Video games are all ive ever cared about. I think that its an incredible and unique artistic medium. And i think that all "gamers" need to kill themselves en masse
Cosimo Galluzzi
Acquired Stardust

Love Begins
KIROKAZE

❣ Chile in a Photography ❣

Andulka

#extradirty
2025 on Tumblr: Trends That Defined the Year
dirt enthusiast

Product Placement
Game of Thrones Daily

titsay
hello vonnie

Kaledo Art
Xuebing Du

tannertan36
Sweet Seals For You, Always

pixel skylines
styofa doing anything
Jules of Nature
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@ramuichi
Video games are all ive ever cared about. I think that its an incredible and unique artistic medium. And i think that all "gamers" need to kill themselves en masse
Happy June 1st
after you read the poem “the woman dies” a lot of media makes you mad
Excerpts from The Woman Dies by Aoko Matsuda
"The Woman Dies" is a short story, not a poem.
Interesting how the only part of it people share is the opening three paragraphs, conveniently excising the parts that talk explicitly about rape, as well as the parts that display an explicitly Japanese viewpoint.
i think men who aren't feminists shouldn't have rights. any rights
all men who aren't feminists should get together & collectively off themselves to own the libs. only then will we (actual human beings) achieve world peace
i think men who aren't feminists shouldn't have rights. any rights
i need to come up with a way to say “i mean like, movies for grownups” that doesn’t make me feel like a villain
*peeks in the replies* *gets really nervous and locks my house up and leaves*
well, i mean more like La Piscine or Mulholland Drive,
i think i am going insane
Apparently it is impossible for Tumblr users to think of a not ageist way to describe their tastes, because everything must always be compared to how inferior children are -- despite the fact that it is pretty much never the choice of any child or children when media aimed at them is dumbed down etc.
Things when bad: kids and children are involved!
Things when good: this is very Adult this is specifically Adult only Adults can understand or want this
i literally just don’t want to watch Kung Fu Panda
okay we’ve come all the way back around. let’s pack this up. this post is done. “who asked” you just walked into my post that i made on my blog..? who asked YOU?? am i losing my fucking mind?????
"I want to watch movies where the writers assume the audience can handle complex themes and sensitive material."
"Do you mean porn? Or are you being ageist? You're ageist if you don't like Kung Fu Panda."
♡ OMGKawaiiAngel (Needy Streamer Overload) - Good Smile
republicans dont deserve human rights
holy shit
This is an objectively funny crime and the jury mostly agreed. Acquitted of all 7 felonies!
*bravely* i think more things should be about women
the butterfly doesnt even have to be saved next question
This is so funny. I’d kill all billionaires if it meant losing something precious to me
I really like how the scientology speedrunning trend is developing, in this clip we see that the participants are
Not deterred by the closed door
Working as a group
Protecting their identities
Inflicting material costs to the institution via property destruction
Getting away at the end
These ideas were not all here from the beginning. They are genuinely gaining experience that can be applied elsewhere
if infinite monkeys on typewriters will eventually write shakespeare then surely 100 million americans with pistols will eventually successfully assassinate the us president
Have you played You Will Die In This Place ?
By Elizabeth Little
You Will Die In This Place is a nihilistic survival-horror tabletop dungeon crawl RPG about exile, decay, and the inevitable failure of the self. Set in the crumbling Vaulted Kingdom and the endless Abyssal Labyrinth beyond, players take on the role of exiles struggling to survive. The goal is not to save the world or vanquish some great evil, but instead to find some kind of purpose, meaning or peace of mind before death arrives.
The game is framed as the reconstruction of a lost and unfinished indie game, pieced together from fragments of notes, design documents, and personal reflections. It is a story about creativity, communication, identity and coming to terms with loss.
Each class uses radically different game mechanics to interact with the world around them and has a unique character sheet to support this. These include worker placement on an anatomy chart, scoring poker hands and more esoteric systems such as the Corpse Engineer's monster programming.
Have you played ?
Yes I have played it
no but i've read it
no but I've heard of it
Never heard of it
OH THIS IS ACTUALLY SUPER COOL 🥹 quick everyone go write your name here!
Type your name and see it spelled out in stunning Landsat satellite imagery. Explore Earth from space, letter by letter, with NASA and USGS
LOOK HOW PRETTY <3
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.
(I feel I should emphasise for the folks going "yeah, D&D sucks!" in the notes that at no point in either of these breakdowns have I said anything for or against D&D as a game. These problems would still exist even if D&D was the best game in the world at being the kind of game that it is!)
This is Tie, she is going to eat all of the notes
reblog to feed her notes
How is she doing this