AD&D: Monstrous Compendium Annual: Volume Four ~ TSR (1998)
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AD&D: Monstrous Compendium Annual: Volume Four ~ TSR (1998)
callout post for captain barrett
he lied to me and all my shipmates in 1778 to get us to go on a voyage with him on the scummiest vessel iâve ever seen. i was told weâd cruise the seas for american gold, fire no guns, and shed no tears. now iâm a broken man on a halifax pier. god damn them allÂ
me when my mom asks me to go buy groceries
When ur sibling comes with you
Found at the North side salvation army, Janesville wi
sacred robes
New demo here:Â https://pizzatowerguy.itch.io/pizza-tower-demo
Web survey powered by SurveyMonkey.com. Create your own online survey now with SurveyMonkey's expert certified FREE templates.
Hello tumblr!Â
My name is Lemon, and Iâm a senior college student trying to finish my thesis in psychology. My thesis is on superhero media and identity, so I built this anonymous survey for you guys to fill out. It takes about 15 minutes, but you do need to be 18 older and a superhero fan to qualify.Â
Reblogging or sending this to 18+ friends you think might be interested is also super helpful! If you have any questions about the survey, my email is rachel.reimer15 @ ncf.edu or you can always hit me up through tumblr chat.
Now if youâll excuse me, I need to go watch Venom while itâs still out.
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Hey everyone, Iâve got a Patreon! I know I never talk about my writing on here, but itâs all super interesting and I think it would be very exciting. Iâm a young queer writer who wants to pursue this as a vital part of my life, and your support will help my dreams come true. Both my tabletop games and my larps are very emotionally-driven and connected to my own experiences as a queer teenager. Iâll also be releasing articles talking about my thoughts on game design, and my unique experience.Â
The big series of larps Iâm doing at the moment are house larps, which are designed to be played in your home with minimal supplies, which is part of a greater project Iâm working on to make larps more accessible. If youâve always wanted to larp but have never had the chance to, check them out!
If youâre not able to back me, a signal boost will be deeply, deeply appreciated.
âThereâs no lasagnas back here. Somebodyâs gonna have to die.â
STAR WARS- An Age of Rebellion RPG Written Recap
INTRO
Oh man. Been a bit since I posted ANYTHING on here, eh? Iâve been waay more focused on RPGS and tabletop game development. One of the ways Iâve been doing this is to try and actually run a campaign game. This is my journal of that campaign.
Inspired by The Last Jedi and the fabulous Campaign podcast, I decided to write an adventure in Fantasy Flightâs Star Wars Roleplaying System. The system incorporate three parts: One focused on Rebellion, one on crime and one on the force. Generally, these are meant to be played separately, but I donât care and Iâve thrown them all in together.
WHY STAR WARS- AGE OF REBELLION
I really like this game, despite having not played it before this campaign. Itâs cinematic and story focused, allowing characters to paint scene and take control of their own fate. Failure isnât a bad thing but an opportunity for more interesting stories to be told. An no matter if your character is John Cena or not in this, theyâre gonna fail.Â
Probably the biggest actual problems with the system is learning to use their wacky dice and the fact that character creation is pretty inaccessible to first time players. Those things do suck, but they can be mitigated by and experienced game runner.
As for why Age of Rebellion over Edge of the Empire or Force and Destiny, itâs pretty simple. The only version of Star Wars that can tell compelling, short, episodic stories is the Rebels cartoon series. Having the focus be on fighting in the rebellion, during the height of the Empire felt natural.Â
THE TIME FRAME
The game itself takes place three years before A New Hope. The Empire is practically at the apex of itâs power, as the nascent Rebellion is beginning to really organize. This lets us feel engaged in the Star Wars story without stumbling into âOFFICIAL CANON TERRITORY BLAH BLAH AUGHâ
As for how long the story will go and where it will take us from there, weâll have to see. Iâll probably make a separate post about how Iâm planning to plot these sessions out, in terms of overall narrative and filler vs story episodes.Â
WHATâS THE POINT OF THIS JOURNAL??
I want to document this story if it goes on. If this game goes the way I would like it to, Iâll be playing this for years to come. I want to catalog how the story progresses not only for your own entertainment, but so I can review past material and details that I may have forgotten.
