updated my artfight card GO GET ME ON ARTFIGHT
An art gifting game
first time making an artfight hitlist lets gooooo
Today's Document
Claire Keane

@theartofmadeline
trying on a metaphor
Show & Tell
untitled

Discoholic 🪩
occasionally subtle
Mike Driver

#extradirty
Monterey Bay Aquarium
Noah Kahan
Sade Olutola
ojovivo

roma★

PR's Tumblrdome
Aqua Utopia|海の底で記憶を紡ぐ
KIROKAZE
$LAYYYTER
NASA

seen from United States
seen from Germany

seen from Türkiye
seen from Jordan
seen from Indonesia

seen from United States

seen from Türkiye
seen from Italy

seen from Russia
seen from Vietnam
seen from United States
seen from United States
seen from United Kingdom
seen from Russia

seen from United States

seen from Germany
seen from Russia

seen from Italy

seen from Australia
seen from Poland
@laya-snowfeather
updated my artfight card GO GET ME ON ARTFIGHT
An art gifting game
first time making an artfight hitlist lets gooooo
Someone said "Are you really so stupid to think that Africa has the same technological advances as us? If they did they would probably have clean water and not live in houses made of sticks and mud. Get over yourself and stop being so ignorant."..... Below is a tiny collection of images of the Africa they refuse to show you..
ches
I’m sorry you’ve been made to believe that the whole of Africa is poor, I really am..
Reblogging for those of you who think Africa is only what the media and movies portrays it to be
This fucks me up because it’s scary to think that we can be showed something all our lives and not even know it’s a lie
And that my friend is the power of propaganda, indoctrination, and media
Are these pictures of South Africa or of Africa as a whole?
@the-collecting-turnip From top to bottom:
1. Port Elizabeth (South Africa)
2. Unknown
3. Nairobi (Kenya)
4. Pretoria (South Africa)
5. Aburi Botanical Gardens (Ghana)
6. Cape Town (South Africa)
7. Pretoria (South Africa)
8. Harare (Zimbabwe)
9. Windhoek (Namibia)
10. Windhoek (Namibia)
To @kushandwizdom this is a rather unfair portrayal of Africa as a whole since half of these are literally just South Africa. So Instead to add to this post and better dispel the myth of Africa as the vast wasteland of poverty most people think, I found a much more mixed collection of pics from various countries.
Luanda, Angola
Agadir, Morocco
Lagos, Nigeria
Cairo, Egypt
Port Louis, Mauritius
Abidjan, Cote d’Ivoire
Algiers, Algeria
Tripoli, Libya
Dar es Salaam, Tanzania
Tunis, Tunisia
So, there, a much better case demonstrating the various major cities around Africa showing it isn’t some technologically backwards continent, but actually pretty up-and-coming in the world of commerce.
I once was talking to my Ethiopian manager about ignorant people asking her dumb shit about her life before she moved to the states…
the worst story she told me about was when she told a fellow student (at a fairly prestigious university) about a concert she went to back home. The other student responded with “omg you have music there!?” 🤦🏾♀️
Rebloging, because we need to see these pictures.
As for stupid questions: “do you have grocery stores in Ecuador?”
These are great!
A redneck neighbor once asked my mom (in the 80s) if they had cars in Peru. Sigh.
This is the product of poor world history in school & little current affairs coverage outside Western Europe, except for catastrophes, so all we see are the war torn, poverty stricken, disaster-affected parts on the news. And racism, of course.
I bet most Americans who think that African countries are just completely poverty stricken have no idea what the US looks like in its poorest areas, not everywhere in the US is nice suburbs or unrealistically large apartments on tv
Los Angeles, California
Hartford, Connecticut
New Orleans, Louisiana
Camden, New Jersey
Philadelphia, Pennsylvania
McDowell County, West Virginia
Flint, Michigan
Washington, D.C.
Do you see the world as it is, or as someone told you it is?
This photoset proves you can make anywhere look great or terrible. It’s all framing and more people should know about that
Worth a reblog. I don’t think the US version was on there when I first reblogged.
All of this is true, and also- those stick and mud houses are actually amazing examples of indigenous African knowledge. They are being studied for their thermal properties and sustainability.
Of course traditional African homes look different from homes in the US or Europe- they’ve started from different climates and resources. It’s such racist hubris to assume different means lesser-than.
Hey Fam Thank you for coming by Another video here answering why we sleep in grass thatched houses Hahahha some people clearly don’t know wh
https://share.google/MCbqIYkdTvWZ3TgTA
also also, the racism of saying “oh they build with sticks and mud” like we don’t do the same thing. Stick-built is a fucking category of Victorian house! Stucco is just mud! Plaster is just mud! Adobe is just mud! Clay is just mud! EVERYONE builds with sticks and mud! It’s very telling that people only use words like “sticks” and “mud” when they’re being insulting. Buddy I live in a house made of sticks and mud too.
Aariana Rose Philip, a model with cerebral palsy, for Interview.
