This sick bleach shirt I made. Something to showcase my undying love for prehistoric cave art.
Some of the bleach burned thru the shirt bc this was my first time bleaching anything ever, but it kinda adds to it.
Stranger Things
occasionally subtle

★

if i look back, i am lost
cherry valley forever
Lint Roller? I Barely Know Her
dirt enthusiast
RMH

Janaina Medeiros

⁂

shark vs the universe

No title available
Acquired Stardust
Sade Olutola

Discoholic 🪩
Claire Keane

祝日 / Permanent Vacation
we're not kids anymore.
d e v o n
Jules of Nature
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seen from Türkiye
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@bakehebi
This sick bleach shirt I made. Something to showcase my undying love for prehistoric cave art.
Some of the bleach burned thru the shirt bc this was my first time bleaching anything ever, but it kinda adds to it.
Thought that post was cute so i drew it
@namelessennes
@sandstonesunspear
Jesus Tapdancing Christ... THIS is a good welt pocket and the people who designed Simplicity 2895 ought to be blasted well ASHAMED of themselves for the crap way THEY wanted a welt pocket made. *SNARLS*
This is how I learned to do it and a good example of what you want to see in a short form tutorial: pinning, pressing, seam finishing, good fabric handling.
I would mention that you can make the pocket facing with a small panel of your matching fabric that is visible and the rest in a lighter fabric to reduce bulk. That's a lot of denim layers for comfort.
HOT DAMN
Yakama Nation and its allies have been fighting to stop the project for nearly a decade. New information shows the project is intended to fe
Look, if you want to pioneer green energy, that's awesome! But pick someplace that isn't specifically sacred to indigenous people, and don't use your project to then slip in a data center that wasn't in the original proposal.
Title: Black Bull Artist: Mochizuki Gyokusen (Japanese, 1834-1913) Date: second half of 19th century Genre: animal study Medium: Two-panel folding screen, ink, color, and gold on paper Dimensions: 153 cm (60.3 in) high x 170.2 cm (67 in) wide Location: Minneapolis Institute of Art, Minneapolis, MN, USA
Pleasure doing business with you, grumpy rice guy. (my bias for his type and Risotto himself shaking hands)
Some recent sketches I have so many WIPs, HELP
i think for pride month some trans person should get a little ambitious and change their pronouns to you/your... just to stir the pot
the she-ra reboot makes this video relevant again which means we are in the best timeline
the kids these days dont know this masterpiece…they will learn
the Masters of the Universe remake makes this video relevant again which means we are in the best timeline
no one says big mood anymore. no one even says mood. no one says anything. all thats left is a dry wind, that scours my face until i bleed
Marjane Satrapi, cartoonist and film director, best known for Persepolis
22 November 1969 - 4 June 2026
Did you play AD&D? I can't remember how old you are, so hopefully that's not too offensive. If so, was a typical game really as hostile as people say it was?
That's one of those question where the answer hovers somewhere between "no, with a couple of massive caveats" and "yes, but not in the way most people think".
A lot of AD&D 1st Edition's GMing practices are pretty hardass by modern standards; however, they need to be understood in the context that the game's authors were writing for a target audience who mainly played the game in college wargaming clubs, where players would frequently transfer between groups and group sizes tended to be very large – six players per GM was considered a bare minimum, and up to a dozen player characters in a single party was by no means unheard of!
In particular, players would often bring their character sheets with them when hopping between groups, and it was considered a faux pas for a GM to reject an incoming player's existing character or request any substantive changes be made, so managing expectations could be quite challenging; even as late as 2nd Edition, the Dungeon Master's Guide contains extensive discussion of how to gracefully handle players bringing existing characters with them who aren't necessarily a good fit for the present game's tone or resource economy.
The upshot is that the culture of play these iterations of Dungeons & Dragons are targeting inherently obliges the GM to take a much firmer hand to keep things on track than a pickup game that draws players exclusively from within the GM's established friend group might – and to be sure, some GMs abused these expectations to act like petty tyrants, but some contemporary GMs do that, too.
A big part of the modern perception that 1E and 2E were extraordinarily player hostile, meanwhile, has nothing to do with the previously discussed GMing practices; rather, it emerges from the transition away from that culture of play in a slightly unexpected way.
In brief, back when D&D was mainly played by wargaming clubs, it was fashionable to run pre-written adventure modules competitively at conventions; the competition wasn't between players, but between parties, with multiple groups running the same adventure in parallel to contend for prizes. Tournament play sometimes chose its winners based on the fastest real-time completion of the module in question, or set specific objectives within the module which would award points when completed, a bit like speed-running or achievement-hunting in a video game (though neither practice existed yet at the time).
