Ain't no shame in looking for a better world

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if i look back, i am lost
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I'd rather be in outer space 🛸
d e v o n

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shark vs the universe
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DEAR READER

pixel skylines
dirt enthusiast
he wasn't even looking at me and he found me
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Stranger Things

Kaledo Art
Mike Driver
trying on a metaphor
Today's Document

oozey mess

seen from Malaysia
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@tripwhyer
Ain't no shame in looking for a better world
it's so hardcover –> we're so paperback
this post is making me pronounce hardcover in a way i never considered
another reason this is the only social media site i give a fuck to actually use is because you're allowed to add links to text instead of just having to paste a url into the body of your post like some kind of caveman.
your muscles being pleasantly sore after exercise is such a nice incentive I can see why they patched that in. the forced regular logins to avoid losing progress however are a predatory practice and deserve nothing but scorn.
being a kid and hearing adults say stuff like "woah 2011 was 4 years ago haha" didn't really convey the fucking horror of a youtube video crossing my recommended labelled "9 years ago" and it's from 2017. that's not true. 9 years ago is 2010 or something. don't lie.
That 10K one is engineered to perfection, think I like the clikity clack of the others better though
FABULOUS BODIES is an indie next pick for july. THANK YOU BOOKSELLING BUCKAROOS honestly this is such an honor
For those who don't know: Ikumi Nakamura is the woman who was senior artist on Bayonetta, and designed the titular character along with Hideki Kamiya. Their greatest moment of bonding was over their insistence that Bayonetta keep her glasses on at all times. Nakamura cannot go to horny jail. She is the warden.
Happy pride month to her and her exclusively
she made a comic about the experience on twitter
happy pride
An Update from back in October I'm surprised wasn't added to this post. lol
Love conversations where every single participant has certified Issues
One guys issue is not knowing vampires are real. I feel him
Love burying the lead "he's 33 I'm 22-" bitch he is 433 give or take
He doesn't know how to divide by 2.
@nightcrawler-fan @iceandbone
...why does this have better writing than most actual comedy series about fantasy characters?
.... is one of those guys Blade?
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?"
One of my favorite anecdotes about early D&D, from Blog of Holding:
"It’s hard to get that context just from reading the original Dungeons and Dragons books. If nine groups learned D&D from the books, they’d end up playing nine different games.
"Mornard told us about an early D&D tournament game – possibly in the first Gen Con in Parkside in 1978? Gary Gygax was DMing nine tournament teams successively through the same module, and whoever got the furthest in the dungeon would win. You’d expect this to take all day, and so Mike was surprised to see Gary, looking shaken, wandering through the hallways at about 2 PM. Mike bought Gary a beer and asked him what had happened – wasn’t he supposed to be DMing right now?
“It’s over!” replied a stunned Gary Gygax.
"Gary described how the first group had fared. Walking down the first staircase into the dungeon, the first rank of fighters suddenly disappeared through a black wall. There was a quiet whoosh, and a quiet thud. The players conferred, and then they sent the second rank forward, who disappeared too. The rest of the players followed.
"The same thing happened to the next tournament team, and the next. Players filed into the unknown, one after another. And they were all killed. The wall was an illusion, and behind it was a pit. Eight out of the nine groups had thrown themselves like lemmings over a cliff; only one group had thought to tap around with a ten foot pole. That group passed the first obstacle, so they won the tournament.
"Gary and his players couldn’t believe that the tournament players had been so incautious. But, to be fair, none of those tournament groups had played in Gary Gygax’s game. They had learned the rules of D&D, but they had no experience of the milieu in which the book was written. Of those nine groups that had learned D&D from a book, only one played sufficiently like Gary’s group to survive thirty seconds in his dungeon."
#ngl survival module sounds fun as fuck. maybe i gotta torture my current group a bit (via @nadaismus)
It's worth bearing in mind that tournament-style survival mode developed in the context of a version of D&D where you can create a new character and hit the ground knowing everything you need to know to effectively play them in just a couple of minutes. 5E isn't structurally terribly well-suited for the binder-full-of-backup-PCs approach, and it's definitely a recipe for disaster in 3E or Pathfinder unless your entire group consists of a very particular flavour of high-effort masochists.
i've been phasing the phrase 'google it' out of my vocabulary and going back to 'look it up'. fuck you youve lost your generic trademark privileges
[ID: A comic of a scene from The Magnus Archives, season 5. It is two panels over a splash page.
Panel 1: Jon and Martin stand facing each other in an apocalyptic landscape. The sky is red, and the land is barren. Martin says, "What about Elias?"
Panel 2: Jon looks intensely forward, pupils glowing red and long hair whipping around his face. The background is black and stormy, with a halo of red static and glitch effects around Jon. He says, "He's inside the Panopticon. The tower, high above the world."
Panel 3/Splash Page: Martin makes a flat, unimpressed expression and gestures over his shoulder to a colossal, black tower rising into swirling clouds that resemble an eye. He says, "That one?" End ID]
this guy's got jokes
Set me as a seal upon your heart, as a seal upon your arm; for love is strong as death, passion fierce as the grave. Its flashes are flashes of fire, a raging flame. Many waters cannot quench love, neither can floods drown it. If one offered for love all the wealth of one’s house, it would be utterly scorned. — Song of Songs 8:6-7
Happy Pride to all of God’s beloved queer and lgbt+ children; the Most Sacred Heart of Jesus has enough room for each and every one of us 🫀🔥
(This beadwork is by avmariacreations on instagram! Their work is amazing, check them out!!)
Last night I finally found some poems that save my life a little bit
They were written by the Brazilian catholic archbishop Hélder Câmara, and very religious and spiritual in a beautiful way.
I think some people's religion calls them to live in a state of compassion and wonder that I find to be very profound
I don't know what I think about faith anymore but I think this guy understood something.
"Do not condemn us to be alone when together. Allow us to be together when alone."
excerpts from erin in the morning's article on the ioc's ban on transgender women and sex testing policy
Wenzel Hablik (Czech, 1881-1934) - The Cloud (1910)