Iris van Herpen | Fall/Winter 2026 Couture
The Stonewall Inn
Cosmic Funnies
Noah Kahan
TVSTRANGERTHINGS
almost home

❣ Chile in a Photography ❣
🩵 avery cochrane 🩵

blake kathryn
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macklin celebrini has autism
tumblr dot com

Product Placement
Cosimo Galluzzi
The Bowery Presents
Stranger Things

PR's Tumblrdome
todays bird
let's talk about Bridgerton tea, my ask is open
Lint Roller? I Barely Know Her
noise dept.
seen from Indonesia
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seen from Malaysia
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seen from United States
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@we-are-ringmaster
Iris van Herpen | Fall/Winter 2026 Couture
How convenient it is to attach small, useful objects to your clothes at waist level
So one of the things that you don't notice about D&D until you start playing other games is that by its very design (and despite the complaints of almost every single dungeon master,) D&D conditions players to be passive and uninventive.
Think about it this way...If a player wants to do something, they require:
the DM to allow them to do so (either in their role as referee or narrator)
the mechanics to be arranged in their favour (everything from class builds to environmental penalties to limited use abilities)
the dice to cooperate
If any one of these things isn't checked off, the player simply CAN'T do what they wanted to do. How many times have players come up with a solution for a challenge that SHOULD work, only to be foiled when either DM fiat or poor dicerolls said no?
Unless it’s something they’ve specc’d their character to be good at, players become pessimistic about the outcome of their actions, so they don’t try things. They don’t speak up in dialogue because they don't want their uncharismatic character to roll persuasion, they don't poke around the room because their afraid their unperceptive character will trigger a trap. They wait until the DM HANDS them the answer
DMs lament that their parties aren’t taking risks (because risks are supposed to be where the fun is), despite the fact that they’ve thoroughly punished players for taking risks in the past. This problem’s gotten so bad I’ve had completely new players start compulsively checking EVERY room for mimics because d&d’s “gotcha” attitude has pervaded out into the cultural consciousness surrounding the game.
Compare this with something like blades in the dark, which uses a d6 system where 1-3 is a failure, 4-5 is a success with a drawback, and 6 is a complete success. That’s a 50% chance of the player getting to do (at least partially) what they want, and that’s before we get into tossing multiple dice or expending resources to affect the roll.
Games like BitD train their players to be proactive about making moves in story/gameplay because those moves have a (mechanically incentivised) likelihood of paying off. It's one of the reasons that one of the best D&D hacks that I've ever used is the Tales of the Valiant's version of inspiration, which encourages players to make rolls by giving you rewards when you fail.
Summer cocktails | theblondielocks
Zuhair Murad - Haute Couture Fall/Winter 2016-2017
"children's program room" (2006), thousand oaks library
Engraved hare with moon and stars on an antique glass bottle.
Do you hear it? Do you hear it? Can you hear it?
official dnd post
@we-are-spore-druid
embarrassment is the cost of entry.
if you aren't willing to look like a foolish beginner, you'll never become a graceful master.
getting rocks thrown at you until you die is just part of the process. you can walk it off
The Sun, the Moon, and the Stars, by Greg Mort (1999)
OP: It's Spring festival holidy, let me show you a human firework display. (cr 鱼肉肉)
Joli Poli Couture
Faerie Haven by Devajoy Gouss & Julie Jumper
-via Faerie Magazine
I saw the skirt, got super excited, and was not disappointed
Prev tags via @lostlegendaerie because I am LOSING IT at this
Encounter: “hi, I’m Guy Faerie, welcome to the Flavor Forest on Dungeons Dragons & Drive-Ins”