I’m a grad student in NYC organizing this fundraiser for my friend Mohammed and his family in Ga… S G needs your support for Support Mohamme
@bunnydracula @thatdiabolicalfeminist @quecksilvereyes @save-mohamed-family
cherry valley forever

titsay

⁂

#extradirty
Today's Document
DEAR READER
Alisa U Zemlji Chuda
Aqua Utopia|海の底で記憶を紡ぐ
Misplaced Lens Cap
Xuebing Du

JBB: An Artblog!
Game of Thrones Daily
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izzy's playlists!
"I'm Dorothy Gale from Kansas"

pixel skylines
dirt enthusiast
Three Goblin Art
Sweet Seals For You, Always
seen from Belgium

seen from South Korea
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seen from Belgium

seen from Indonesia
seen from United States
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seen from United States

seen from Costa Rica

seen from South Korea
seen from Italy
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seen from Germany

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@confusedmass
I’m a grad student in NYC organizing this fundraiser for my friend Mohammed and his family in Ga… S G needs your support for Support Mohamme
@bunnydracula @thatdiabolicalfeminist @quecksilvereyes @save-mohamed-family
got baldur's gate 3 working on my 3ds
wavemothers robe + the black and red dye. you’re welcome
Prompted by this
Elf Lore in the Forgotten Realms for BG3 Players who are Unfamiliar
I've been seeing some...uninformed takes lately about certain elf characters from BG3, so let me just throw some stuff out there for y'all to consider.
Elves in FR live to be about 750.
They physically mature at roughly the same rate as humans i.e. 18-20.
Culturally, elves don't consider other elves emotionally mature i.e. adults until the age of 100, at which point they may choose an adult name to go by.
What does this mean, logically? Well, consider their very long lifespan. If you are going to live 750 years, your perspective on wisdom is going to be quite different from a human's. While 60 years might be plenty mature for a human, for an elf, that means you still haven't had enough time to watch all of your shorter lived friends pass, which I imagine is something of an emotional milestone for elves.
Halsin is 350. This means he's just hitting middle-age.
Astarion is 239 (Idle Champions claims he's 350, but I call bullshit because his birth and death dates are literally in BG3 and also IC frequently gives the characters bullshit ages, like they say Jaheira is 36, which couldn't have been true even during BG1). He died at 39, which is quite young, but he had the same emotional maturity as a human 39 year old at the time, so he's not Like That because he's undeveloped. He's Like That because he's a snapshot of a privileged young nobleman who then spent 200 years being used and abused by the worst sort of person imaginable. He wasn't a full adult by elven standards, though, and I'm sure there's lots of elven rites of passage he didn't get to experience because he was dead.
BG3 does not mechanically distinguish between sun elves and moon elves and simply puts them all under the high elf umbrella, but they are very much a thing in the lore and have distinct appearances, cultures, and histories.
Moon elves tend to have black, blue, or silver-white hair and have pale skin, sometimes with a bluish hue. Their eyes are usually blue or green, sometimes with gold flecks.
Sun elves tend to have blond, black, or red hair and brown skin tones. Their eyes are usually green, gold, black, copper, silver, or hazel.
Based on his appearance, Astarion is probably a moon elf, and it's likely his original eye colour was either blue or green.
There are many other types of elves than those that are playable in the BG3, such as sea elves, winged elves, star elves, wild elves, and lythari.
It's possible that Shadowheart's father is lythari, because lythari are lycanthropic elves.
Good riddance to the Open Gaming License
Last week, Gizmodo’s Linda Codega caught a fantastic scoop — a leaked report of Hasbro’s plan to revoke the decades-old Open Gaming License, which subsidiary Wizards Of the Coast promulgated as an allegedly open sandbox for people seeking to extend, remix or improve Dungeons and Dragons:
https://gizmodo.com/dnd-wizards-of-the-coast-ogl-1-1-open-gaming-license-1849950634
The report set off a shitstorm among D&D fans and the broader TTRPG community — not just because it was evidence of yet more enshittification of D&D by a faceless corporate monopolist, but because Hasbro was seemingly poised to take back the commons that RPG players and designers had built over decades, having taken WOTC and the OGL at their word.