It's so cool to see a disabled model in tilt in a powerchair. As someone who has to be in approximately 30-45 degrees of tilt (in a powerchair just like hers) just to move distances longer than 10 feet, I love seeing how it looks powerful, especially when disabled people are told their whole lives how medical everything about them is.
I also love the taking up space of it, I always feel so embarrassed because I also have to tilt/recline my chair a lot to be able to get around and this photo takes a position that often feels vulnerable and reframes it as power
btw dating sucks as a concept.
meeting up with someone with the explicit goal of figuring out whether or not you want a relationship with them spoils the dynamic. it sucks. it's terrible. fall in love with your friends like normal people.
as expected this one is a hit with the autism website
tumblr keeps giving me these ads with straight up porn in them (like, nude dickriding) and while idgaf about seeing porn I really am like, exhausted by the double edged swords of "terms of service" and "advertising".
I can't post images that show too much of my stomach, because notable body fat trips whatever alarms are up in tumblr HQ. but advertisers can show me skinny white girls bouncing on it all day long bc like, they're advertisers.
we live in advertising world. companies have more rights to "expression" in public than individuals. once you notice it you won't stop seeing it. you have a moral duty to resist it.
getting tired of these kinds of responses. "you're only seeing porn because you look at porn and the ads are connected to your data huehuehuehue" like it's some kind of gotcha.
I am a sex worker - a porn creator. Yes, I spend a lot of time on porn sites! sometimes for work, sometimes for pleasure. I'm not embarrassed to admit it. Do you think I should be? I'm on testosterone, sometimes I jerk off four times a day. Get over it.
When I said "idgaf about seeing porn" I meant it! What I DO care about is the fact that I as a user and a worker cannot post my creative labour on this website, but that advertisers can show me whatever they want, including AI generated Attractive People doing my job. The implication that they're doing this with the use of tracking cookies makes it worse, actually. I don't like living under surveillance. Do you think it's funny? Or do you think that was part of the problem I was trying to talk about from the start?
Calico out there putting tuxedo on the mats
we have to start running a massive PSA campaign to young gay people so everyone understands there is a difference between being a dom and being a top and between being a sub and being a bottom. and also that sometimes you are neither a sub nor a bottom and you're just like shy. we need to be handing out flyers we need ads at every train station spreading the word
I got a job at a gas station across from a casino and a guy keeps coming in to buy whole cartons of cigarettes and talks in the third person calling himself "snake eyes pete" and every time I tell him his total hes like "tell ya what if old Pete rolls a snake eyes why dont you give it to him for free?" and he rolls the same set of loaded dice on the counter and it does not matter how many times he rolls snake eyes I will not give him the cartons for free he gets so mad
Snakeyes Pete is from Toronto he gave me a button once that said "Canadians have the best luck" and i said i thought that was the Irish and he said "I fucking hate the irish" and i said okay
You should get your own set of loaded dice, tell him "I'll tell you what, if I get snake eyes you pay double" and see how he reacts
Letters from the Loving Dead / Blood-Stained Love (v5 sourcebook)
THE ACCESSIBLE DESIGN SURVIVAL GUIDE: OUT NOW!
My zine covering accessible design basics is now free on itch!
If you'd like to start making your work more accessible for everyone— check a look, download it here!
Please share this with anyone you know who makes flyers for key events like protests and fundraisers, especially! We want to make sure these things are successful— and accessible design will help with reach!
Why aren't comics more common in TTRPGs?
(This is about game design and presentation) In school one of the things I discovered is that I have trouble absorbing info from a big text book. And most TTRPGs are presented as text books. Once I understand the basic information in the book (chemistry textbook or RPG sourcebook or whatever) I can deal with the book on my own terms. I can dive into individual parts and learn, and slowly absorb the book as a whole. But I need help to get there. I need an access port. Sometimes this comes in the form of someone explaining the book to me. Explaining the rules of the game or the outline of an essay. This is great, and gives me a way in so I can absorb and master the book myself. But I don't always have someone in my life who can do that. Interestingly, I don't have this problem with novels at all. Narrative feels easier to access, at least for me.
