This is literally how you actually improve ADHD symptoms btw

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This is literally how you actually improve ADHD symptoms btw
its been about 10 years since she showed me this but i am STILL thinking about how my (then) 4 year old cousin drew birds
OBSESSED with this creature; she draws the body from above/below and the head from the side, with a giant eyeball that takes up the entire head and never looks in a specific direction. in a very old-fashioned sense: iconic
Film meme: [2/5] comedy » Legally Blonde (2001)
If Iâm gonna be a partner in a law firm by the time Iâm 30, Iâm going to need a boyfriend whoâs not such a complete bonehead.
battle couples has gotta be one of my favorite tropes though. The âyou got me?â âYeah, I got you.â The kiss for good luck. Fighting alongside each other for so long they know every strength and weakness. The dichotomy of being fucking terrifying to their enemies, but so soft with each other. When one is in danger and the other goes feral, protects them at any cost. When everything is over and done, itâs all âlet me see where youâre hurt,â and washing off the dirt and blood.
I love the opening episode of Leverage: Redemption.
Sophieâs depressed because her pet freak of a man died, so the rest of the crew help kidnap her a new one thatâs lower maintenance and better socialized.
i love writing out numbers and then putting them in parentheses like "one (1)" even when i dont need to i think its funny
âPerhaps you are still out there. If this reaches you, I would very much like to speak with you, to hear your theories in your own words.â - The Speaker
I have no idea whether this is true, it seems way too stupid to be real and I have to assume it's made up, but I'm sharing because it has the vibe of something that would happen in a cartoon from the 90s that has characters burn a hole in a door by bouncing a laser pen beam between two mirrors
Person who wrote this scene would write about websites with security like this.
That's Joseph Cox from 404 media. The article has limited information but they're seeking more and their journalists will be trying to replicate it. This was meta's own ai chatbot that helped the hackers change the email. One of the accounts was the Barack Obama White House Account. Another was Sephora.
Link to the article
I'm trying so hard to suspend disbelief on this fuck of a life but every day I suspect more and more that we are living in a cartoon
Young Hero Sent On A Quest meets other young heroes also sent on various questsâonly to discover they're all being used as free child labor by the same flaky wizard as a scam to collect magical artifacts.
the Young Heroes' collective new "Quest" is now to Unionize.....
actually this is funnier if there are multiple wizards involved. the 12-year-olds combine their knowledge and realize the wizards are operating as a unified corporate entity...so then of course they have to go on a Quest To Meet The Monarch to ask the Crown to rule on this previously undeclared power bloc. which in a feudal fantasy world causes all sorts of political intrigue! none of it good
so then we've got corporate executive wizards facing off against royal anti-monopoly legal teams. meanwhile the aforementioned 12-year-olds are standing by pissed off and chewing popcorn (and hoarding undeclared magical artifacts they may or may not collectively vote to use as ammunition to fuel a revolutionary uprising). the!! possibilities!!!!!!
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 â 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 â 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 â 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 â 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 â 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:
"Itâs hard to get that context just from reading the original Dungeons and Dragons books. If nine groups learned D&D from the books, theyâd end up playing nine different games.
"Mornard told us about an early D&D tournament game â 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. Youâd 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 â wasnât he supposed to be DMing right now?
âItâs over!â 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 couldnât believe that the tournament players had been so incautious. But, to be fair, none of those tournament groups had played in Gary Gygaxâs 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 Garyâs 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.
alright I've got to do some quick math to explain attitudes towards AI to my boss.
we're looking to create an AI policy, and when we were talking about this, my boss (older millennial) was genuinely shocked to hear that younger people do not (seem) to view AI positively (a la the recent commencement speakers being booed)
please rb for larger sample size!
Question 1/3
What is your age, and do you feel AI is a net positive or net negative in our lives today?
under 18, AI is a net positive
under 18, AI is a net negative
18-29, AI is a net positive
18-29, AI is a net negative
30-45, AI is a net positive
30-45, AI is a net negative
46-60, AI is a net positive
46-60, AI is a net negative
over 60, AI is a net postive
over 60, AI is a net negative
Question 2/3
How often do you visit or interact with museums/archives (whether in person or online)?
Frequently (multiple times per month)
Often (multiple times per year)
Occasionally (a couple times per year)
Rarely (once every couple of years)
Never :(
Question 3/3
If you saw a museum was using AI in exhibits, marketing, research, etc., would you be more or less inclined to visit that museum?
under 18, more inclined
under 18, less inclined
18-29, more inclined
18-29, less inclined
30-45, more inclined
30-45, less inclined
46-60, more inclined
46-60, less inclined
over 60, more inclined
over 60, less inclined
Thank you for helping with this data collection. Please rb for as big a sample as possible!
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incredible things happening on tonightâs game changer
Good news: if youâre currently laying around and not producing anything, you are a credit to your species.
Itâs recently been found that even hive insects rest. Bees will play with colorful toys. Ants sleep for about 1 minute but they do it so frequently it amounts to a few hours per day. Even trees take breaks.
The only things that work without rest are machines; literally everything that lives requires rest.
EVERYTHING THAT LIVES REQUIRES REST. STOP JUDGING YOURSELF FOR NOT BEING A ROBOT.
robots require very frequent breaks! welding machines generally have it programmed in that they canât run so long they melt themselves. ive overseen two different manufacturing robots now and each of them were fragile, finicky idiots that require constant maintenance and repair. they pause in between moves, in between jobs. youâre always keeping an eye on programming errors, on coolant levels, on heat. youâre always pulling bits of scrap out of joints, sweeping up debris, washing off nozzles and untangling hoses. and even then it snaps a chain and takes a whole morningâs vacation.
even robots need downtime.
Free Ornamentation IV. This work is dedicated to the public domain đ
I turned them into individual transparent pngs if anyone wants those premade!
(Op lmk if you want me to take this down, I'd totally understandâon the other hand, I'd love to do it for the other public domain pieces you've done if that's ok!)
always thinking of that âi couldnât stop wasting timeâ quote
song of the summer!!
In the summer of 1982, artist Agnes Denes planted and harvested 2 acres of wheat just two blocks from Wall Street, near the twin World Trade Center towers and facing the Statue of Liberty.
Growing wheat on land valued at $4.5 billion was a symbolic act. Her project, 'Wheatfield,' raised questions about food justice, commerce, world trade, economics, land misuse, colonization, food and energy waste, world hunger, and ecology.
some more photos from it, featuring Agnes Denes standing in the field, plus a wider shot of the statue of liberty in the background
a few more images including a birdâs eye view and a write up about it on her website