Gamers were right to be worried. Giant companies love to rugpull their fans, tempting them into a commons with lofty promises of a system that we will all have a stake in, using the fans for unpaid creative labor, then enclosing the fans’ work and selling it back to them. It’s a tale as old as CDDB and Disgracenote:
https://en.wikipedia.org/wiki/CDDB#History
(Disclosure: I am a long-serving volunteer board-member for MetaBrainz, which maintains MusicBrainz, a free, open, community-managed and transparent alternative to Gracenote, explicitly designed to resist the kind of commons-stealing enclosure that led to the CDDB debacle.)
https://musicbrainz.org/
Free/open licenses were invented specifically to prevent this kind of fuckery. First there was the GPL and its successor software licenses, then Creative Commons and its own successors. One important factor in these licenses: they contain the word “irrevocable.” That means that if you build on licensed content, you don’t have to worry about having the license yanked out from under you later. It’s rugproof.
Now, the OGL does not contain the word “irrevocable.” Rather, the OGL is “perpetual.” To a layperson, these two terms may seem interchangeable, but this is one of those fine lawerly distinctions that trip up normies all the time. In lawyerspeak, a “perpetual” license is one whose revocation doesn’t come automatically after a certain time (unlike, say, a one-year car-lease, which automatically terminates at the end of the year). Unless a license is “irrevocable,” the licensor can terminate it whenever they want to.
This is exactly the kind of thing that trips up people who roll their own licenses, and people who trust those licenses. The OGL predates the Creative Commons licenses, but it neatly illustrates the problem with letting corporate lawyers — rather than public-interest nonprofits — unleash “open” licenses on an unsuspecting, legally unsophisticated audience.
The perpetual/irrevocable switcheroo is the least of the problems with the OGL. As Rob Bodine— an actual lawyer, as well as a dice lawyer — wrote back in 2019, the OGL is a grossly defective instrument that is significantly worse than useless.
https://gsllcblog.com/2019/08/26/part3ogl/
The issue lies with what the OGL actually licenses. Decades of copyright maximalism has convinced millions of people that anything you can imagine is “intellectual property,” and that this is indistinguishable from real property, which means that no one can use it without your permission.
The copyrightpilling of the world sets people up for all kinds of scams, because copyright just doesn’t work like that. This wholly erroneous view of copyright grooms normies to be suckers for every sharp grifter who comes along promising that everything imaginable is property-in-waiting (remember SpiceDAO?):
https://onezero.medium.com/crypto-copyright-bdf24f48bf99
Copyright is a lot more complex than “anything you can imagine is your property and that means no one else can use it.” For starters, copyright draws a fundamental distinction between ideas and expression. Copyright does not apply to ideas — the idea, say, of elves and dwarves and such running around a dungeon, killing monsters. That is emphatically not copyrightable.
Copyright also doesn’t cover abstract systems or methods — like, say, a game whose dice-tables follow well-established mathematical formulae to create a “balanced” system for combat and adventuring. Anyone can make one of these, including by copying, improving or modifying an existing one that someone else made. That’s what “uncopyrightable” means.
Finally, there are the exceptions and limitations to copyright — things that you are allowed to do with copyrighted work, without first seeking permission from the creator or copyright’s proprietor. The best-known exception is US law is fair use, a complex doctrine that is often incorrectly characterized as turning on “four factors” that determine whether a use is fair or not.
In reality, the four factors are a starting point that courts are allowed and encouraged to consider when determining the fairness of a use, but some of the most consequential fair use cases in Supreme Court history flunk one, several, or even all of the four factors (for example, the Betamax decision that legalized VCRs in 1984, which fails all four).
Beyond fair use, there are other exceptions and limitations, like the di minimis exemption that allows for incidental uses of tiny fragments of copyrighted work without permission, even if those uses are not fair use. Copyright, in other words, is “fact-intensive,” and there are many ways you can legally use a copyrighted work without a license.