In school I also discovered Scot McCloud's Understanding Comics. This is a pretty fantastic book which I'd recommend to everyone. It helped me understand how I process information. More importantly, it helped me understand the different people process information in different ways. I hadn't realized that at age 16, although I was starting to suspect it. Before I started making comics or games I used to be a teacher. As a teacher I could see that some of my kids were struggling with the information I was giving them, in the same way I had struggled in school. I started using comics in class to help reach these students. I'd draw little comics on my handouts or on the whiteboard to explain what we were learning. The goal wasn't to provide an entire lesson in comics form. I'm not Scott McCloud! Instead, I was trying to find an access point for my students. An on ramp. A port of entry to the ideas and material we were covering so they could engage and eventually absorb the information. It worked so well. It worked like magic. Why don't we do this more in TTRPGs? I used comics in my early games, Panty Explosion Perfect and Ocean. These were narrative comics, not rules comics, but the goal was to provide both an example of what play looked like (from a narrative standpoint) and a point of access for players who weren't sure what the game was or how to engage with it. My thought was that if you understood what the game was supposed to look like it would be easier to approach the rules. (A short comic from Ocean. The book has a bunch of these)
When my brother Nick and I started working on The Magical Land of Yeld I knew I wanted to use comics more directly as a teaching tool. Especially because part of our target audience was new and younger players who might look at a big text book (Yeld is a giant 400 page hardcover) and just bounce right off it. Like I did in school and like I often do with big games. So I needed to teach with examples and illustrations, and especially comics.
The first comics you'll encounter in the Yeld book are narrative, and designed to get you into the ideas and themes of the game. But in the first few pages we also start sprinkling in rules comics. These are presented along side the rules text. They don't replace that text, which is important. The text explains the rules in greater detail, and includes information that just couldn't be added in a single page comic. Instead, the comic is intended to be a point of access to the rules text. A player can read the comic, understand the basic concept, and feel comfortable engaging with the text. That's the goal, to make players comfortable and to make the rules text accessible.
We use comics to teach basic game mechanics, but we also use them to explain specific player facing systems. Sometimes these are things that really do need a comic to explain them, but sometimes we use comics as lures to draw player attention to mechanics that we're afraid they might otherwise not engage with. For example, in playtesting we found that when characters died during a fight the player would just sit there for the rest of the fight and not engage. It turned out, since you don't do anything in D&D once you die (except slowly die more), most players assume that's how all games work! So they hadn't even noticed that in Yeld you become a Ghost and get to ghost around and do fun Ghost stuff! I decided to create a comic that not just explained this but drew attention to it and showed why it was a fun (and important) part of the game!
Structure of play isn't always obvious to players, especially if they're new to TTRPGs or have only played D&D. You pick up habits from the games you play the most, and since most gamers play nothing but D&D there is a tendency to assume EVERYTHING works like D&D. Yeld doesn't, so we decided to take nothing for granted and make comics that very specifically show what a session of play looks like. In this example, it may not look a lot different from D&D, but the adventure is specifically divided into 5 parts. The comic illustrates these parts in a way that is easy to understand. The accompanying game text explains each part in more detail and illustrates how they are important to play. The comic serves as a ramp that gets players to the info they need.
Not all of our comics are player facing. Yeld has a rotating GM (which is awesome, btw), and this means every player gets a chance in the Game Master roll. Which means every player needs to understand how this roll works. Comics like this one, which explain how to build monsters to use in your game, help make the process easy to understand. Again, its about building a point of entry for players. A player might say "I don't want to GM, it sounds to complicated!" But its not. You just need to make it easy for them. Make the mechanics and responsibilities easy to understand. Show why they're fun! In Yeld, its important that each player takes on the GM role from time to time, since we're building a story together. Making it look fun is important! Comics help with that. What's more fun than comics?
