Annotated 16-22
At this point, Rachel finally pulls out her biggest guns, verbally. And there may be a part of her, a tiny doubter given voice by weeks of frustration, who means just what she says, at the moment that she says it. Maybe not, maybe it’s all just trolling the troller. But the words sure are coming easily to her.
Thus far, Frigg’s powers have only manifested when Frigg had the adrenaline spike you get when it’s life or death. That situation changes when Rachel rips into her ego and the basis for all her friendships (or at least what she thinks she brings to the table there).
Take those away and you take away arguably everything Frigg has. So she hits back like everything she is depends on it.
Out of curiosities sake, what’s the comment picture in reference to? I’m not familiar with it.
Apparently (based on the image filename and confirmed by Google), in “White Men Can’t Jump”, the character of Gloria says “Sometimes when you lose, you really win.”
Mouse over it; the URL has your answer.
Really wondering how much player involvement there was in this scene. Was this one of the best RP sessions ever, or was this the ghosts in the machine doing their own thing? I’d hope for the former, as it would explain some of the very real attachment Rachel’s player felt for her. This would be an indelible experience in my gaming life.
If it’s the latter, it almost feels like a shame that Rachel’s player (I can’t remember her name) didn’t get to witness or be a part of one of Rachel’s crowning moments. This brings up the question one that’s probably been answered before, but for characters that are played by Sepia world’s people, Sepia worlders created them right? Like I know they now carry on their own lives in Arkerra, but they originated in those players minds didn’t they?
All such answers, it seems, will be intentionally left vague. Like time travel stories, it’s best if you don’t think too hard about it.
My personal headcanon is that all “characters” already existed, and was paired up with “players” who designed characters that were close enough to the actual “characters” (living, breathing people of Arkerra). The correlation between “player” actions and “character” actions is strong enough that the “players” feel in control, but not so strong that the “characters” feel shackled.
Wouldn’t be surprised if this was some of Lia’s thoughts. It’s not far off from “you’re not even using your class skills, and if you ever actually try to tank a dungeon AT LEVEL you’re going to drag the whole group down!”