Your fucking gimp of a boyfriend is not behaving in accordance with the Wikipedia code of conduct and will promptly be ejected from this moving vehicle.
todays bird
$LAYYYTER
KIROKAZE

#extradirty
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occasionally subtle
đ©” avery cochrane đ©”
let's talk about Bridgerton tea, my ask is open
cherry valley forever

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PUT YOUR BEARD IN MY MOUTH

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Love Begins
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@guygirder
Your fucking gimp of a boyfriend is not behaving in accordance with the Wikipedia code of conduct and will promptly be ejected from this moving vehicle.
Welp, this is it, A24 is now trying to copyright the backrooms. Theyâre taking down wallpaper designs from redbubble that were made ages before the film came out.
Between that and the Google ai deal itâs like theyâre speedrunning credibility immolation
this site really did suck so fucking bad when its demographic was straighter
i don't believe such a time ever existed
this post always kills me bc iâm like 90% sure the picture behind him is this:
living under a rock is so fun i love watching a movie thatâs been famous for decades and being like wow this is so good.. did you guys know about this
âIf I Am Killed For Simply Livingâ â Althea Davis
i gotta replace the strawberries in my computer soon
I swear to fucking god. I would claw out OneDrive from my computer if I could. I would burn down their servers if I could. I would run down their stocks to the ground if I could. I hope every single one of their workers gets a better offer from a competitor in the next 24 hours. I hope every single one of their light bulbs explodes at the same time. I hope every single carton of milk in their fridge will always be expired.
Stop backing up my fucking files.
Stop asking me to back up my fucking files.
Stop taking my fucking files off my fucking computer.
I don't want a fucking reminder in three fucking days. Let me fucking say no.
Fuckers.
Friend, I have news you're gonna love. Here's a text tutorial to get rid of that shit on Windows 10.
Here's a text tutorial to get rid of that shit on Windows 11.
Here's a video tutorial to get rid of that shit on Windows 10.
Here's a video tutorial to get rid of that shit on Windows 11.
Go forth. Be free.
Reblog to save a life... and someone's sanity
we canât keep letting him get away with this
Following the layoffs, an internal email at Bethesda about the future of the company reached IGN. The focus appears to be on rapidly increasing the pace of the production of its star franchises, mainly Elder Scrolls and Fallout. IGN also speculates that Obsidian and id Software may be pushed towards supporting the release of games in those franchises.
Following that IGN story from yesterday suggesting that Obsidian may be supporting Bethesda in development of Elder Scrolls and Fallout now, Jason Schreier has now reported that Obsidian's other projects have been cancelled, and they are now working on a Fallout game.
this is my impression of what it would look like if the toddlers at my job could make traumacore edits about me
alright by popular demand here is more toddler traumacore
I still find it pretty funny that in fallout 3 you can get your karma down by just opening Moriartyâs terminal over and over again.
The slavers at paradise falls have heard of me. Iâm the guy that opens peopleâs computers over and over again without asking first.
Butch wonât be my companion. Heâs like youâre too intense. You mustâve turned on that computer like 50 times in a row last time.
My forbidden computer touching ways have caught up with me.
The reason Iâm doing this in the first place is that a lot of evil karma options in fallout 3 are just inconvenient. Like I could go out of my way to blow up a city or I could not blow up a city and get a much more convenient free house and keep access to their merchants.
So in order to keep getting the full evil karma experience, every time I do something convenient or utilitarian that raises my karma I go back to Moriartyâs Saloon and just open his terminal over and over again.
Thus, my good boy points are eliminated through repeated computer touching and the regulators here are hunting me down for looking at Moriartyâs personal data a hundred times in a row.
Whatâs really funny about lowering your karma this way is that after you do a major good Karma action and listen to the radio, the radio DJ Three Dog will be like this horrible fucker from vault 101 we all hate him so much you know that guy? He did another fucking thing. He saved a thousand orphans.
today's reason I fucking love the open source community: Ageless Linux, a brand new Debian-based operating system specifically designed to break the law by giving children access to computers that explicitly refuse to track their age.
reblog this post to help a child break the law
oh goddamn this whole page goes so hard actually, please go read it. what an impressive, visceral takedown of this dumb law
âA highly relevant rhetorical question has arisen.
What if Russia were inactive now? What if Ukraine actually implemented its version of the "Croatian scenario" â took Donbass by force and cleared the territories of undesirables? How many liberals would have come out in front of the Ukrainian embassy and said "no to war"?
I already have an answer â none at all. Why am I so sure? Because none of them said a word even during the hottest phases of the conflict. Where were their feelings, emotions, and concerns when the Armed Forces of Ukraine tried to break into Donetsk? When their sabotage and reconnaissance groups were destroying peaceful unarmed civilians? They were sipping smoothies, attending fashionable parties, and planning vacations because they were very tired of war and politics.