Star Wars is a big story and I have wanted to be a part of it, fi even in a small way, since I was 13 years old. This project is as close to genuine fan faction as Iâm going to get in my life. Hopefully, Itâs pretty good fan fiction.
Iâll add an update soon with the first session we played together.
Regarding TF2
and the Jungle Update.
Just wanted to say, Pyro Wars right now is bizarrely fun and not irritating? Between the balance fixes to flamethrower and afterburn, mixed in with great, amazing weapons like Dragons Fury and Jetpack, this has been an amazing addition to the game. Oh also the banana is amazing as a Heavy weapon? Super good for chokes and holds.Â
I honestly canât believe TF2 is still fundamentally concerned with the balance and fun of the game instead of just squeezing money out of it. I mean, theyâre doing that too, but hey. I really appreciate the fixes, super amazing update, thank you TF2 dev team. Â
The way Overwatch is designed
is fucking bonkers. For those of you who didnât follow the early development of Overwatch, the team put out numerous statements that game was design to be fun first and foremost.Â
While I appreciate anyone who wades into a game concept with the core idea of âLetâs make this as fun as possibleâ, I think Overwatch and itâs team at Blizzard have taken it in a more... crazy direction.Â
Iâd almost say that their core design philosophy is more âDelete anything that isnât inherently fun to play with.â Which is a problem since it feels like the designers donât grasp the enormous gulf between âFun to play asâ and âFun to play againstâ and there are signs of this littered throughout their game.Â
Some characters were designed around weapons(McCree), other roles that existed in other games (Pharah, Torbjorn, Bastion, Reinhardt) and other around simply the concept art alone (Genji, Winston). This design concept feel scattered, especially for a game that ambitiously tries to fuse FPS mechanics with MOBA mechanics. Obvious holes soon formed.
The character McCree was primarily designed around the revolver weapon in Half Life 2 because the revolver was fun to use. But removing it form the context of Half Life 2 changed everything. In HL2, the revolver was a power weapon with limited ammo that killed enemies in one hit. Also moving it from a single player game into a multiplayer didnât translate well. Early in Beta, McCree was a must pick and players regularly complained that he wasnât fun or fair to play against. Ultimately McCree was nerfed, but that fact that it required public outcry seems outrageous.Â
Other characters like Genji seem to receive more focus and attention do to beautiful character art. Genji was originally deisnged to have Hanzos bow, a stealth mechanic and to have a one hit kill, like Spy in TF2. These concepts were shifted or removed for being deemed âUnfun to play against.â This might seem like good oversight but what were left with is still insane. Genji has the most mobility of any character in the game, between a dash, wall climb and double jump. Heâs the only character in the game to have a mechanic that resets whenever he eliminates a player. His deflect skill actively counters an enormously huge portion of the roster (76%!). These things are fun to play with, but not against.
I could say more, about how new heroes feel underwhelming and highly situational or how the elimination of ammo pick ups fundamentally changes how chokes work or how the tendency of balancing up leaves certain heroes in the dust and unpickable in a competitive setting (which Iâm sorry, also include quick play), but I feel Iâve made my case.Â
Iâm not saying Overwatch is bad game and god I still play it a ton. What I want to impart is a reminder that Overwatch is a leader in the next generation of competitive multiplayer games. Itâs setting a standard going forward. But this part, this bizarre hodge-podge game design focusing solely on how much fun you have while playing a hero, that canât go forward. Certainly not as a primary focus. In any game, the math of balance, counters, strengths and weaknesses must always be king. Fun is fleeting. Balance is firm.Â
Playing with summoners be like
Player: âCan I cast create pit more than once?â DM: (furiously flips through multiple rule books) âUuh, I canât find anything explicitly saying no..â Player: ( ͥ° ÍÊ ÍĄÂ°)ââïŸ.*ïœ„ïœĄïŸ Â DM: âBut the more you do it, the more you risk ruining the very fabric of realityâ Player:  á(âàČ„âÍÊâźàČ„â)ââïŸ.*ïœ„ïœĄïŸ
The Hero Fund
    At Wayfinder we believe in the work that we do. Giving children and teenagers a safe, playful place to explore their identity is important, and weâve dedicated a lot of years to making sure weâre able to provide that. Every teenager needs a space outside of school and their family to explore who they are and who theyâre becoming. Not every teenager comes from a family or situation that can afford to send them to summer camp to provide that kind of experience. Thatâs where the Hero Fund comes in. Often Hero Fund applicants come from economically disadvantaged families, families where one or more parents are undergoing serious medical treatment, or has recently lost a job. Wayfinder is the place where these young people feel most comfortable and open; particularly in moments of familial unrest like these need that space. Wayfinder has always strived to help people in need of financial assistance since itâs inception, however for the past three years weâve been asking our community to help us with that goal.
