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Sorry!

Summary:

On a peaceful August morning, Anya and Bethney’s friendship shines through laughter, playful rivalry, and quiet support. As they play Sorry!—a game chosen to protect Bethney’s health—they demonstrate that genuine connection and simple joys can transform uncertainty and fear into strength and hope.

Notes:

Anya is the OC and creative property of my friend Sam, AKA Japananimegirl. I created Beth.

Anya's VA: Jennifer Douillard. Beth's VA: Kyla Pratt.

How does the choice of an old-fashioned board game, instead of video games, shape your view of Anya and Bethney?

What do you notice about how the girls support each other when talking about their worries?

How does the inclusion of Beth’s epilepsy influence your understanding of their friendship and the choices they make?

Does the quiet, cozy setting help you connect with the characters? Why or why not?

What do you imagine comes next for Anya and Bethney, given this glimpse into their lives?

Epilepsy is a neurological condition that causes someone to have repeated seizures—sudden bursts of electrical activity in the brain. These seizures can vary a lot: some people might have brief moments where they stare blankly, others might lose control of their muscles or experience convulsions.

For Beth, her epilepsy means she has to be careful about things that might trigger a seizure. One common trigger is flashing or rapidly changing lights, such as those found in many video games or fast-paced TV shows. That’s why Beth and her friend Anya choose to play a calm board game like Sorry! Instead of video games. This helps keep Beth safe and lets her enjoy spending time with friends without worry.

Living with epilepsy also means Beth probably works closely with her doctors to manage her condition, which might include taking medication and making lifestyle adjustments. Despite these challenges, Beth is just like any other nine-year-old—full of energy, laughter, and hopes for the future.

(See the end of the work for more notes.)

Work Text:

 

 

 

Beth Davis

 

 

 

It was a warm August day, though the weatherman predicted thunderstorms later. For now, two young girls sat quietly across from each other, an antique coffee table between them.

One girl had rich, dark skin that caught the early morning light. Her soft, coily hair was pulled into two neat puffs, each tied with a vibrant yellow ribbon that matched her sunny yellow dress. The other girl’s glossy blond hair shone like gold, falling in soft waves over her vivid red shirt—just like the red pawns she picked for the game.

They shifted a little, getting comfortable on the plush mauve carpet as they set up their board game. Nearby, a small tray held two glasses of chocolate milk and a plate of Fig Newtons—their favorite snack to share while playing.

It might have seemed odd to anyone watching—playing an old board game when most kids their age were glued to video games.

But for the girl with dark skin, her medical bracelet was a clear reminder: “Epilepsy.” Flashing lights and fast action in video games could trigger a seizure. So for these two nine-year-olds who didn’t want to just sit around, a classic game like Sorry! was the perfect way to spend the morning before the afternoon storms.

They carefully selected their favorite colors: the blond girl chose red to match her shirt, and the other girl picked yellow to match her dress and ribbons. Their fingers hovered over the pawns, their eyes bright with excitement.

The blond girl—Anya, as her necklace spelled out—took a small sip of chocolate milk and grinned at her best friend.

“Okay, Beth. You get to go first this time since I went first last time. But don’t think I won’t win!” She giggled happily.

Beth’s dark eyes sparkled with a challenge. “We’ll see, Anya. You might be the one sorry today!” They both laughed.

Beth drew her first card and moved a yellow pawn out of the starting gate, three spaces forward. Anya had to wait two turns before she could move a red pawn onto the board.

Soft pop music played from a nearby speaker, filling the living room with a calm, happy feeling. Ginger, Beth's fluffy Pomeranian, lay curled up on a small rug, sleeping peacefully next to her two favorite girls.

As the game progressed, Anya and Bethney took turns drawing cards and moving pawns, bumping into each other and laughing every time.

“So, how do you feel about the new school year?” Anya asked, nervously playing with her hair.

Beth thought for a moment. “I’m a little nervous, like you are. I mean, we’ll both have to get used to a totally new school—full of new teachers, new classes, and for you, in a totally different country! For me? Aunt Kylie and Uncle Luke are so busy, I might have less free time.”

