.
I'm kind of glad to hear that everyone does this. Because it means it isn't colonizer bullshit, it's what everyone does. It's just people discovering new things. Everyone goes:
"Oh hey these people have their own style of [language A's word for thing. Say, what do you call it?"
"Oh it's [language B's word for thing]."
"Got it, it's [language B's word for thing] variety [language A's word for thing]"
added to which it is LITERALLY JUST LINGUISTIC SHORTHAND for
[item] the way [culture] makes it.
If you don’t want sliced bread, you want bread the way Eastern Indians make it you ask for Roti, not bread. Because Roti is bread THE WAY [EASTERN] INDIANS MAKE IT. Like fuck, it’s not that complicated a concept.
OF COURSE it’s not colonizer bullshit! It’s just linguistic shorthand!
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The editing of this video is hysterical and genius- they switch between so many editing styles to reflect exactly what kind of thing they're going for in each segment its GREAT.
I actually hate RemxSubaru in fanon because it's so idealized and it obviously is a self-insert fantasy with this Perfect Pure Sweet Amazing version of Rem that doesn't really exist (it's all solely based on the from zero speech, which even Rem herself calls out as unhealthy when she doesn't have her memories)
AND it's like... I LIKE their canon relationship being all codependent and fucked up, I like that they lick each other's wounds and stop each other from really maturing if they're together and also makes them stop caring about anything else (that's the point of Sloth:IF and why Rem rejected Subaru, not vice versa, and that's what the "I love Emilia" line means)
I LIKE THAT THEY'RE FUCKED UP!!!! I like that they're awful for each other and that they know it, but they still do care about each other a lot. But the fanon version of them together is so horrifically boring and stupid. It's literally just a housewife fantasy. It's a nothingburger. You took away all the spices that make them interesting and now they're less flavorful than a saltine cracker. At least that has salt. I can't eat this!
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Getting to episode 8 of Re:ZERO and saw Natsuki say to this woman offering to have a drink with him "no I can't drink with you, i'm 17", and i had to physically get up and walk away for a second like in this gif
I think the most interesting thing about the “how do you pronounce touhou” post is that it’s not even the most common way to pronounce it. Like, I’ve heard people say “toe-hoo” and “toe-hoe” and “toe-ow” and “toe-ow-oo” and “toe-ow-oo-oo” and “toe-ow-oo-oo-oo” and “toe-ow-oo-oo-oo-oo” and “toe-ow-oo-oo-oo-oo-oo” and “toe-ow-oo-oo-oo-oo-oo-oo” and “toe-ow-oo-oo-oo-oo-oo-oo-oo” and “toe-ow-oo-oo-oo-oo-oo-oo-oo-oo” and “toe-ow-oo-oo-oo-oo-oo-oo-oo-oo-oo” and “toe-ow-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo” and “toe-ow-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo” and “toe-ow-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo” and “toe-ow-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo” and “toe-ow-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo” and “toe-ow-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo” and “toe-ow-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo” and “toe-ow-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo” and “toe-ow-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo” and “toe-ow-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo” and “toe-ow-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo” and “toe-ow-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo” and “toe-ow-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo” and “toe-ow-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo” and “toe-ow-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo” and “toe-ow-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo” and “toe-ow-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo” and “toe-ow-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo” and “toe-ow-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo” and “toe-ow-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo” and “toe-ow-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo” and “toe-ow-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo” and “toe-ow-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo” and “toe-ow-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo” and “toe-ow-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo” and “toe-ow-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo” and “toe-ow-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo” and “toe-ow-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo” and “toe-ow-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo” and “toe-ow-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo” and “toe-ow-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo” and “toe-ow-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo” and “toe-ow-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo” and “toe-ow-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo” and “toe-ow-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo” and “toe-ow-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo” and “toe-ow-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo-oo
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Fanmade Witch Hat Atelier spells come in two flavours
Magic air fryer
This is why magic is a trade secret
A Kugelblitz is type of black hole formed by concetrating a sufficiently high concentration of light, heat, or radiation into a given space to form an event horizon
here 10+ yrs (cuz my friend insisted). @xcelentei - Tumblr Blog | Tumlook