wheres your whimsy. wheres your fucking whimsy

pixel skylines
Sweet Seals For You, Always

blake kathryn

Origami Around
Mike Driver
One Nice Bug Per Day

Kaledo Art

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KIROKAZE

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let's talk about Bridgerton tea, my ask is open
will byers stan first human second
Aqua Utopia|海の底で記憶を紡ぐ
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Discoholic 🪩

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wallacepolsom
"I'm Dorothy Gale from Kansas"
Today's Document

#extradirty

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@sam-gamzee
wheres your whimsy. wheres your fucking whimsy
I can't remember who said it but I saw a comment or tweet talking about hypocrisy that essentially said The Hypocrisy Is The Point. hypocrisy is power. it's the ability to set rules for everyone else except you. and if power is a virtue then hypocrisy is a virtue. it's why you never really get anywhere with "by your logic..." or "then wouldn't that mean...". it's not that they don't realize they're being hypocritical. they do it on purpose to prove that you have to listen to them and they don't have to listen to you
How do you know you're not Asexual? Maybe you just haven't met the right nobody.
Out of Touch
smash bros is just kind of a funny concept for a game in general. you've got all kinds of game mechanics and characters flying at each other, and they've all gotta collide and Do Something
what's steve minecraft doing against captain falcon? they had to ask how a falcon punch would interact with minecraft blocks. what if the persona 5 protag fought solid snake? they had to answer what would happen if joker could beat box
say what you will about john mcafee (and you should.) but that guy could fucking post
all timer
i was like, mcafee? as in the anti-virus software? and then a cursory glance at his wikipedia page was similar to being punched in the face multiple times
regret to inform you
"[marginalized group a] and [marginalized group b] need solidarity, we need to help each other and fight against bigotry within our communities" - agreeable and sensible statement
"[marginalized group a] and [marginalized group b] are not enemies, we need to stop treating each other like our oppressors" - sounds very similar to the previous statement but look out! sometimes this means "I don't like it when people point out ways in which I have privilege over them and I'd rather not have to think about it"
starlight and trixie comic
i'm breaking the author's silence to address these tags directly, because i've seen similar responses a few times. your context is part of you. you like your favorite band because you found them somehow. you speak the languages you speak because somebody else taught you. you feel the way you feel because you have memories and experiences. shaving off pieces of yourself will not reveal a truth at the center, and will only make you feel less like a person worth being. you will never shed your context or influences, anymore than you will ever become younger or undrink a glass of water. but you are free to create as much additional context as you like. build yourself outward instead of digging for yourself at the center. trying 100 new things will give you 100 more data points on what you like, don't like, think, believe, feel. it might begin to reveal an image of yourself that you can recognize, respect, and love. your life is not an object to be kept clean, it is an ongoing action that you get to control. also that's starlight glimmer not rarity.
take a fish photo
new sweaty elf under boobs just dropped
protect bisexual boys
why is this on a blog literally called girlsuggestion
we are suggesting this to girls
who is we? who are you
italian shadow government
"scroll back up!" and it's a painting which you clocked as a painting immediately
For a brief second I thought this was part of the previous post on my tl and the car onions were the painting in question </3
scroll 📜 back up! 🆙☝️ there's onion 🧅 and garlic 🧄 in the car seat 🚗💺
When it's technically not anachronistic but the vibes sure are
Who are you and why do i follow you
do i really have to do this every time. you are a mindless ghoul. i own you. you dig my endless pit. BACK TO WORK
Did you play AD&D? I can't remember how old you are, so hopefully that's not too offensive. If so, was a typical game really as hostile as people say it was?
That's one of those question where the answer hovers somewhere between "no, with a couple of massive caveats" and "yes, but not in the way most people think".
A lot of AD&D 1st Edition's GMing practices are pretty hardass by modern standards; however, they need to be understood in the context that the game's authors were writing for a target audience who mainly played the game in college wargaming clubs, where players would frequently transfer between groups and group sizes tended to be very large – six players per GM was considered a bare minimum, and up to a dozen player characters in a single party was by no means unheard of!
In particular, players would often bring their character sheets with them when hopping between groups, and it was considered a faux pas for a GM to reject an incoming player's existing character or request any substantive changes be made, so managing expectations could be quite challenging; even as late as 2nd Edition, the Dungeon Master's Guide contains extensive discussion of how to gracefully handle players bringing existing characters with them who aren't necessarily a good fit for the present game's tone or resource economy.
The upshot is that the culture of play these iterations of Dungeons & Dragons are targeting inherently obliges the GM to take a much firmer hand to keep things on track than a pickup game that draws players exclusively from within the GM's established friend group might – and to be sure, some GMs abused these expectations to act like petty tyrants, but some contemporary GMs do that, too.
A big part of the modern perception that 1E and 2E were extraordinarily player hostile, meanwhile, has nothing to do with the previously discussed GMing practices; rather, it emerges from the transition away from that culture of play in a slightly unexpected way.
In brief, back when D&D was mainly played by wargaming clubs, it was fashionable to run pre-written adventure modules competitively at conventions; the competition wasn't between players, but between parties, with multiple groups running the same adventure in parallel to contend for prizes. Tournament play sometimes chose its winners based on the fastest real-time completion of the module in question, or set specific objectives within the module which would award points when completed, a bit like speed-running or achievement-hunting in a video game (though neither practice existed yet at the time).
It was the survival module, however, that quickly emerged as the most popular tournament format. In a survival tournament, each player would provide or was furnished with a binder containing a fixed number of pre-generated character sheets, switching to the next character sheet in the set as each preceding character died; the winning group was the one whose last surviving character's corpse hit the dirt furthest from the dungeon entrance.
Many of 1E's most popular adventure modules, including the infamous Tomb of Horrors, were originally written as survival modules to be run at tournaments in conventions. As such, they were designed to kill off player characters both quickly and efficiently, so as to reduce the likelihood that the tournament would run overtime and get kicked out of the convention venue. When they were later cleanup and repackaged as commercial adventure modules, their text rarely bothered to explain any of this – who doesn't recognise a survival module when they see one?
The answer to that question, of course, is kids who didn't come up through the mentorship system of the college wargaming clubs, but taught themselves how to play D&D from first principles using books they bought at their local hobby stores – and when D&D's popularity unexpectedly exploded in the early 1980s, there were suddenly rather a lot of them!
These kids purchased the repackaged survival modules along with all their other D&D books; having no frame of reference, they assumed that these represented what a "standard" D&D adventure was supposed to look like – and since they weren't experienced players with whole binders full of pre-generated backup characters at their fingertips, the result was a lot of seemingly unfair total party kills, and a lot of kids concluding that the previous generation's GMs must have been objectively insane.
There is an additional amusing point of order here, which is the answer to the following two questions. I once had a discussion with someone in Gary Gygax's gaming group, who was involved in early TSR work a bit. Allow me to paraphrase my questions and his answers.
Why publish survival modules as your primary format of published adventure?
"Because that's what we had -- they were already laid out for publication. Why not publish them and make some money off it?"
Did it ever occur to you at the time that publishing adventures like these would shape the larger D&D culture's expectations of what play was supposed to look like?
"No, why would it?"
damn he really is an all-time poster
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