âdonât take it personallyâ how would you like me to take it then? professionally? romantically? academically?
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@stinkypoopman
âdonât take it personallyâ how would you like me to take it then? professionally? romantically? academically?
no but "He's on a work trip with Jesus to afford your blueberry budget" is so fucking bad
work trip -> she's gonna think he's coming back
YOUR blueberry budget -> puts the blame on her even if that isn't what you intended
your BLUEBERRY budget -> what if she just stops eating because she thinks that will being her dad back? bc girls growing up in the usa don't already have enough of a complex around food i guess
your blueberry BUDGET -> teach your kid early to minimize herself and her needs by associating her favorite healthy food with her dad dying and leaving forever
congrats that's the worst anyone's ever done it
great question! its what Charlie Kirk's widow told their 3yo daughter
let the contemporary record show mr beast was pretty ignorable for his whole career if you were just like, busy.
I've been reading Kagurabachi since the day chapter 1 dropped I've disliked some of the writing in the kamunabi invasion arc, but stayed positive
This flashback arc alone has drained all my hope for the future of this series
Just took all of the themes of the story out into a farm and shot it in the back of the head
I've been quiet about it because I don't like being negative on here as it reminds me of my Twitter days, but holy shit
Hokazono is making the victims of the genocide into rapists who started the war
That's nuts
I'm not trying to sound mean here but I don't understand how this goes against the themes established? The mikaboshi are clearly written that way to show that no matter how bad a group of people may be genocide is absolutely not the answer and them doing things you actually don't like isn't shooting it in the back of the head. Do you think Hiroshima and Nagasaki were justified? Because what you're saying implies.
"why is the character like that" >look inside character >it's the author's subconscious attempt to love themself
this is meant positively by the way. sometimes you love the character so much you end up putting a piece of yourself in it to learn how it is to love yourself without realising and thats ok.
âoooh i need junji ito to write me an essayâ okay so youre a little baby so youre a little baby waby who needs mommys help
not junji ito. where did he come from. this is supposed to say chatgpt
Ragebaiting my fat dog? More like master baiting my fat hog!!!!!!!!
âïžGreat Hog is displeased by this.
The kingly pig looks taken aback by this statement. "You claim to be 'baiting' our kind?.. A master of it, no less - after all the trust we hsve placed in you?"
- Your relationship with the Hog Society đ is now Unfavourable.
my understanding is that euphoria is evil riverdale. which is weird, because riverdale is already evil riverdale
Where that New England Gothic post
my personal favorite
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 â 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 â 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 â 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 GMâą, 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.
embarrassment has good bones
forever in awe of people who pay attention. people who wait for you while you tie your shoes while the others have walked away. when they continue listening intently while the rest of the group stopped listening. noticing your moments of silence when everyone else hasnât. âthis made me think of youâ noticing things you never even noticed about yourself. people who say âtext me when you get home safe.â people who make you laugh until you cry. childhood friends who keep in touch. people with genuine intentions. people who are soft when the world has given them every opportunity to turn hard. the âletâs get ice creamâ at 3am friend. the turn up the music in the car and sing friend. people whose actions match their words. people who make the world feel less chaotic. kindred spirits. the trustworthy and honest. hard workers. good listeners. clear communicators. people who love you for who you are. people who donât ask you to be anything other than yourself. people who choose you. people who stay.
Not every story is about seeing yourself in it. Sometimes itâs about learning to see other people too.
@tearyeyedcat this was beautifully written, thank you for adding it!
Another excuse for me to post Head Writer of ATLA Aaron Ehaszâs great characters board:
I get that I'm biased because I do play gacha games but I'm constantly seeing posts like "it sucks when you find art with your favorite kink but they're from a gacha game" I would simply go forth and jerk off regardless
if the knowledge that the characters are from a gacha keeps you from cranking it then that's a skill issue on your part
oh i go ahead and crank it, I just still get sad because I prefer characters I know and I refuse to get into gatcha game characters.
Beating my meat melancholy-style to the Texas/Lappland petplay doujin because I don't agree with their business practices
âthe authorâs barely disguised fetishâ is the 2020s version of âwere they on drugs when they made this?! XDâ
they should make a wii fit for getting jacked
Wii fuck
funny how everyone thinks something like this is low hanging fruit when inn reality itâs high flying meat
Wii shit
Dude donât say that.
Wii sleep. But a good nightâs sleep where you actually feel rested when you wake up.
SKELETON
SKELETON
SKELETON
domming is great until you hit a decision fatigue wall likeeeeee i think youre a fucking grownup and you can decide whether to cum or not on your own. be proactive for once
this post is a joke but a wild amount of people took it seriously and are saying itâs a failure of mine so i just wanna say youâre allowed to leave any sexual situation youâre in any time for any reason if you donât want to be there anymore. whether youâre a dom or sub or neither. its not âfailingâ your partner or being a bad partner to want to exit a scene, even if itâs just because of your mental overload. jesus christ you guys. you donât owe anyone making them cum lol. sorry if thatâs disappointing i guess