     In 2014 Wayfinder started the Hero Fund, our scholarship program. The Hero Fund is funded through donations, and money made from our Frontier Adventures that we run throughout the off-season, and in the end (being a company based around community) Wayfinder often operates at a loss to help get everyone we can to camp. Donations generally come from community members who feel that camp is an important space to them, and extended community members, such as parents, who have seen the benefits of our programs. One of the largest donating demographics are our staff pool, with 16 different staff members having personally donated to the fund, making the work we do at Wayfinder a priority for them. Staff have donated paychecks at the end of events, donated after they were no longer able to be involved in camp, or just donated when they could afford to (the best present that I got when I graduated from college was a Hero Fund donation).
     While the money coming in from people who are already involved is important, Wayfinder is currently at a need for donations. Over the past three years we are proud to say that the Hero Fund has been able to give over $15,000 in assistance to participants in need. We are so thankful to the community for having provided this much for our members who need that extra help. For this coming summer, we have requests for almost $8,000 in Hero Fund funds. Money is allocated based upon the amount that our participants are able to pay to be at camp and the amount of money weâve had donated and raised throughout the year. We do everything we can with the donation money to provide a space for as many people as possible. We also take the privacy of our applicants very seriously, and never share even the fact that someone has asked for assistance with the community at large.
     Weâre calling on our community to help us raise this money with the summer fast approaching. The Hero Fund supplies campers with access to a space that meets a certain kind of need in their lives, one that can be particularly hard to meet. Wayfinder as a community and an organization offers people acceptance. At the age at which people start coming to camp this may be something they have never experienced before. Countless participants  have talked to me about the ways in which Wayfinder has saved their lives (and a couple of weeks ago I wrote about how it had done that for me on this very blog). So often kids come to camp shy or nervous, only the leave by the end of the week glowing. I could never possibly list the number of parents who have told me that Wayfinder was the time theyâre child was happiest. This summer weâd like to offer that to as many participants as possible, some of them need a little help to get there. Please help us be the difference in those childrenâs lives.
Communal Trust
There are a lot of words that get thrown around (both at camp and outside of it) until they become so called buzzwords and lose any semblance of meaning. Some of them particularly pertain to Wayfinder. Community. Trust. Fairy Realm. OK, that last one still means a whole lot, but the other two can be a little hazy. In the weeks where weâre not looking at what members of our community are up to nowadays, and how theyâve taken the lessons of camp and put some of those to work for them in their daily lives, this space will be used (among other things) to talk about some of the deeper ideals that might not always get the in depth attention they deserve. Iâm going to start with trust. Itâs going to take me more than one entry to fully unpack trust, what it is, and what it means to camp, particularly because the word can be used in so many ways to mean so many things, but for the purposes of this post, Iâm going to be talking about communal trust, the kind of trust that stretches past any one relationship in a group and is given over to the everyone who occupies that space. Itâs a kind of trust that weâre always building, even when we may not be aware of it.
Communal trust is a little different than the trust we are used to talking about. Usually we talk about trust as it exists on a person to person basis. Communal trust is something much bigger, something weâre much less likely to deal with in our everyday lives, primarily because you need to be rooted in a community in order to build is. Wayfinder is exactly that. To be clear I have a pretty exact idea of what my community looks like. When I imagine Wayfinder community I think of the faces of people I started meeting when I was 13 years old. The people who taught me how to live in that space, who I put so much work into forming myself after. It also includes the faces of 7 year olds whose parents snuck them into one of our day camps, changing a birthday on their form to make sure they can get into âthat cool camp with the swords.â And every single face that I picture is someone that I trust. Not necessarily here are the keys to my car trust, but definitely I am comfortable being me in front of you and going to a fantastical world with you trust. Itâs not that common of a thing to have an amorphous group of people (itâs hard to say who will be at any event seeing as that is reliant upon both hiring and the schedule of our dear participants) who you trust completely with yourself. Given that amorphous nature the collection of faces around the circle at any two camps is never going to be the same.