We would have been killed with the silent consent of the "progressive world."â
â DonchaÌnin photojournalist Denis Grigoryuk on the 25th of February, 2022
I don't know who my intended audience is here, so whoever needs to hear this, I am begging you to learn to participate in conversations that are about things you aren't interested in.
Part of socializing and having friends is being a good listener even when you don't actually give a shit about the subject.
Your are hurting other people's feelings when you bluntly respond with "Anyway..." and then change the topic.
It can not always be about your preferred topic.
You are being rude. Yes, even if you are neurodivergent. You can be both autistic and rude.
I've had a couple of people ask for a digestible version of the whole "the real problem with Dungeons & Dragons is false advertising, not anything that's present in its text" thing I keep alluding to, so here's the bullet point version of that argument:
Dungeons & Dragons is owned by Hasbro. Yes, the same Hasbro that owns Monopoly and My Little Pony.
Hasbro wants D&D to be the only tabletop RPG that anyone plays.
In order to accomplish this, Hasbro needs D&D to be a universal entry-level game.
D&D is not a universal entry-level game.
All game rules are opinionated about how the game ought to be played, and as tabletop RPGs go, D&D's rules are more opinionated than most. This is not a flaw, but it's not what Hasbro needs.
D&D is also on the high end of complexity as far as tabletop RPGs go, and it's complex in a way that strongly rewards system mastery, so it's pretty far from "entry level".
Hasbro could produce a version of D&D that's at the very least less opinionated and more entry-level than it presently is, but they don't want to, because they've determined that certain rules features which run counter to both of those goals are critical to D&D's brand identity.
They also don't want to produce multiple versions of D&D tailored for different audiences, because they want every single D&D group to be a potential purchaser of every single D&D product; they'd be effectively competing with themselves for their own customer base if the published game was actually modular in any meaningful way.
So how does Hasbro square that circle?
Simple: they lie. They insist that D&D is in fact a universal entry-level game in spite of all evidence to the contrary, and back their advertising up with sponsored thinkpieces and podcasts and such to "prove" it.
Further, they've spent decades fostering a culture of play which conceals the gap between the game they're advertising and the game they're selling by ascribing any appearance that D&D isn't a universal entry-level game to the incompetence or malice of individual GMs.
The game the rules want to produce disagrees with the game the group wants to play? Nonsense â even the rankest beginner should be able to produce any experience of play using any set of rules, and if your GM can't, they're a Bad GM.
The game is hard to learn? No, it isn't â your GM is merely gatekeeping you. This wouldn't be a problem with a Good GM.
The upshot is that the published rules are more or less irrelevant with respect to achieving the desired experience of play, because they're operating within a culture of play which dumps 100% of the work of making that desired experience of play happen on the GM.
Indeed, much of what modern D&D presents as GMing best practices are really methods of working around the fact that the rules you're using disagree with you about what kind of game you're playing.
(It's not a coincidence that D&D's entrenched culture of play also insists that it's normal for GMs to be miserably overworked and treats GM burnout as a big funny joke, then turns around and loudly wonders why there's a constant GM shortage.)
The trick is, because you're still at least notionally using the rules of D&D, the fruits of all that GM labour are perceived as the product of "playing D&D", not of the GM's hard work.
In essence, Hasbro's business model for Dungeons & Dragons is selling you your own GM's labour with a D&D sticker on it.
It's a very neat trick, if you can pull it off.
Now, at this point some readers may be asking: well, sure, but not all GMs are doormats. What about "killer" GMs who do gatekeep and railroad their players and otherwise act like complete tyrants? I hear horror stories about them all the time.
That's the second trick: these are not opposites. The GM as human Xbox and the GM as tyrant of the table both represent the GM doing all the actual work of making the game happen. The latter isn't the outcome that Hasbro wants, but it's a logical conclusion of the position the want the GM to be in.
The more I think on it, and I know this greatly differs from what people have come to expect in recent years, but to me a TTRPG with no adventure modules is like booting up a video game and finding out the devs didnât make any levels. Like I wanted to play this but I guess weâll have to wait until someone in the group, who may have never played the game before, spends a not-insignificant amount of their free time in the level-editor throwing something together for us to play.
This contributes significantly to "DM Burnout."
This ended up on r/curatedtumblr where it is plainly apparent that nobody knows what the hell "adventure module" means. Which is once again D&D5e warping the entire artform by publishing nothing but modules that are strictly railroaded scripts and so making everyone think that "adventure module" exclusively means "a strictly railroaded script."
