happy birthday to my big stupid daughter <3

Janaina Medeiros

izzy's playlists!

blake kathryn
NASA
Sade Olutola
YOU ARE THE REASON
todays bird
I'd rather be in outer space 🛸

tannertan36
EXPECTATIONS
One Nice Bug Per Day
2025 on Tumblr: Trends That Defined the Year

Kiana Khansmith

if i look back, i am lost

❣ Chile in a Photography ❣

titsay

Origami Around
cherry valley forever
Stranger Things
Sweet Seals For You, Always
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@pyrrhesia
happy birthday to my big stupid daughter <3
to the one who taught me that girls can be princes
We need to lay more blame for "Kids don't know how computers work" at the feet of the people responsible: Google.
Google set out about a decade ago to push their (relatively unpopular) chromebooks by supplying them below-cost to schools for students, explicitly marketing them as being easy to restrict to certain activities, and in the offing, kids have now grown up in walled gardens, on glorified tablets that are designed to monetize and restrict every movement to maximize profit for one of the biggest companies in the world.
Tech literacy didn't mysteriously vanish, it was fucking murdered for profit.
Linux is a very good and powerful alternative.
reminder: you cannot Personal Choises your way out of an Intentional Structural Problem
Fun fact! School Chromebooks block Linux. It's not an easy alternative. You are missing the point
full color version of the fallen aqua i did for fates week bonus version under the cut
Tumblr being the "piss on the poor" reading comprehension site makes sense when you realize that 79% of adults in the US are functionally illiterate. Same goes for Twitter and TikTok.
that's a real high number, sport. where'd you get it?
hey anon
please tell me you didn't google "US literacy rates" and then make the funniest possible mistake one could make in that situation
happy birthday to my big stupid daughter <3
there is no discourse between gen z and millenials. we are siblings. come on lil bro, ill take you to amc. yeah we can go there early and play the arcade games before the movie starts.
Can we get popcorn and a drink to share :)
we sure can buddy, we sure can
Why do the two reblogs read like a soldier dying in their friends arms and talking about when they’ll get back home to give them a bit of comfort before they die
because have you seen the economy and society lately
Digging through RD supports over at Serenes Forest. For some reason royals and other characters with titles are much more likely to be adressed with unique support lines. An odd choice, but it does give us some fun unique lines between people who otherwise wouldn't talk to one other.
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 – 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 – 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 they want the GM to be in.
I've seen a few folks in the notes respond "okay, but if that's true, why is D&D so much more flexible than most indie RPGs?", and the answer is that it's not. That's part of the sleight of hand I've talked about where the GM's labour is framed as part of the product. To break it down:
As noted above, all game rules are opinionated about what kind of game they wanted to produce. This isn't just a matter of setting (though setting-neutral games are often misleadingly called "universal" games), but also a matter of the basic structure of the narrative which emerges when you follow the rules.
The rules of Dungeons & Dragons are not less opinionated than those of your average indie RPG, and in fact are more opinionated than most. (Again, having strongly opinionated rules is not something that's wrong with D&D; it's merely something that's inconvenient for Hasbro's marketing goals in a way they're unwilling to address.)
In brief, D&D really, really wants your game to be a sword and sorcery dungeon crawl. If the GM is using the framework of play furnished by the rules at all, or if the players are responding to the rules' player-facing incentives even a little bit, it's going to squish your game into something dungeon-crawl-shaped.
(This should not be surprising; it's literally in the name!)
The rules of D&D being opinionated in this way tends to fly under the radar for a couple of reasons, one less problematic and one more so.
The relatively benign reason is that many popular RPG premises are not done any great violence by being squished into the shape of a sword and sorcery dungeon crawl.
A cyberpunk smash and grab caper? Basically a dungeon crawl already.
A special forces op in a modern military game? That doesn't need to be shaped like a sword and sorcery dungeon crawl, but it can be shaped like one and remain intelligible as what it's supposed to be.
