EMMA D'ARCY for Entertainment Weekly House of The Dragon Season 3

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EMMA D'ARCY for Entertainment Weekly House of The Dragon Season 3
Tags by @rabbiteclair
#i've hand cranked an lgbt sausage or two
just throwing this out there
Can I be honest with yall I don't want to hear SHIT against cishets at pride this year
"But it's not FOR them!!!" The biggest military power in the world belongs to a christofascist nation overseen by a felon found guilty of 34 federal crimes and has greenlit a gestapo with more direct funding than the entire military of Canada for the purpose of ethnic cleansing. Let Hetero Jessica throw some biodegradable glitter at a municipal parade
At this point if anyone is trying to exclude anyone benignly pro-queer from a pro-queer space I'm just going to assume you're a fed or something idk like something something destabilize the movement from within or whatever
Never a good sign for my free time when I walk outside and the wind is HOT. Not just warm, HOT.
Nobody is allowed to even look at the grass tomorrow. It will catch fire if it is perceived.
Actually, you know how Mamdani/the New York Library provided unlimited ebook copies of Heated Rivalry during that winter storm? How about we start doing that for Red Flag Warnings? Everyone gets a free book so they'll STAY THE FUCK INSIDE and not start shit on fire.
How it feels to be a hater but u only hate in private with ur best friend so it hurts nobody
Hey so like omen wise how are we doing. Are we doing okay
Could mean good things!
one time i told a group of lesbian and bi women that i have never watched wicked and they were shocked, gagged, gooped, “but you’re queer. you like pussy. how have you not seen wicked?” yeah. well. i like pussy, not musicals?
i’m this exact post. all this just to fuck women.
I don’t know if this is an obvious take or a hot take, but I think people need to start re-framing feminism as the fight for body autonomy as opposed to whatever this second wave revival gender essentialist bullshit we have going on right now. Once you reframe it in this way, it’s easier to understand intersectionality and why cis women are not the only people who need feminism. The lack of body autonomy effects cis women, trans people, intersex people, disabled people, poc, homeless people, sex workers, etc. and your feminism needs to include and prioritise all of these groups of people (which will include men btw) because feminism is about autonomy, not about establishing a matriarchy. Body autonomy is the biggest threat to the patriarchy, both with reproductive rights, LGBTQ+ rights, and even the right to not be drafted into military services. Once body autonomy is established for everyone, the patriarchy no longer has a leg to stand on.
And body autonomy does include things that you don’t personally like either. I was prompted to write this post after a series of bad takes from progressives, but one of them was re-hashing the Sabrina Carpenter album cover drama with “I don’t think it’s conservative of me to think that the album cover is a bad look when we’ve seen images of women being abused in this way” because I do actually think you’ve failed to understand feminism by projecting your morals onto a woman who was consensually expressing her own autonomy just because she expressed it in a way that you didn’t like or that made you uncomfortable.
Body autonomy also means unhealthy choices. Body autonomy also means regret rates. Body autonomy also means freedom of sexuality. Body autonomy also means mutilation. If you believe body autonomy has limitations and exceptions, then your feminism is most likely surface level.
TERFs are some of the biggest opponents to body autonomy, and if you find yourself thinking “oh people can do whatever they want with their bodies as long as it doesn’t harm them or make others uncomfortable” then you are far more susceptible to TERF propaganda than you think.
ooooh the radfems are BIG mad about this one
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.
My mom likes to tell me about how when I was a little kid riding public transport with her I'd always smile and giggle and chat with weird old ladies who smelled like cat pee and homeless folks and strangers dressed in bizarre outfits but any time a tidy and respectable businessman in a suit and tie waved at me I'd immediately clam up, and she takes a great deal of pride in my supposed inherentability to clock personalities but the truth is I do vaguely remember those bus rides, and it was never about the clothes or the hair or the smell, but more because everyone "strange" asked interesting questions and listened to what I had to say and seemed to think about what I said while the neat and tidy and rigid folks only ever acted like they were going through the motions, which was boring as hell and also pretty annoying
Well-to-do finance manager with tidy shoes: "Why hello, sweetheart. Can you say 'hi'? Aren't you cute. Are you on a trip with your mom?"
4 year old me: why must we do this
Fantastic old woman in the leopard print coat: "Why yes, my tooth IS real silver! Nobody ever asks me that. Do you like cats?"
4 year old me, suddenly paying attention: Finally, A Person Of Intellect
Sphinx employee slash bodega cat that blocks the door and asks riddles, the owner has the answer of the day on a paper taped to the door.
it never notices.
important addition from a friend:
everyone thinks REALLY hard and regulars makes two bad guesses so it feels like it's doing a good job
here's where to find it on windows 10
I feel like I need to share this because idk if Europeans are familiar with the presence of Aldi in the US, but at least especially in my area they’ve been growing a lot recently. Like Aldi bought out some local failing grocery chains where I live (Louisiana) and have opened Aldis in all these somewhat rural communities and small towns, which for the record I’m fine with
But as a result of this they are advertising a lot more in my area and also in many cases, the people in these areas have never been confronted with Aldi or any European grocery store. So the ads that Aldi is pushing out to its new US customer base feature a cowboy shopping at Aldi who is explaining to new Aldi customers how Aldi works. Like this cowboy is explaining you gotta put a quarter in the shopping cart and why there are very little name brands. A cowboy is how they want to reach their American customer base. They gave us a cowboy
Here he is, the Aldi Cowboy