I'm gonna have to make a big post at some point explaining what an "adventure module" is.. once again flabbergasting how often and how hard I have to go to bat for extremely foundational elements of this hobby
my personal stance has slowly become 'oh god we need games to have proper adventure modules so people will know how to play'. The dearth of material or advice for how to run even middle-market systems makes running them a pain in the ass.
The best TTRPGs in the world are nothing if the developers cannot include proper example materials on how a game is constructed and run, which is what good adventure modules are.
Yeah, this is kind of a weakness of TTRPGs as a medium, they require a lot of manual player input to work correctly, and yet very many TTRPGs do not actually tell you how this specific TTRPG is supposed to be played. They tell you a bunch of mechanics and stats, but they do not tell you how these mechanics are supposed to be approached or applied. And this leads to people playing that game wrong, and having a worse experience for it.
the thing is even if your game doesnât work with a traditional dungeon-crawl style capital M Module (which was a concern for a lot of reddit commenters), itâs still helpful to have a setting document or an adventure hook or something that tells people what kinds of things might happen in a game
I haven't personally *run* many non-dungeon-crawl games, and part of that is definitely due to a lack of pre-created "modules". Like, its great to give the tools & guidelines on how to build scenarios / adventures / sessions... but not providing any pre-built ones is a big roadblock!
(It is an OSR dungeon crawler, but honestly, props to Mausritter, yet again: that tiny core rulebook includes not only the rules & charts to create your own hexcrawl setting and adventure sites, but a fully pre-built & playable one of each.)
Yeah many people just plain do not know that an adventure module can be something other than a completely linear script you follow.
Hereâs a very old, very classic adventure module for classic D&D from my dadâs attic.
It has a map of the dungeon (as you will see, it is not a linear series of fights, itâs a complex location the party explores. That line drawn in pencil tracks the way the party happened to go when this was played, not the way theyâre âsupposed to go.â)
And it has a full fleshed out description of the rooms and different interesting and interactable things within the rooms. It has pre-statted monsters, traps, etc.. The party explores it and tries to get out alive with as much treasure as they can carry. You can also weave this into an ongoing campaign or a âstoryâ - itâs âmodular,â thatâs the point of a "module." When I ran this for my groupâs rotating-DM AD&D campaign, the party was hired to rescue three children who were kidnapped by goblins. The goblins had one, but the other two escaped and got lost in the not-goblin-controlled parts of the dungeon, requiring the party to explore every inch of it to find them.
Of course, this kind of module cannot be used for a âplottedâ D&D campaign, because it is designed to quickly kill unwary characters. But if youâre wanting your PCs to have plot armor, you really should not be playing any edition of D&D. Itâs not designed for plotted stories, itâs designed to be a game where shit happens that you then tell stories about later.
The party in our group did suffer some pretty severely bad injuries, but no deaths, because theyâre a group of competent, capable, and careful mercenaries.
âBut thatâs a dungeon crawler, modules like that donât work for non-dungeon-crawler games!â
Eureka: Investigative Urban Fantasy, an extremely non-dungeon-crawler game, has modules very much like this. In Eureka, the party doesnât delve into dungeons, they talk to people, look for clues, and solve mysteries.
So, Eureka modules provide a âTruthâ for the GMâs eyes only which lists exactly what happened that resulted in there being a mystery to solve, a âhookâ for why the PCs would have gotten involved in trying to solve the mystery, and a set of relevant locations, often with maps. (The locations may be connected on a larger city/town/area maps but usually travel between the important locations is abstracted.)
The locations are given full descriptions, various points of interest that might be relevant to the investigation, info for the GM about what the PCs will find if they inspect those things properly, etc. They also include NPCs with visual and personality descriptions, lists of what information the NPC knows about the mystery, and how they might react to certain actions from the PCs.
Silk & Dagger: A Sensible Drow RPG is even less comparable to a dungeon-crawler than Eureka. Itâs a interpersonal politics sitcom-y comedy game where a Drow Mistress and her pathetic minions try to keep up appearances in a cutthroat society where the social expectations are arcane, byzantine, and very high stakes. Reputation is everything.
Something will go wrong in the palace, and the party will have to hide that it is going wrong and act like everything is fine while impressing the neighbors.
A module for Silk & Dagger comes with a particular problem thatâs going to happen in the palace and when and where in the palace it will happen, as well as a guest arriving and/or some other social obligation. It includes visual and personality descriptions for the NPCs, and how they will react to certain actions by the PCs.
These are games which are about three very very different kinds of characters and situations, and yet they all benefit from having adventure modules.
TL;DR, a "module" for a TTRPG does not have to be and was not always a scripted linear plot of events. D&D5e modules being scripted plots has erased the idea that any other kind of "module" ever existed or COULD ever exist. But they did and do.