Narrative comics are important too. At least for Yeld. I don't think every game benefits from them (although I always love seeing them). Narrative comics show players what the game is supposed to look like. What the characters do and say. What environments they visit. Narrative comics set a tone. Narrative comics let new players understand what a game is about immediately! We can hand a Yeld book to a new player or customer and they know what's up in seconds, just by reading a short single page comic. That's a powerful tool. So why don't more games use comics? Part of it is that game creators are usually not comic creators. There's not a lot of crossover. That always surprises me, but both disciplines take a lot of work. Who has time for both? Even when you have game designers that are comic creators, they often don't include comics in the games (Lancer???). I don't think this means game designers don't recognize the value of comics. I've had this conversation with so many game designers, and they usually agree that comics are useful tools. But if you don't know how to make comics, making comics for your game can be daunting. What rules should you focus on? How do you present that information in comic form? How many comics should you make? How do you hire someone to make comics, anyway? Hiring artists is expansive, btw. You know that, of course. Hiring an artist to make a set of comics for your game could cost you thousands of dollars (or more), depending on what you want. Of course, you can try to make your own comics. And you should! Really! A poorly drawn comic is not necessarily a bad comic. The point is to get your information across to your reader. to provide a point of access. You don't need great art for that (although great art can help attract people to your game). Stick figure work just fine. Here's an example, the layout for the Tea Dragon card game. Another artist took this layout and redrew it in their own style. But my goal here was to be simple and concise with my explanation of the rules. To make the game accessible.
There's a few more pages of this, but you get the idea. The purpose is to explain, and make the player comfortable with learning more. The art matters to the extent that it serves this goal. In fact, flashy or complicated art can get in the way! You'll notice in that most of the Yeld rules comics I posted above the art is pretty simple, with solid color backgrounds. You want to make your comics as easy to read as possible, and that includes avoiding clutter, overpacked word balloons and messy layout. Readers are easily distracted. It doesn't take much for them to set down a book at all. A complicated phrase or hard to read font can often be enough. And once they set a book down they may not every pick it up again. That's more true for a big text book than it is for a comics, but its still true for a comic. So our goal is to make our comic the easiest, smoothest point of access it can possibly be. So easy and smooth that the reader can slide right into the rules text without noticing! Here's my general process for creating a rules comic. This is from my friend Brian's game Scofflaws. I start by taking the basic mechanics that need to be illustrated and breaking them down into panels. The goal is to make each panel readable and not overwhelm the player. At this point I'm just doing a rough sketch. It may not eve=n be readable, but that's fine!
Next, I refine the text and art. I decide on the exact language I'll use, and I finalize where characters and other elements will be placed. As you can see, the actual layout didn't change much here. Sometimes it changes a lot!
Finally, I create the finished art. Honestly, the previous step was just fine. It explanans the rules I wanted to explain. But this last step allows me to add in some narrative flavor. The first panel contains a complicated background in order to present the game's setting. The characters look like the kind of characters you'll play in the game. This isn't nessacary for presenting rules, but it helps present the game as a whole. You want players to engage with every part of your game. The last thing you want them doing is picking up your dungeon crawling game and going "Oh, this would be great for playing Star Wars!"
(I probably shouldn't have chose than shade of red for the background. It makes the text a bit hard to read!) So again, why aren't we seeing more comics in games? Its not as if they don't exist at all, and I'm personally always excited to see them. I recently opened the Final Fantasy RPG box set and was so happy to find the rules were accompanied by cute comics. And there's lot of other examples (maybe you can post some in the comments). But I think comics are a clearly underused tool in game design and presentation. And as a comic person, let me tell you that you're leaving a valuable tool on the table if you're not considering using comics. Are they right for every game? Maaaybe not? But I think MANY MANY MANY games could benefit form them. Are they expensive? They can be. Are they hard to make? They can be. Are there people you can go to for advice? Hey, my door is open.
both as someone with reading disabilities and a fellow teacher, i absolutely love this. i think this would solve a lot of my barriers with longer games. definitely something i'm going to keep in mind for my future projects :)
i honestly suck at writing male characters
Fuck amatonormativity. Be your own dead wife
my two moods these days