Even so we have groups of people who come sit in these circles, with people they might have just met, people they may never see again, and share their realest selves with no hesitation. Even if we donât talk about it as much, or dedicate workshops to it, that kind of trust is still carefully crafted. Itâs the basis on which we build pretty much everything else. A lot of different pieces of what we do go into building that but the frame of each day is a good place to start examining it. We open every day (whether at day camps or overnights) with a circle. Everyone sits down together and gets a chance to share about how they are feeling, to ask questions, to bring up concerns. People own up to mistakes and make apologies. They hand out appreciations. At the beginning and end of every week we have a circle where people get the chance to talk about what the experience means to them, to take a second to appreciate exactly what we do together at camp. It also comes in the form of the adventure game. Every time you play a game you end up playing roles with people you donât expect to, having intensely emotional experiences in character with people you may have never had those with in real life. The fact is that no matter who you end up playing with you know that everyone will be playing their hardest. Everyone will go to those places with you. Wayfinder brings a place where you can show up and know that no matter who is at camp that particular week, youâre going to get people who are there bringing openness and acceptance. Youâre going to get people there who come prepared to play, who are ready to match your intensity at every turn. If nothing else, youâre going to find people there who you can trust. Every. Last. One of them.
Paying Attention to the Women Behind the Curtain
âPicture 2016, Woman in Business Honoree photo shoot with Michael Polito.
When you think Wayfinder a specific image probably comes to mind. Something involving a group of children dressed in tunics carrying foam weapons and sporting names like âShadowâ or âEverheart.â (Everheart being the name of my next character.) If youâve been to our camp, or if youâve talked to (or more likely raised) one of our participants you probably also associate a certain look for joy with the whole atmosphere. Sit in on any circle and youâre guaranteed to find that look. Easy smile. Shining eyes. Relaxed posture. Those moments are a big part of what keeps everyone coming back to the camp, regardless of their role in it. The kids come because they love it, because thereâs nowhere else that offers the mix of fantasy adventures and friendship that Wayfinder has brought to the Hudson Valley. The staff come because theyâve been doing it forever, because the people there are their community, and they want to give back that experience to the next generation of participants. What keeps our overlords (Read the companyâs Directors Corinne McDonald and Trine Boode-Petersen) in that place of joy?
Theyâre very clear on why they took things over from the original owners of the company, a group of 30 odd friends who started it back in 2001. There was a call for someone to step up and run things, Corrie and Trine rose to the occasion, if they had not the camp would have stopped running in 2012. Â The two of them offered similar sentiments on what drove their decision. âTrine and I have been working camp consistently for so many years the idea of not going to Woodstock Day School and running camp with the kids, and seeing eight year olds get in the first time when theyâve been waiting for years to play, and not having overnight, where our participants have a chance to be unashamed in their power and be completely themselves and really seen, was just heartbreaking.â The work of building both a space for that kind of play and that kind of empowerment are central to the joy that permeates the community. While Corrie had provided a view on why they did what they initially did, Trine was able to voice what pushed them moving forward. âWe knew campers who needed that safe space, and we didnât know where else theyâd find it. It was a responsibility to our community to keep that available to them.â The calling was clear, and they have risen to that task.
âPicture form Nov. 2012, the meeting where Trine & Corrie knew they had to step up.Â
Moving forward the challenges they have been presented with are some that often plague the small business owner, but with a particularly poignant twist. The balance of business and personal in a passionate workplace can be a hard one to maintain. For a company like Wayfinder, where the business is strictly personal, it is nigh on impossible to avoid those kinds of struggles. In Trineâs words: âThis is fifty percent business and fifty percent community, and weâre always trying to balance whatâs good for the community and whatâs good for the business.â Both were certain on what ends up winning that struggle. When I asked, the resounding answer was community. While the struggle continues on in everyday business decisions, Trine shed some light on how they have found a way to mitigate some of the difficulty. âThe more we envision what our end goal is, the easier it is to make business and community decisions line up. The more we work to one common end goal of good, the easier that is.â And Wayfinder has that end goal. While looking to maintain the communal air and quality of programming, Wayfinder is searching for a permanent home in the form of land. Land where we can build permanent installations and both house our equipment and run our programming.
