Do you know what else is an aquatic and water-based creature? That's right, another wastrilith.
Lint Roller? I Barely Know Her

ellievsbear
wallacepolsom

@theartofmadeline

★
styofa doing anything
Today's Document

No title available
TVSTRANGERTHINGS
Keni
Claire Keane
Misplaced Lens Cap

PR's Tumblrdome
No title available
ojovivo

Andulka
tumblr dot com
h
2025 on Tumblr: Trends That Defined the Year
AnasAbdin

seen from Netherlands
seen from Italy

seen from United States

seen from T1

seen from United States
seen from United States
seen from United States

seen from T1

seen from Algeria
seen from United States

seen from Malaysia

seen from United States
seen from Türkiye

seen from United States

seen from United States

seen from United States
seen from France

seen from Malaysia

seen from United States
seen from United States
@fortsaveordie
Do you know what else is an aquatic and water-based creature? That's right, another wastrilith.
so interesting when a medieval fantasy world shows signs of a partial columbian exchange. dirt-caked churls may grow pumpkins and eat potato stew yet no chocolate or hot peppers to be seen
i always love the way that mtg strategists and high level players discuss red decks in articles. this quote has been going around the local mtg server:
and the thing is that i really love hot dog decks. this guy is so fucking right
I oscillate between “There is undoubtedly an immense amount of skill involved in both constructing and piloting red burn decks” and “heeheehoohoo bolt bolt bolt” on a monthly basis.
I don't particularly care for TES 6 but it's wild to me that the gap between Skyrim and present day is now almost as long as the gap between Daggerfall and Skyrim.
why even bother with the "alien" creature type if youre gonna introduce kree, skrull, and fucking inhuman in the same set.
Sex should have a secondary gameplay loop where you build bases, manage resources, and expand your territory
accidentally wrote “never mill yourself” like yeah i don’t think anyone would do that unless they’re wheat or perhaps a rice
what the fuck happens in Magic the Gathering dawg
If you'd asked me a decade ago which contemporary tabletop RPG was most likely to do the AD&D-versus-BD&D "two versions of the same game being published simultaneously, one of which is ostensibly a stripped down version of the other, but in practice they're really two separate forks of the same core system that fundamentally disagree with each other about what kind of game that system should be" thing, I definitely wouldn't have guessed "Exalted", but in retrospect it seems almost inevitable.
Ok, I have not been paying attention to new Exalted after 2.5 stopped - what in the world is happening over there?
In brief, there are currently two separate versions of Exalted in active publication: Exalted 3rd Edition, and Exalted: Essence. The latter's marketing kind of positions it as a lightweight or introductory version of the former, but in practice the two are just totally incompatible visions of what the game is supposed to be, and familiarity with one isn't necessarily transferable to the other. They even disagree with one another on the level of basic setting worldbuilding that has no implications for the game mechanics, which is actually kind of remarkable.
In theory, Exalted: Essence sort of positions itself as "Exalted, but friendlier." So, lighter rules, all the Exalt types are (in theory) mechanically balanced instead of Solars having a huge power advantage over everyone else (this is supposed to be a non-diegetic concession to play experience), but also the Essence setting has kind of... had a bunch of its edges sanded off. You are far less likely to encounter something that makes it clear that plagues happen in an Essence book, or that gender-based bigotry is normative in Creation even though it takes different form than it does on Earth. And this is confusing because it is ostensibly the same setting to the point where most of the setting books are written for Exalted 3rd Edition and Essence points you at the 3rd Edition books for more setting info.
I wouldn't even necessarily agree that Essence has lighter rules. Some of its individual subsystems are lighter than their 3E counterparts, yes, but other subsystems are substantially elaborated upon where Essence's authors seem to have felt 3E's are lacking – and some of those subsystems which have received greater elaboration are sitting right in the middle of core components, like action declaration timing.
You're right, but also, no, because Exalted: Essence lets you do full charm sets for every Exalt type out of one book. Next to cutting out six or seven extra hardcovers' worth of custom charm systems (several of which are at this point still hypothetical, I believe), more fiddly action declaration is not, on balance, more rules-heavy.
I've never found the argument from page count terribly persuasive. It feels like arguing that playing a wizard in Dungeons & Dragons is more complicated than playing a wizard in Ars Magica because if you include every published supplement, the D&D wizard has a longer spell list. Certainly, having a Charm list with less needless verbosity and more willingness to collapse obvious redundancies makes character creation much quicker, but I'm not convinced its impact on active play is sufficient to overwhelm every other factor put together.
Look, it's very simple: deviation from the norm is always bad, unless I'm the one doing the deviating, in which case I'm a brave iconoclast and it's the Masses who are wrong.
Predictions for Dungeons & Dragons under Hasbro's management in the coming years:
Uma Musume style horsegirls introduced to the Forgotten Realms; setting's lore revised so that they've always been there.
Advancement rules now stipulate per-session XP bonus based on lifetime D&D Beyond purchase history.
Compendium of exclusive feat trees for specific gender and sexual identities. Bisexuality receives no feats of its own, being mechanically implemented as "half gay"; the resulting synergies are disgusting.
Editorial error in revised Dungeon Master's Guide accidentally refers to Dungeon Masters as Hasbro's employees.
"Noble savage" coding of barbarian class walked back, refocused on European folkloric touchstones such as the Ulster Cycle; all barbarian characters become Irish stereotypes.
AI-based DM service trained exclusively on work of Ed Greenwood launched; withdrawn a week later citing "guiderail issues".
Expanded discussion of navigating player expectations frames "not showing up at all" as a valid playstyle.
Dragon-blooded sorcerer subclass revised to state that one of the character's ancestors was "very good friends" with a dragon.
Only one part of this beggars belief - the idea that any feat tree with meaningful effects would be printed in a 5e product is absurd.
sigh. turns out you cant quite win the game in mtg without other people being able to do anything at all whatsoever
that’s quitter talk. Pick that 8-rack deck back up, I believe in you.
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."
drow lore without the femdom is like a butterfly without wings
Just got a final jeopardy question correct that all 3 contestants missed in front of a bunch of my relatives, I will be riding this ego high for the next week at least. I am a god among men
Directly next to the gym I (try to) go to is a pizza joint that advertises having a buffet deal. I’ve never been, but I’ve often considered walking straight in after finishing up a workout and just going to town. The only thing stopping me from doing so is that I’m 100% confident that I read a Far Side strip with that exact premise a decade or so back, and to me that’s an ill omen for any course of action.
John Avon. Mountain.
one of my dwarves successfully killed a bronze colossus, so i asked another dwarf to make a bronze statue of him, hoping the subject matter would relate to the killing of that bronze colossus, but um
instead, the sculptor made a statue of the colossus slayer's wife leaving him