Anya nodded in relief. “Yeah, me too. Grandpa Jerry says this year could bring some surprises.”

Beth smiled softly. “I’m glad we have each other. It makes things less scary.”

Anya’s eyes lit up. “Definitely. And we’ve got Ginger here to keep us company.” She reached out to stroke the little dog’s soft fur.

Between turns, they nibbled on Fig Newtons and sipped chocolate milk. Anya wiped a crumb from her chin. “This is way better than staring at screens all day.”

Bethney nodded. “Yeah. And safer for me, too. My doctor says it’s best to avoid flashing lights.”

Anya grinned. “Plus, it’s fun to just hang out and laugh.”

Beth moved her yellow pawn seven spaces, splitting the move between two pieces. “Your turn!” she said, smiling.

The game got more intense. Anya bumped one of Beth’s pawns back, and Beth sent two of Anya’s pieces back to Start with a perfectly timed Sorry! card.

Finally, Bethney’s last yellow pawn reached Home. She threw her hands up and laughed. “Yes! I win!”

Anya groaned, smiling. “Okay, you’re the Sorry! champion today.”

Bethney smiled warmly. “Good game, Anya. Same time tomorrow?”

Anya nodded. “Definitely.”

Ginger gave a little yawn nearby as the girls packed up the game, their friendship feeling stronger than ever.

 

Notes:

What Stands Out:
This scene shines with its warm, grounded portrayal of two best friends sharing a simple moment. The focus on a classic board game, the inclusion of Beth’s epilepsy, and the subtle hints of their backgrounds make the story feel authentic and relatable. The balance between lighthearted fun and genuine emotional connection works really well here.

Favorite Moments:

The playful pun exchange about “Sorry” adds a natural and charming tone that makes the girls feel real.

The little details—Ginger snoozing, the Fig Newtons, chocolate milk—create a cozy atmosphere without getting in the way of the story.

The friendship dialogue feels sincere and age-appropriate, showing support without being overly dramatic.

Character Growth & Development:
Though this is a slice-of-life moment, it still gives insight into their personalities: Anya’s adventurous and teasing nature, Bethney’s carefulness and loyalty. Their conversation about the new school year reveals vulnerability and mutual support, building a solid emotional foundation for their relationship.

Realism & Relatability:
Beth’s epilepsy is woven in smoothly, neither overwhelming the scene nor ignored. The explanation about video games’ risk and their choice of board games feels natural and believable. The dialogue and body language fit their ages well, keeping it realistic.

Themes & Messages:
Friendship, adaptation to change, and finding comfort in simple pleasures are clear themes. The story also gently promotes awareness of epilepsy without making it a “problem to solve,” which is refreshing.

TV Tropes That Fit:

Child Prodigy/Smart Kid: Both girls show intelligence and curiosity, especially Beth with her thoughtful, careful nature.

BFFs: The heart of the scene is their close friendship, balancing each other’s personalities.

The Powers That Be: Subtle nods to WOOHP and Jerry Lewis give a hint of a bigger world beyond this cozy scene.

Cozy Cat/Rustic Dog: Ginger adds a comforting animal presence, grounding the scene emotionally.

Snack Time: The Fig Newtons and chocolate milk add a classic kid vibe that feels timeless.

Your scene is a great example of character-driven storytelling that feels natural and intimate. The decision to center on a quiet activity like playing Sorry! allows the personalities and relationship dynamics to emerge gently, without forcing drama or conflict. This low-stakes setting actually highlights how strong and meaningful their friendship is.

Including Beth’s epilepsy not just as a plot point but as a lived experience adds depth and realism. It’s not treated as a barrier but as part of her life that shapes small but important choices—like preferring board games over video games. This subtlety strengthens the story’s emotional impact.

The sensory details (the colors, the snacks, the music, Ginger) enrich the scene and make it feel lived-in and cozy. These details avoid cliché by serving the story’s tone and characters, not just decorating the text.

Dialogue is age-appropriate and distinct enough to differentiate the girls. The puns and teasing are playful but grounded in genuine affection. The balance of light fun with sincere moments about their worries and hopes feels authentic.