2 hyper-specific gripes:
IMO the "module" was a misstep in the development of dungeon crawl games--we'd have been much better off with a "How To Start A Megadungeon" book than with, say, Keep On The Borderlands.
published adventures have been Mostly Railroading since at least the 90s. This is one of those things that is more the fault of Dragonlance and Illusionism: The Game (by which I mean OWoD) than it is of 5e.
I disagree. Not every TTRPG campaign has to be a huge extended multi-year campaign, and a âhow to make your ownâ is just a âhere you have to make your own instead of being able to just plug-and-play something.â This still drops the job of game designer on the GM.
I donât like long huge campaigns and megadungeons. I like dungeons. In any RPG I play, I want the adventure to be wrapped up within 3-12 sessions, then we either play something else, or play a new 3-12-session adventure/dungeon as a sequel to the first one. This is a âcampaignâ structure that adventure modules like the ones described above are perfect for, and itâs something that people should know is an option.
Secondly, while itâs true D&D modules have mostly been very railroady since Dragonlance, not all published modules since Dragonlance have been D&D modules. And even if every single published module for any TTRPG for the past 30 years had been a complete railroad script, considering how obviously poorly this kind of âstorytellerâ structure fits with the actual rules of D&D and the games descended from it, it is still more than worth bringing back the more old school âsandboxâ format and letting people know it exists.
No, I absolutely disagree. Level Designer and Game Designer are different jobs and dungeon (or megadungeon) design is Level Design not Game Design. The ideal state of the industry is that for most games most GMs are making their own adventures for most of their sessions.
Like, I'm not saying published modules shouldn't exist for dungeon crawl games here, I'm just saying that Megadungeons were Lost Technology for decades because A Certain Ex-JW Moron couldn't be bothered to write "How I Made Castle Greyhawk" and decided to publish some "mini-dungeons" instead.
Also, the point of my "gripe #2" was "this is a D&D Problem, not a 5e Problem". That's all. Honestly, the swipe at OWoD and the incredibly negative effects that its "yeah our game sucks but instead of fixing it we're just gonna tell you to lie about the dice whenever they do something you don't like" approach to game design had on the medium for an extended period of time was just kind of an Attack of Opportunity
So the ideal state of the industry is that Game Designers design games, and there are no Level Designers and that job is instead just offloaded onto people who don't get paid to do it?
Yes. Creating worlds and stuff to do in them is what makes GMing into Creative Expression and not just Being A Substitute Computer.
There is a third thing a GM can be, and that is a player playing a game from the other side of the GM screen.
I've interacted with so many DMs who always talk about how "creative" DMing is and how they have so many characters and stories always coming out of their heads. Each time I hear this about DMing, I think "guess I'm not a DM at heart" and go to quit. Then I go to play as a player and think "boy I wish I was refereeing the rules and enjoying the lore-distribution process." DMing is not, at base, writing and "Creative Expression." It's refereeing the rules and representing the actions of the world through those rules. And that's awesome. Modules are awesome.
I'm the reverse: I love doing that kind of creative and design work. For a long time I simply accepted that the role of DM required a special kind of dedicated and creative person- because I enjoyed that extra work! I accepted the unbalanced workload because I thought that it was necessary or good for it to be like that, and that I was uniquely suited for it. I like throwing myself into sprawling and obsessive creativity. I can enjoy painting or writing for hours on end, so why can't I enjoy doing session prep for hours as well? Then I started feeling the burnout, because DM'ing requires a fairly rapid turnaround. The pleasant experience of losing myself in a grand creative work became a grind to create more content before the next session- in addition to my real life obligations. I resented my Players because they didn't put the same effort back into the game. Unlike the artistic time sinks I focused on before, I had collaborators, and they weren't good ones. It felt like a group project where only I was doing the work, and if I wanted to ease off and just be another player at the table, the game fell apart like a wet burrito. (Not all of this was my players' fault- but also there was an expectation. A subtle pressure to perform to a certain standard or we just... wouldn't play. As the person most interested and in love with ttrpgs, I was the one who had to entice the group, prove to them that my games were worth the weekend time-slot.) It was an unpleasant, unbalanced dynamic, one that I think is common and encouraged by the 5th edition ecosystem. I run Modules these days. Players can show up with characters they rolled up in two minutes and I'm happy to meet them at the level of engagement they're at- because the game no longer sucks if I do that. I'm no longer playing pulling quadruple duty as game designer, level designer, world-builder, player, therapist, writer, and referee. I can just actually enjoy the games we're playing together. I still do design my own game systems, mechanics and adventures, but that's because I like doing those things, not because I have to. I've been getting rave reviews for my latest campaign- and I'm having just as much fun running it, which is something I haven't felt for a long time.