they should invent a way for me to do tasks without the mind torture
there is a world out there I can’t comprehend
behold, context
Sweet Seals For You, Always

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pixel skylines
Xuebing Du
sheepfilms
will byers stan first human second
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let's talk about Bridgerton tea, my ask is open

JVL
Sade Olutola

Kiana Khansmith

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JBB: An Artblog!
he wasn't even looking at me and he found me
Stranger Things
Aqua Utopia|海の底で記憶を紡ぐ
Monterey Bay Aquarium
Three Goblin Art
d e v o n

shark vs the universe
seen from Spain

seen from Germany

seen from Brazil
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seen from Malaysia

seen from Netherlands
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@petite-neko
they should invent a way for me to do tasks without the mind torture
there is a world out there I can’t comprehend
behold, context
Beautiful dash pull
I wanted to join this Twitter trend🔥✨
original post
the best thing you can do to a character make them averse to touch and absolutely starved for it
scanning the horizon
dear everyone on tumblr who needs to host images elsewhere (e.g. to embed on ao3 etc), please give squidge a go!! it's free, it's nonprofit and it's geared towards fandom so nsfw images won't get deleted!! and please stop using imgur if you can because they blocked the uk rather than acquiesce to the fucking internet safety laws, which I can't really hold against em but it does mean all imgur pictures just show up as big purple boxes now
Squidge! Holy blast from the past, Batman. The last time I remember even looking at that site was... eons ago.
( Oh, what was I reading? The Quartz Key. Yes, it's m/m. )
Not only is Squidge still around, it's expanded and grown! It is still run by the same guy, though now it's a nonprofit with a board and everything, and while they maintain all the old squidge sites as static archives, they have a new multifandom archive using the AO3 code at squidgeworld.org. They also host podfics and fanart.
For those younguns in the crowd, back in the day erotic fanworks--especially slash--was not welcome very many places. Walter was willing to host it, and has been a haven for NSFW fanworks since 1994. The various archives and so on hosted at squidge.org were never very large, compared to lots of other archives, but they were a necessary part of the fannish ecosystem, and I'm really glad that there is now a structure in place to keep the whole system running beyond just "Walter's a great guy willing to donate lots of time and money." Walter is a great guy! but like. it's good to have other people to help out and keep things going in the long run.
Croccy the man you are...
STAY SAFE!! [ID: the Gilbert Baker pride flag with the words “Happy pride to all those who are unable to celebrate openly and safely. You are loved and seen!” in all-caps black text over it. /end ID]
Hello so this is corazon/Rocinante from one piece but actually it's him but um from a fic when he survived and got his ears pierced
The fic is called casualties
https://archiveofourown.org/works/34675291/chapters/203045656#workskin
This is the chapter where he got his ears pierced
I'll say I'm quite satisfied with the results because I well am new to digital art and this is my first time with this particular style I know there a a lot of defaults
Plus I started with a drawing of law piercing his ears but well then I realized that no he did that in secret 😅 also this is how I see it
Anyway it's written by @petite-neko
Everybody lookie :DDD
yknow i never noticed the sheer rareness of images having ids or alt text on this website until i started adding alt text to my art (and trying to remember to add it to any images i post in general, especially text screenshots) and that makes me kinda sad
I feel like a lot of people just don't know how to do it or are intimidated by the prospect. I was too, actually, and I couldn't find any good guides on how to do it (beyond basic formatting) and most guides boiled down to "just describe what you see and important details!" I really wanted to add alt text bc accessibility is important to me, but I would always get kinda stumped on how to do it.
But then I saw this image, I think in a discord server, and I immediately started doing it. It kinda broke the ice for me
Trunks in 3 versions cause I couldn’t decide anything if my life hinged on it
TEA BOY 🍵
YGO sketch dump
A DM’s Fair Play Guide To Plot Twists
I love running a game with a lot of surprises. The challenge to pulling this off well is that, unless you’re playing a one on one game, your players outnumber you: and between them, they have a good chance of figuring out what’s going to happen, no matter how sneaky and clever you are.
The first way of dealing with this - which I’ll just call the bullshit way - is to not give your players the information they need to solve the mystery. Don’t let them find out about the secret society until it’s too late. Don’t give them any reason to suspect that their NPC ally is planning to kill them. Don’t let them find the murder weapon, don’t let them locate the witnesses, don’t give them the chance to skip to the end of their investigation.