Another challenge they have faced is the shifting of roles. Going from being someone on site, particularly in the camp director role which both Trine and Corrie often found themselves in, to someone in more of an administrative role comes with some hardships. For one you are removed from that kind of hands on time with the kids and staff, and two, Â moved to a drier (often literally), more bland environment. The work itself also loses some of the sense of urgency. On site work at camp is a lot of putting out fires and dealing with concerns within time constraints. The work in front of our overlords now is stretched over a significantly longer span. Moving into that kind of role can make someone feel out of place when they return to camp time. While they both say theyâve found comfort in the role, Corrie said it was difficult in the first year or so. âI found myself looking around for an adult, and you realize that you are that adult, so you look around for a more adult adult, somebody who is adulting better, and that just didnât exist.â Personally there is no one other than Corrie and Trine I would rather have as the most adult adults around.
Closing Remarks:
Corinne McDonald:
Running Wayfinder has never been just about this community, and making sure this community maintains itself, or making a successful business. It has been about a change that will transform the world. Itâs not just a summer camp, and itâs not just this community, the goal is to make incredibly empowered and conscientious people who will go out and change the world in a positive way, and that I think is why weâre doing it. Itâs that that keeps me sane in the current climate, knowing that I am creating generations of passionate people who are working for a better world makes it worth it for me.
âPicture 2016, Corrie LARPing at camp this passed summer.Â
Trine  Boode-Petersen:
Having [Wayfinder] be a thing that transforms people into better people who are more compassionate, better community members, and people who advocate for whatâs right. Thatâs whatâs in my heart. I think the whole world will just be better if people take more time to play. Playing doesnât mean you arenât a serious person that takes things seriously, it means you are able to relax, enjoy the moment, enjoy the world youâre in, have fun with what youâre doing, and approach things in a creative and playful manner while still doing something new. I think a lot of the things people create in the world would be improved if they had a playful outlook on it.
âPicture of Trine LARPing at Wayfinder summer camp in 2012.
Post written by Judson Packard.Â
someone analyze this
This is it, the whole movie.
There were 25 debates during the presidential primaries and general election and not a single question about the attack on voting rights, even though this was the first presidential election in 50 years without the full protections of the Voting Rights Act.
ï»ż Weâll likely never know how many people were kept from the polls by restrictions like voter-ID laws, cuts to early voting, and barriers to voter registration. But at the very least this should have been a question that many more people were looking into. For example, 27,000 votes currently separate Trump and Clinton in Wisconsin, where 300,000 registered voters, according to a federal court, lacked strict forms of voter ID. Voter turnout in Wisconsin was at its lowest levels in 20 years and decreased 13 percent in Milwaukee, where 70 percent of the stateâs African-American population lives, according to Daniel Nichanian of the University of Chicago.
[âŠ]
On Election Day, there were 868 fewer polling places in states with a long history of voting discrimination, like Arizona, Texas, and North Carolina.These changes impacted hundreds of thousands of voters, yet received almost no coverage. In North Carolina, as my colleague Joan Walsh reported, black turnout decreased 16 percent during the first week of early voting because âin 40 heavily black counties, there were 158 fewer early polling places.â
Even if these restrictions had no outcome on the election, itâs fundamentally immoral to keep people from voting in a democracy. The media devoted hours and hours to Trumpâs absurd claim that the election was rigged against him, while spending precious little time on the real threat that voters faced.
ï»żI want to salute the people that did cover voting rights doggedly, including Rick Hasen of the Election Law Blog; Michael Wines of The New York Times; Sari Horwitz of The Washington Post; Alice Ollstein, Kira Lerner, and Ian Millhiser of Think Progress; Tierney Sneed of Talking Points Memo; Zack Roth, Joy Reid, Chris Hayes, Rachel Maddow and Al Sharpton of MSNBC; Mark Joseph-Stern and Jamelle Bouie of Slate; David Graham of The Atlantic; Brad Friedman of The Brad Blog, in addition to great local reporters like Bryan Lowry of the Wichita Eagle; Patrick Marley of the Milwaukee Journal-Sentinel; and Colin Campbell of the Raleigh News & Observer. ProPublica organized an essential Electionland project with reporters across the country.
But when it really mattered, too many in the media treated the right to vote as a fringe issue instead of the most fundamental issue in the election.