reddit is having a glitch where it puts the wrong captions over photos and it’s the only thing i care about right now
wallacepolsom
DEAR READER

Product Placement
sheepfilms

Kaledo Art

izzy's playlists!
we're not kids anymore.
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Aqua Utopia|海の底で記憶を紡ぐ

★
Cosimo Galluzzi

@theartofmadeline

Andulka
Cosmic Funnies
Claire Keane
TVSTRANGERTHINGS
NASA
Three Goblin Art
Show & Tell

Origami Around

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@fralexion
reddit is having a glitch where it puts the wrong captions over photos and it’s the only thing i care about right now
does anyone wanna hold hands until we feel a little braver
the reblog map is all of us holding hands btw
We are each other's night sky. No one is alone here.
night sky continues to get brighter. theres always people here for you
Made a painting of all of us “Holding Hands” <3
Handing the Google executive currently chained in my basement a piece of paper that reads "Shall I end your torture?" with one checkbox that reads "No" and another that reads "Maybe later."
Insanity Calamity Made for the VGMusic forums sample-pack contest. Everyone who intended to enter sent in 3 WAV samples of under 4 seconds and length and the challenge was to make a song using only the samples that everybody pooled together. Kind of a like-it-or-hate-it kind of deal. It’s very repetitive, with most of the development being the addition of harmonies over the melody. All of the transitions are bothersomely sudden. Each successive section takes something from the last one before dropping what it had before, until we go back to the beginning again… Really harsh soundscape and lead, but I think it sounded cool anyway. Might be a dealbreaker to some of you… however, you might want to check out the samples I had to work with… I ended up not using most of them, but darn! Anyway, this was a fun little experiment and I’m proud of how it came out (plus I placed 7th out of like 28 entries, which isn’t bad!). I’ll link everyone else’s entries when they’re organized, a lot of them are really worth listening to.
Been a while since I actually put something Obscure on this blog.. Check this old Toby Fox song out! I’m not sure if he ever actually posted the album this was for, but it can be found here:
posting this on twitter will get you put into witness protection
The magic of childhood is that you were constantly encountering new things. The best way to feel that way again is to fill your life with new experiences.
The magic of childhood is that you were constantly encountering new things. The best way to feel that way again is to fill your life with new experiences.
You’re just not ready. At no point in this video when he says the next thing are you ready.
So I was thinking about unicorns a lot a while back and now I've got at least 4 subspecies inhabiting the headworld and now you're going to get to learn about them!
Most common and what most centaurs think of when you say unicorn is the above, the Common or Dwarf unicorn! They were made almost entirely from goats and they remain essentially goats with a single horn, usually fairly straight and curving backwards, but there are many different varieties as they are treasured as fine pets and decent livestock, kept for their company, milk, and meat just like goats. Thankfully their attitudes are closer to mini horses than goats, adding to their favor as pets, but they're still quite mischievous as opposed to their more capricious goat cousins.
Next most common, but still fairly rare, is the "True" unicorn! These ethereal beasts are known bastards! Long, fine boned, strong and tough as nails despite their delicate looks these war mounts are visually the closest to a traditional unicorn other than the sparse mane and tail - thought to be owed to the clear base of the breed being Akhal Teke horses. Unfortunately their attitudes do not match their beauty as they are through and through war horses. Used almost exclusively in the eastern kingdom as nobles and knights mounts in their neverending skirmish wars these beasts bond to exactly ONE person at a time and everyone else is liable to be bitten at best, run through with that horn at worst. An absolute nightmare to stablehands throughout their range, they are finicky and aggressive to horses and humans alike making them difficult to keep. They are shockingly intelligent and KNOW how to use that horn to its greatest effect, leading to the nickname of 'Fencers' Even in their native range they're not super common due to the aformentioned difficulties in keeping them and the fact that they frequently prefer to fight one another than breed.
Most rare and least understood is the 'Heraldic' unicorn, these stately but wild creatures are as beloved as they are dangerous. They tend to just appear out of the wilds to those they choose as riders, and are well known for their loyalty and gentle dispositions in times of peace and as deadly war mounts in battle, leading to an enormous amount of legends around them. They are the mounts of kings and explorers, nobles and common adventurers, most who wind up with one of these creatures live extraordinary lives. They also require a significant amount of protein in their diets, and if it is not provided they will acquire it.
Last, and also kind of least is the 'Wild' unicorns. These are clearly the remnants of some rogue genetics that pops up in primarily wild horse herds for some reason. They are just horses that grow a horn, usually of a roughly spiraling nature. It is fairly fragile, and so not very useful but they're still favored as a novelty mount to many and often passed off as one of their more unique cousins to the uninformed. Because of the edge the horn gives them in herd dynamics, if a wild unicorn makes it to adulthood with the horn intact, this can often form pocket herds of unicorns as the gene briefly proliferates- but it never seems to last more than a few generations.
@ perfectunion
Drivers in Massachusetts for ride-hailing apps such as Uber and Lyft have become the first in the nation to certify a union.
May 27th, 2026
Asdfghjkl her perfectly straight face and even tone throughout should win an AWARD
Honestly, Tvyek is pretty miraculous. It’s permeable to water vapor but not to water, it’s nearly impossible to tear, but can be easily cut. It’s cheap and made entirely without binding chemicals. In addition to being used for wristbands, it’s used to wrap construction sites to keep out water during construction, for tear-resistant envelopes at Fed-Ex, coveralls for mechanics, and my wallet, actually.
Fun tip, though it looks like paper, Tyvek is plastic, and cannot be recycled with paper.
holy fuc
I didn’t even know it had a name
Digital circus' biggest problem is that it was written to be a niche show aimed at weird analytical queers with actual media literacy and it accidentally blew tf up and hit the mainstream and a bunch of people who have never had a second thought about anything got into it
This show isn't for people who watch marvel movies it's for the people doing 3 hour video essays about Utena or some shit
Digital circus: hey let's discuss existentialism, what makes someone human, how to cope with loss and regret, and the hedgehog's dilemma. you've all read I Have No Mouth and I Must Scream, right?
Digital circus audience: what
Sorry my finger slipped…
This was a Patreon Request
idk anything about this but I love it
If any competition needed to be on Tumblr, it's this one.
Zelda puzzle training simulator
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."