This sucks, and if you run your games like this, you’re going to piss off your players. Because it isn’t fair.
In mystery literature, a “fair play mystery” is one where the reader is given all of the information they need in order to figure out the solution before the Big Reveal. It’s what makes the reveal good: that GASP, the “oh shit, the knife! the knife from the party! that was hers! I forgot!”
Pulling off a twist in a fair play game is an incredible feeling. Your players will think you’re a genius (or an absolute dick bastard, which is just as good) and they’ll respect it more when they land in hot water that they plausibly could have avoided. So how do you run a fair play game without your players figuring out the twists ahead of time, given that you’re definitely not smarter than all of your players put together?
By fucking with their expectations.
Here are some things that I keep in mind, to keep my players guessing. And it’s important, with all of this, that if your players see through something, let them have it. They should figure out a lot of things on their own! But if you’re regularly seeding your stories with all of this stuff, eventually your players will miss something. Those are somethings you can build on. The same way that a low level enemy who gets away once can keep coming back again and again until they become an important antagonist, a misapprehension your party proves to have a blindspot for can grow and develop until they get smacked with a breathtaking twist.
What’s a twist if not the sudden overturning of an assumption you never thought to question?
1: Make your powerful friendly NPCs know a lot…but not as much as the players think they do.
Player characters often end up with powerful allies. It would be very convenient for the party if those allies always had accurate information. Make sure they don’t always enjoy that convenience.
It’s a balancing act: you want your powerful NPCs to be powerful. You want this alliance to be meaningful and beneficial to your players. But give your NPC an Achilles heel of some kind, when it comes to the information at their disposal. The Noble General commands powerful forces and knows the lay of the enemy’s land well…but that doesn’t mean he knows what every squadron and scouting party is up to. The Political Mastermind may know the ins and outs of the court, and have keen insight into the motivations of others: but he has an enemy who pisses him off so much that he loses all objectivity around her. The Powerful Wizard can call upon great magic to aid the party: but his divinations aren’t as accurate as he thinks they are, and he’s prone to finding, in his signs and omens, what he wants to see, more than what’s actually there.
Most of the time, their information should be good! That will make it more likely that your players will trust them the one time when it isn’t.
2. Let (apparently) less powerful NPCs sometimes know more than the players think they do.
Most NPCs aren’t the Noble General or the Powerful Wizard. Most NPCs are Daves, designed to get the players from place to place. Most of those Daves know about as much as you’d expect them to. But some Daves have plans of their own.
You don’t always have to signpost with big blinking lights which of your NPCs are ‘important,’ and which ones are ‘unimportant.’ Sneak in a crafty Dave from time to time. That assistant they talk to, every time they go to see the prince? That bitch knows everything, and she’s almost ready to make her move.
3: There is no such thing as a completely reliable witness.
If the players only get information from one person, that information should be flawed in at least one, potentially small, but important way. Smart players will seek a second opinion, or at least allow for the possibility that their information may be incomplete. But even smart players get out over their skis sometimes.
4: Let your NPCs be aware of the power of a first impression.
If an NPC gives a strong first impression of being a particular kind of person, it’s because they’re comfortable giving that impression. That might be because it’s who they are. But maybe not.
One of the first characters the PCs met in a VtM campaign I ran was Gawaine. Gawaine was a good old pine-scented man’s man, with salt and pepper stubble and a blue Ford truck. He listened to AC/DC, and talked about the war. He was affable and honest and willing to lend a hand. You already know Gawaine. Everybody knows a Gawaine. Gawaines are trustworthy, salt of the earth types. You don’t necessarily think to question a Gawaine.
That’s exactly why Gawaine was such a useful persona for Krystiyan, the Tzimisce Voivode, a cruel and alien sculptor of flesh who “never left his haven.” There were plenty of clues that they were the same person, but that campaign was in its endgame before the players put them all together.
5: Sometimes, dangerous and villainous NPCs should be helpful and cooperative.
