virtualmarmalade

strange, isn't it?

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31, FL, USA
game design liker, amateur ttrpg writer, sonic/zelda/pokemon fan, perpetually broke

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posts from @virtualmarmalade tagged #paths

also:

endlessforms
@endlessforms

now, all paths are, of course,
ontological parasites,
drawing their existence
only by nearby unpathed land. but-
keeping this parasitic hold
on their terrain host- it needs energy,
so paths engage in a second,
auxillary symbiosis:
walkers feed the path
via footfalls
which lets it suppress
its host's immune response

in the familiar, mutualistic case,
the path rewards the walker.
it is clear from obstacles.
it is efficient as a route.
the walker is, evolutionarily,
attracted to the path.

the path's initial imperative
is to reduce energy needs.
a shorter path
is more successful than a longer and less convenient one
but paths are,
by their symbiosis with walkers,
normally obligated
to get between desirable places
walkers won't usually feed the path
won't walk it,
unless it actually wants to get to
where the path actually goes.
the wants of walkers
curb the path's ability
to cheat.
mutualism is difficult to escape.

but sometimes,
it can become parasitic.

picture yourself
a walker
in the woods,
walking unfamiliar trails
you see a unlabeled path
it seems like a good route,
so you take it,
and at first it's easy moving, but-
it starts to get difficult to walk,
and soon,
the path fades
becomes a treacherous place.
walkers either double back,
feeding the path twice
or succumb to the perilous
or inconvenient terrain.
(they are thus more likely to form
around things formidable enough
to encourage retreat)

they can sometimes form
from mutualistic paths
cut short by erosion.
sometimes they are,
from germination
completely driven
by deception alone.
and sometimes,
(it's rare, but it does happen)
the walkers appreciate
the path's trap destination
it's a "overlook"
and it turns mutualistic again.

habitat of a parasitic path:
isolated places
places with few signs
places with enough paths to enable mimicry
places with poor long-distance visibility
places with a steady flow of naive walkers
parks, forests, etc