Which brings me back to the OGL, and what, specifically, it licenses. The OGL is a license that only grants you permission to use the things that WOTC can’t copyright — “the game mechanic [including] the methods, procedures, processes and routines.” In other words, the OGL gives you permission to use things you don’t need permission to use.
But maybe the OGL grants you permission to use more things, beyond those things you’re allowed to use anyway? Nope. The OGL specifically exempts:
Product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark…
Now, there are places where the uncopyrightable parts of D&D mingle with the copyrightable parts, and there’s a legal term for this: merger. Merger came up for gamers in 2018, when the provocateur Robert Hovden got the US Copyright Office to certify copyright in a Magic: The Gathering deck:
https://pluralistic.net/2021/08/14/angels-and-demons/#owning-culture
If you want to learn more about merger, you need to study up on Kregos and Eckes, which are beautifully explained in the “Open Intellectual Property Casebook,” a free resource created by Jennifer Jenkins and James Boyle:
https://web.law.duke.edu/cspd/openip/#q01
Jenkins and Boyle explicitly created their open casebook as an answer to another act of enclosure: a greedy textbook publisher cornered the market on IP textbook and charged every law student — and everyone curious about the law — $200 to learn about merger and other doctrines.
As EFF Senior Staff Attorney Kit Walsh writes in her must-read analysis of the OGL, this means “the only benefit that OGL offers, legally, is that you can copy verbatim some descriptions of some elements that otherwise might arguably rise to the level of copyrightability.”
https://www.eff.org/deeplinks/2023/01/beware-gifts-dragons-how-dds-open-gaming-license-may-have-become-trap-creators
But like I said, it’s not just that the OGL fails to give you rights — it actually takes away rights you already have to D&D. That’s because — as Walsh points out — fair use and the other copyright limitations and exceptions give you rights to use D&D content, but the OGL is a contract whereby you surrender those rights, promising only to use D&D stuff according to WOTC’s explicit wishes.
“For example, absent this agreement, you have a legal right to create a work using noncopyrightable elements of D&D or making fair use of copyrightable elements and to say that that work is compatible with Dungeons and Dragons. In many contexts you also have the right to use the logo to name the game (something called “nominative fair use” in trademark law). You can certainly use some of the language, concepts, themes, descriptions, and so forth. Accepting this license almost certainly means signing away rights to use these elements. Like Sauron’s rings of power, the gift of the OGL came with strings attached.”
And here’s where it starts to get interesting. Since the OGL launched in 2000, a huge proportion of game designers have agreed to its terms, tricked into signing away their rights. If Hasbro does go through with canceling the OGL, it will release those game designers from the shitty, deceptive OGL.
According to the leaks, the new OGL is even worse than the original versions — but you don’t have to take those terms! Notwithstanding the fact that the OGL says that “using…Open Game Content” means that you accede to the license terms, that is just not how contracts work.
Walsh: “Contracts require an offer, acceptance, and some kind of value in exchange, called ‘consideration.’ If you sell a game, you are inviting the reader to play it, full stop. Any additional obligations require more than a rote assertion.”
“For someone who wants to make a game that is similar mechanically to Dungeons and Dragons, and even announce that the game is compatible with Dungeons and Dragons, it has always been more advantageous as a matter of law to ignore the OGL.”
Walsh finishes her analysis by pointing to some good licenses, like the GPL and Creative Commons, “written to serve the interests of creative communities, rather than a corporation.” Many open communities — like the programmers who created GNU/Linux, or the music fans who created Musicbrainz, were formed after outrageous acts of enclosure by greedy corporations.
If you’re a game designer who was pissed off because the OGL was getting ganked — and if you’re even more pissed off now that you’ve discovered that the OGL was a piece of shit all along — there’s a lesson there. The OGL tricked a generation of designers into thinking they were building on a commons. They weren’t — but they could.
