I have a disease called I can’t reply to your text. I love you
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I'd rather be in outer space 🛸
Not today Justin

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@chi--dragon
I have a disease called I can’t reply to your text. I love you
I want my gay rights now! - Marsha P. Johnson (NYC Pride Parade, 1973)
Happy pride month to him
I love you weird transgender freaks in my phone you are my family #myfamily
Scientists have developed a breakthrough “superfood” for honeybees by engineering yeast to produce the essential nutrients normally found in
TLDR- Modern agriculture pollen is low in nutrients, and there aren’t enough wildflowers. Science has to develop vitamins to supplement the diets of agricultural bees. So plant some wildflowers for the wild bees near you.
you’ve heard of vitamin B, now get ready for bee vitamins
Genuinely, I think the most publicly visible AI advance so far this year is how thoroughly and abruptly the "image generators can't do legible text" problem has beem fixed.
For those who haven't been paying attention, this is a recent ChatGPT output. It can do this sort of dense sensible text in images totally one shot, so don't rely on bad text to identify AI images any more.
Was the text also generated? was it generated before, and given as an input, or was it generated with the image?
The text was its own invention.
Here is the entire interaction that produced this image:
I've seen other people do much more sinister things with this! You can produce 100% realistic fake screenshots of news articles, tweets, that sort of thing, if you can convince the bot it's kosher to do so.
poor Tara Knight, if she'd only waited a few months technology could have caught up to her vision <3
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."
Squatters' rights apply to grandmas. If someone's not visiting and looking after their grandma, but you will, after a set amount of time once you've settled in, that's your grandma now.
i've been phasing the phrase 'google it' out of my vocabulary and going back to 'look it up'. fuck you youve lost your generic trademark privileges
Linktree will be feeding your images with DALL-E, Open AI from 5th July 2026.
Warning to anyone using Linktree.
From the 5th July, they'll be feeding all imagery you use on your landing page into DALL-E by OpenAI.
I deleted my account just now, because there was no way to turn this off or opt out.
Update with some alternatives-
Carrd.co. Free alt with paid features.
Bento.app Currently free, integrated with bluesky
Everlink.tools Closest to Linktree, has some paid features.
Omg.lol Currently $20 a year. If paying for Linktree features this is a great upgrade.
something I haven't seen people mention about The Hunger Games trilogy and movies is how it genuinely revolutionized the Minecraft server scene
Anok Yai met gala bronze hair look
okay the HAIR is amazing! This whole look is just incredible!
do you think zevran worries about how his identity and personality have been affected by his upbringing with the crows? do you think any core aspects his identity and personality have been affected adversely or otherwise by his upbringing with the crows? is there a side of zev that's like the grew up in a brothel side of his personality with its own relationship to the grew up training to be a crow side of his personality? do these questions themselves reveal an unpleasantly fatalistic relationship with how upbringing affects future identity that zevran would reject wholeheartedly (and how justified would he be in doing so)? idk, talk about zevran and the facades for a while if you'd like :')
yayyyy i love these questions. this is going to be so long (':
i think that the biggest point of tension between rinna and zevran is that she makes him think consciously abt his identity and personality and how those things have been affected by the crows. origins is the first time he maybe ever tries to think abt it on purpose, and even then, a lot of the time i think he's being dragged kicking and screaming into it — and this is assuming the warden in this instance is curious enough to give him the space to do that.
i rly like his embarrassing comment directly to caridin's face when his answer to 'should we deny ppl their agency en masse if we can make use of them?' is lmao come on, isn't that just how the world works? isn't that just the way things are? sort of! but not rly!
rinna, to me, was a v lonely outlier in the crows, a woman w enough self-possession to be utterly saturated in a lack of autonomy and still able to decide she would act to change the system regardless. in origins, zevran is the v lonely outlier — a barely-ex-crow in a group of ppl who had their own specific upbringings, to be sure, but not his. he gets to learn in real time when a belief he thought was objective turns out to be v much not.
to fire and sword
i ❤️ faceless character designs like yesss keep the mask on… Obscurity is so hot
“what if you could see their face” well i neither want nor need any of that. i’m right where i want to be
I'm going down a rabbit hole looking through this Thai cattery that breeds for white back-stripes
the thing is they really do let you hit because you're goofy.
i say shit like "whuh oh!" and it makes girls want to kiss me under moonlight for some reason