Not even necessarily because they’re manipulating the players, or even deceiving them about their true natures, but because their interests and the players’ interests genuinely align…for the moment.
One of the easiest levers in your players’ brains to exploit is the expectation that people who help you are your friends. Even if your players know, consciously, that they shouldn’t trust this person, most of the time they kind of can’t help it, if the NPC is genuinely helpful to them and at least a little charismatic.
6: Sometimes, good and valuable NPCs should be unhelpful and uncooperative.
No matter how mature your players are, there’s a natural tendency to react to uncooperative NPCs with a reflexive, “Hey, fuck you! We’re the protagonists! This guy is an asshole!” so from time to time have a helpful, honest, good-aligned NPC have a wholly justified but as-yet-unknown-to-the-party reason to flatly refuse to deal with them.
7: Every NPC should have a secret.
Not necessarily a bad secret. Were it to be revealed, it might even make the party like them more! But for their own reasons, the NPC does not want their secret to come out, and they will lie to the party to protect it. Players go crazy when they realize they’re being lied to, and often jump to some wild assumptions about your NPC’s motivations. I’ve had an NPC lie about the opening hours of a shop, and had the PCs assume that they were black market dealers for the villain when the dude just wanted to be able to close early so he could go smoke weed in the park.
8. As a DM, it’s polite to remind your players of the common knowledge their characters would possess…even when it doesn’t reflect the truth.
We all know it’s tedious when the DM calls for a roll when you’re just asking for common knowledge. I shouldn’t have to make a roll to know the dumb space word for plastic in a Star Wars game. I shouldn’t have to make a roll to know who the Holy Roman Emperor is in a game about medieval vampires. The DM should supply common knowledge for free, whenever it comes up.
That doesn’t mean common knowledge is true.
This is different from just lying to your players, because you don’t put the weight of DM word-of-God behind it. It’s not “You would know this guy is a Ventrue, based on XYZ.” It’s “it would be a common assumption that this guy is a Ventrue, based on XYZ.” He might not be a Ventrue. It might in fact be extremely important that he is not a Ventrue. But if it is commonly assumed that he’s a Ventrue, that is - word for word - something you can share with your players. If they don’t look any deeper than common knowledge, that’s on them.
9. Obviously untrustworthy NPCs provide great air coverage for less obviously untrustworthy NPCs.
The obviously untrustworthy NPC might or might not be planning to betray the party. But if you introduce two untrustworthy NPCs in the same storyline, and one of them seems normal and cool and has a genuine plot-related reason to be there, and the other one is Jaffar, Jaffar’s gonna get clocked, but Susan over there will probably slip under the radar, and might even get tapped to help out with the whole Jaffar situation. They might get Susan’s number, by the end of the session. Susan might become an ‘ally.’ Susan might even get romanced by a party member. Play your cards right, and Jaffar might just end up a footnote in the introduction of Susan, Scourge of Worlds and most hated NPC in the entire campaign.
10. Your villains should always have a secret plan B.
Your villain isn’t stupid, right? And your villain probably isn’t so arrogant that it is inconceivable to them that their plan might fail. They’ve been planning this ritual for ten thousand years, after all. It’s always possible that some plucky band of heroes could show up at the last minute and murder your high priest, or steal your amulet, or seduce your second in command. So what does your villain have in his back pocket to make the players go, “Oh, shit - he planned for this!”
This may mean that there is a whole separate plot happening, running alongside the main story. This is great, because when weird things happen, the players have to figure out whether this is part of Plot A or Plot B, and working out who did what and why gets a lot more interesting. If they end up foiling Plot A, great - your villain was also secretly behind Plot B the whole time, and will transfer all of his resources over to that.
Sometimes your players will figure out that Plots A and B were both the same plot the whole time, with the same villain at the head, and they’ll feel like the smartest people on the planet, and it will be their favorite moment of the entire game. That’s great! You gave them that!
Sometimes, they won’t. And when the villain of Plot A, apparently defeated, starts laughing and reveals that he was also the mastermind behind Plot B, which is now too late to be stopped, that will probably be your favorite moment of the entire game.
more from the au where cora's around! idk how to refer to this au but enjoy lol
it reminded me of you
did that one tomodachi life trend with law!! 🫶