This is a great moment to start — or contribute to — real open gaming content, licensed under standard, universal licenses like Creative Commons. Rolling your own license has always been a bad idea, comparable to rolling your own encryption in the annals of ways-to-fuck-up-your-own-life-and-the-lives-of-many-others. There is an opportunity here — Hasbro unintentionally proved that gamers want to collaborate on shared gaming systems.
That’s the true lesson here: if you want a commons, you’re not alone. You’ve got company, like Kit Walsh herself, who happens to be a brilliant game-designer who won a Nebula Award for her game “Thirsty Sword Lesbians”:
https://evilhat.com/product/thirsty-sword-lesbians/
[Image ID: A remixed version of David Trampier’s ‘Eye of Moloch,’ the cover of the first edition of the AD&D Player’s Handbook. It has been altered so the title reads ‘Advanced Copyright Fuckery. Unclear on the Concept. That’s Just Not How Licenses Work. No, Seriously.’ The eyes of the idol have been replaced by D20s displaying a critical fail ‘1.’ Its chest bears another D20 whose showing face is a copyright symbol.]
cat for your blog
does the mortifying ordeal of being known guy know that his paragraph from a six year old NYT opinion piece about emailing pictures of goats to coworkers has become God Tier Tumblr Gospel ? like does he KNOW though
WOW thank you @inkstrangle for bringing it to my attention that as of last August, which is to say the chronological peak of the “mortifying ordeal” meme on tumblr, tim kreider absolutely DOES know and in fact wrote an entire brilliant essay reflecting on the phenomenon:
But what I wish I could tell all those children of the internet, holed up in their rooms, isolated online, is that they can only imagine the worst of relationships: they think that what another person will learn about them is what they see in themselves — the squirming, icky, insecure mess inside. They don’t know yet that the ways in which they’re secretly screwed up and repulsive are boringly ordinary. The issue isn’t that you’ll be despised for who you really are — that, as a friend and I used to say about girls we were dating, “she’ll realize.” It’s scarier than that: it’s that you lose control over who you are. Other people get to decide. And it may turn out that you’re not who you thought you were.
As an artist, you don’t get to decide why people love your work. […] I would describe my reaction to seeing my writing reanimated as meme as “nonplussed,” maybe “bemused.” It always does some slight violence to a writer’s intentions to yank a sentence out of its context and present it as if it were a complete, isolated thought, like a maxim or commandment. I am not in the business of pretending to be in possession of any wisdom, or of telling other people what to do: this is the realm of self-help and advice writers — in other words, of charlatans. Part of me worries it’s an indictment of my prose that it should lend itself so well to Tumblr memes, the digital equivalent of needlepoint samplers. […]
But the things people love about you aren’t necessarily the things you want to be loved for. They decide they like you for reasons completely outside your control, of which you’re often not even conscious: it’s certainly not because of the big act you put on, all the charm and anecdotes you’ve calculated for effect. (And if your act does fool someone, it only makes you feel like a successful fraud, and harbor some secret contempt for them — the contempt of a con artist for his mark — plus now you’re condemned to keep up that act forever, lest she Realize.) My last girlfriend found my flaws, the things that annoy even me about me, amusing. When you break up with someone, you don’t just lose them, but a version of yourself. You don’t even get to know what your children will remember you for; it probably won’t be what you thought were the important moments. […]
As The Velveteen Rabbit teaches, we don’t become fully real except in other people’s eyes, and in their affections. At some point you have to accept that other people’s perceptions of you are as valid as (and probably a lot more objective than) your own.
I’m not mysterious and quiet I’m just iron deficient
whys king kong………..so fucking large
the bigger you are the larger you are
そう、さようなら。
You can discover your favourite band when you’re in your late twenties. You can meet your best friend when you’re in your thirties. You can finally accomplish a life goal when you’re in your fifties. Your youth isn’t the only time frame where amazing, life-changing things can happen.
In New York, you can be a new man.
It’s Quiet Uptown: exists
Jefferson: “this is so sad madison play politics”
if you don’t love me at my
then you don’t deserve me at my