Gritty logistics-driven survival horror? Not inherently dungeon crawl shaped, but the two genres are compatible – a game can be both at the same time, as video games like Fear & Hunger and Look Outside demonstrate. (Indeed, Look Outside's apartment building follows the structure of an old school D&D megadungeon nearly beat for beat!)
Thanks to D&D's pervasive cultural influence informing what people expect a tabletop RPG to be, as long as this kind of compatibility is present, many folks won't even notice their intended premise is being squished into the shape of a sword and sorcery dungeon crawl.
If your chosen premise isn't compatible in this way, or if the group notices what's happening and decides to push back against it, though? That's where the sleight of hand I alluded to above starts to come into play.
Remember: a Good GM™, even a total novice, ought to be able to use any set of rules to produce any desired experience of play, right?
So get to work!
i.e., just as much of the game's putative approachability is the product of Hasbro selling the players their GM's labour in a D&D-shaped box, much of D&D's putative flexibility is the product of the GM being sold their own labour in a D&D-shaped box.
To be clear, this is not militating against homebrew content or rules. Homebrew is perfectly cromulent, and certainly, some games are more or less structurally amenable to it (though modern D&D tends to fall on the "less" side).
The problem is that what we've got on our hands is a culture of play that wants to have its cake and eat it too: when doing extensive homebrew is treated as part of the GM's basic, entry-level responsibilities, it's easy to fall into the trap of thinking of the product of that labour as merely being a feature of the game.
Which is, of course, exactly what Hasbro's marketing ghouls want.
Oops I never posted this art doll I made last year for a pathfinder oneshot. She's a ratfolk who willingly became a yaoguai for Reasons.
Hands, feet, and head are sculpted and attached to a wire armature with some clay on the limbs and torso for weight distribution and bulk. It was wrapped in quilt batting and covered with brown felt. The tail is wrapped in pink leather. I sewed the clothes from roughly modified doll patterns.
I tried to make posable ball joints for the hands and feet and fucked it up several times but they do work which is cool. There are also magnets inside of them so I can have her hold small magnetic objects. She can balance on one foot too!
However, don't ever use sculpey's air dry clay it's massive garbage and sticks to everything but itself. Literally had trouble painting because the dry clay would try to peel off onto the brush, like wtf is that. Stick to their polymer clays. Nara air dry clays >>>>> sculpey air dry.
my notifications are once again devolving into a spirited debate about the ethics of actions that could potentially make someone uncomfortable, and at risk of sounding like someone about to get a lot of irate anons I think we're frankly giving way too to much moral weight to hypothetical discomfort
the thing about discomfort is that it's an extremely nebulous category that can be triggered by virtually anything and that's far too broad a category to have any inherent moral quality to it. like. my mom was mad uncomfortable when I stopped shaving. that didn't mean I was doing violence against my mom it just meant she needed to get over herself. many such cases it must be said.
there's not a single example I could give that's better than this
it gets easier everyday
remember when things were simple
this is the saddest fucking image on this website
Inclusive language is for everyone!!
Their boyfriend is their partner why is this hard to understand
Also, “partner” is just a good word? It implies an equal relationship where both of your work together in pursuit of something, whether that be life goals or just having fun together.
It’s a good word. People should use it more.
You could also be a pair of detectives. Or work in a lawfirm. Very useful word.
happy forever, everybody
a word to the furthest denizens of the Earth!!!!!!!!!!!!!!!!!!!!!! 17776 day!!!!!!!!!!!!!!!!!!!!
idk man when i was a kid i remember a lot of adults saying "if you can read and follow directions, you can cook" so i was like yes i can do these two things. doesn't seem that hard. and it wasn't! so it just always surprises me when i see people of any age who are capable of reading and following directions bemoaning how impossibly hard cooking is. like i know i'm always on this hobbyhorse but it just seems like a lot of people have never developed basic life skills and instead of going "oh wow that's embarrassing, i should learn and catch up" they instead get defensive and turn it into a learned-helplessness thing where they CAN'T POSSIBLY be expected to learn something that's SOOOO HARD. and suddenly somehow we're the oppressors for thinking it's weird that a grown adult can't grill themselves a cheese.