It was the survival module, however, that quickly emerged as the most popular tournament format. In a survival tournament, each player would provide or was furnished with a binder containing a fixed number of pre-generated character sheets, switching to the next character sheet in the set as each preceding character died; the winning group was the one whose last surviving character's corpse hit the dirt furthest from the dungeon entrance.
Many of 1E's most popular adventure modules, including the infamous Tomb of Horrors, were originally written as survival modules to be run at tournaments in conventions. As such, they were designed to kill off player characters both quickly and efficiently, so as to reduce the likelihood that the tournament would run overtime and get kicked out of the convention venue. When they were later cleanup and repackaged as commercial adventure modules, their text rarely bothered to explain any of this – who doesn't recognise a survival module when they see one?
The answer to that question, of course, is kids who didn't come up through the mentorship system of the college wargaming clubs, but taught themselves how to play D&D from first principles using books they bought at their local hobby stores – and when D&D's popularity unexpectedly exploded in the early 1980s, there were suddenly rather a lot of them!
These kids purchased the repackaged survival modules along with all their other D&D books; having no frame of reference, they assumed that these represented what a "standard" D&D adventure was supposed to look like – and since they weren't experienced players with whole binders full of pre-generated backup characters at their fingertips, the result was a lot of seemingly unfair total party kills, and a lot of kids concluding that the previous generation's GMs must have been objectively insane.
There is an additional amusing point of order here, which is the answer to the following two questions. I once had a discussion with someone in Gary Gygax's gaming group, who was involved in early TSR work a bit. Allow me to paraphrase my questions and his answers.
Why publish survival modules as your primary format of published adventure?
"Because that's what we had -- they were already laid out for publication. Why not publish them and make some money off it?"
Did it ever occur to you at the time that publishing adventures like these would shape the larger D&D culture's expectations of what play was supposed to look like?
"No, why would it?"
One of my favorite anecdotes about early D&D, from Blog of Holding:
"It’s hard to get that context just from reading the original Dungeons and Dragons books. If nine groups learned D&D from the books, they’d end up playing nine different games.
"Mornard told us about an early D&D tournament game – possibly in the first Gen Con in Parkside in 1978? Gary Gygax was DMing nine tournament teams successively through the same module, and whoever got the furthest in the dungeon would win. You’d expect this to take all day, and so Mike was surprised to see Gary, looking shaken, wandering through the hallways at about 2 PM. Mike bought Gary a beer and asked him what had happened – wasn’t he supposed to be DMing right now?
“It’s over!” replied a stunned Gary Gygax.
"Gary described how the first group had fared. Walking down the first staircase into the dungeon, the first rank of fighters suddenly disappeared through a black wall. There was a quiet whoosh, and a quiet thud. The players conferred, and then they sent the second rank forward, who disappeared too. The rest of the players followed.
"The same thing happened to the next tournament team, and the next. Players filed into the unknown, one after another. And they were all killed. The wall was an illusion, and behind it was a pit. Eight out of the nine groups had thrown themselves like lemmings over a cliff; only one group had thought to tap around with a ten foot pole. That group passed the first obstacle, so they won the tournament.
"Gary and his players couldn’t believe that the tournament players had been so incautious. But, to be fair, none of those tournament groups had played in Gary Gygax’s game. They had learned the rules of D&D, but they had no experience of the milieu in which the book was written. Of those nine groups that had learned D&D from a book, only one played sufficiently like Gary’s group to survive thirty seconds in his dungeon."
#ngl survival module sounds fun as fuck. maybe i gotta torture my current group a bit (via @nadaismus)
It's worth bearing in mind that tournament-style survival mode developed in the context of a version of D&D where you can create a new character and hit the ground knowing everything you need to know to effectively play them in just a couple of minutes. 5E isn't structurally terribly well-suited for the binder-full-of-backup-PCs approach, and it's definitely a recipe for disaster in 3E or Pathfinder unless your entire group consists of a very particular flavour of high-effort masochists.
Happy Pride