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"I'm Dorothy Gale from Kansas"

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The Lord sucketh and the Lord fucketh away

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best feeling in the world is when you draw something and you’re so proud of it you have to stop and stare at it every few minutes to remind yourself of its beauty like narcissus with his reflection in the pond
totally get why the 1st rule of Skeksis Club is "no killing each other," because if I, as a being comprised solely of my worst qualities, had to LIVE with a group of beings comprised solely of my coworkers' worst qualities,...
If they didn’t settle on the “absolutely no killing each other” rule within the first week…then within two weeks, there would be no more skeksis.
given that skeksis ARE the evil half of a whole, i feel like drawing skeksisonas of your original characters would be a VERY funny art prompt
gijinka redraws

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Swing around optimization
according to An Immense World, apparently giant squid eyes are, like, UNREASONABLY large, even for something their size living at those depths. the next largest eyes on earth, blue whale eyes, are less than half the size, and swordfish, who live at similar depths as giant squid and have the largest eyes of any fish, have eyes that could fit inside a giant squid's pupil.
eyes hit serious diminishing returns wrt resource costs vs vision quality as they get bigger, so the question became: what the FUCK do giant (and colossal) squid need to see so badly that they couldn't see with swordfish-sized eyes that's justifying that massive energy cost? that nothing else in the deep ocean needs to see so fucking badly??
turns out the one strength eyes that big really have over much smaller eyes is: seeing large glowing objects in water deeper than 500 meters from an appreciable distance.
sperm whales are the primary predator of giant squid. sperm whales don't glow. BUT! water that deep is full of bioluminescent creatures-- these creatures light up when bumped into. something a sperm whale's size is continuously bumping into those critters, it's just surrounded by a glowing field all the time when it's swimming at those depths, visible from a distance-- if you have the right eyes-- as a massive glowing shape. so basically the only reason to have eyes the size of soccer balls is if you live in the deep ocean and your life depends on having a heads up when a hungry sperm whale lurking around
and also I gotta say, the imagery... the huge lurking threat betrayed only by the ambiguous glowing shape of its movements through the water, is really evocative, if spooky deep-sea games aren't already using that to make things extremely ominous then they should really start
Just in case anyone needs a reason to not feed wildlife- this story out of Washington is a pretty good reminder. This lady has been feeding raccoons for years and now she’s just had to call authorities for help because hundreds of them are parked out on her property and are so aggressive trying to get food that she can’t get into her house.
Neighbors have been reporting excessive raccoon mortality on the adjacent road and several attacks on pets, but still everyone on this video was just talking about how cute it is. Why can’t people see how unfair it is to disrupt an animal’s life like this? What do they think will happen to these raccoons? They should be scampering through a forest or marsh eating crayfish and berries and bugs, not hotdogs and cat food. This is a nightmare situation and it’s entirely one person’s fault.
Dragon figure of the day: Good Smile Company DRAGON PILOT: Hisone and Masotan Nendoroid More Masotan

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earlier this year 2 boys got expelled from my school for going on a teachers email and sending another teacher an email that says “you’re a disgusting little man” and i laugh about it all the time because imagine opening an email from your coworker and thinking it’s important and then it says that
shipping two characters not in a romantic way and not in a platonic way but in a secret third way
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."

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Day 285#: Blunt-Headed Tree Snake
Today's animal of the day is the Blunt-Headed Tree Snake (Imantodes cenchoa)!
Photo credit: Geoff Gallice
Also known as the fiddle-string snake, this species of arboreal snake can be found in the tropical rainforests of Mexico as well as both Central and South America. They can reach a maximum size of 4 ft 11 in long and are known for their long, slender bodies with comically large heads. Their eyes are also incredibly large compared to the rest of their bodies, and take up nearly 26% of their total head space. While this might look really goofy, it actually helps improve their vision significantly compared to other species of snakes, which are known for having very poor eyesight. Most other snakes rely mostly on their sense of smell as well as vibrations to detect predators and prey, but since the blunt-headed tree snake needs to be able to clearly see the branches of the trees it's climbing, they need to have better vision than the average snake. The slitted shape of its pupil even allows it to look down without moving its entire head, which most snakes are unable to do.
Photo credit: Max Hofmann
Blund-headed tree snakes are active mostly at night, which is another reason they need good eyesight, and will forage through the vegetation in search of prey. Their diet consists mostly of lizards, but they'll also often go after frogs and have been known to eat eggs when the opportunity presents itself. Females tend to be larger than males, meaning that they can take on larger prey. Size isn't the only difference between the sexes. In fact, the populations in the north and south actually seem to exhibit two very different types of sexual dimorphism. Northern males tend to have longer tails than southern males and both types of females, while southern females tend to have much larger heads.
Photo credit: Laurent Hesemans
These snakes are members of the Colubrid family, which also includes hognoses, garters, kingsnakes, and many other species of snakes. Like many of its cousins, the blunt-headed tree snake is technically venomous, but they are rear-fanged venomous instead of front-fanged. This is a useful adaptation when a good portion of your diet consists of frogs and toads, but it isn't really well-suited for injecting venom into humans, since it would require letting the snake chew on you for a good while before it could envenomate you. Luckily, even if you did let one chew on you, their venom is pretty mild, and they're not considered dangerous to humans.
the Leather Archives & Museum in chicago is remodeling and they posted a pic of some of their bathroom graffiti before they presumably tear it down/paint over it and