*asks a question* *gets an answer* āim not reading thatā
i didnāt have to stalk your page, these are comments you left on my post? and this isnāt harassment, itās one single post on my own blog?
AnasAbdin

if i look back, i am lost
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ā
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@agentnoun
*asks a question* *gets an answer* āim not reading thatā
i didnāt have to stalk your page, these are comments you left on my post? and this isnāt harassment, itās one single post on my own blog?

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Warrior from enemy tribe: "Do not worry, we are safe. No human could throw a spear with enough force to seriously injure us at this distance."
Jeff Atlatl, about to unveil his new invention:
they're selling anti-ai slogans on sweatshop-produced t-shirts. i don't need to write the poem for you to get it do i
you are not required to exploit sweatshop labour to produce merchandise in order to participate in society though are you? most people don't.
HARMFUL GAY STEREOTYPES EMBODIED BY MOHG
lives in sewer
kidnaps children actually he was cleared of this one
blood magic

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mythic bastionland is so awesome
So while I haven't seen the Backrooms movie yet, something I think is interesting is the focus on how Kane Parsons is a "Youtuber." And like, yeah, that's true, he does post videos on Youtube. But he's not the same category of Youtuber as, say, Markiplier. He wasn't posting let's plays or react content or even video essays. He was making weird little short films.
But if you put it that way--"young filmmaker makes a bunch of interesting short films then directs a feature-length movie"--it sounds a whole lot more, well... normal, right? Making short films is what young filmmakers do. And when they're good at it, starting to work on larger productions is a natural progression. So it's all about how a Youtuber made a big, successful movie that nobody saw coming, not about how a young person who was passionate about film made a bunch of films, practiced his craft, and is now directing major theatrical releases.
(Before anyone misinterprets this, this is by no means criticism of Parsons himself or of Backrooms, which again I haven't seen yet but I've heard it's pretty good. It's not an attempt to diminish the accomplishment, either. Quite the opposite, in fact. I'm saying he's a skilled filmmaker who studied and practiced his craft and has earned his success, not a Youtuber who suddenly made it big outside of the internet. And it is still notable that he's so young and that he got so good at this so quickly, and that his first feature film is such a success.)
Accidentally refreshed my dash before I could reblog the post I wanted to reblog, but it's legitimately funny how many "walkable cities bad" talking points are just 1) assuming that "walkable" means "CARS ARE BANNED FOREVER AND EVER NOBODY IS ALLOWED TO EVER USE A CAR" and 2) then going "and how do you plan to deal with [problem that only exists due to infrastructure that prioritizes cars] without cars????"
Like "and when you go grocery shopping how do you plan to carry 8 bags full of groceries home without using a car?". Well turns out that "going to the store every 2 weeks to buy 8 bags full of groceries which you have to carry home in one trip" is not like. a universal feature of grocery shopping. The act of grocery shopping doesn't usually take that form unless you live in a place where the nearest grocery store is a 45-minute drive away.
I don't even live in a particularly walkable city but I have a couple grocery stores close enough that my grocery shopping mostly takes the form of "popping in to buy a handful of things on my way home a couple times a week"
I live about a 5 minute walk from a grocery store. Because of this, I go shopping maybe every other day on my way home from my daily walk and bring one bag of stuff home at a time. Itās great! Itās way better than driving to a store and coming back with 6 bags at once!
Itās also great for people like me who suck at meal planning. Iām much less likely to waste ingredients because I can just go buy ingredients for what I want for dinner tonight and I donāt have to think about what I might want three or four days from now.
It genuinely baffles me that people not only oppose walkable cities but try to turn it into āthe progressive stance, actually.ā Car culture has us all fucked up.
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 ā 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 ā 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 cleaned up and repackaged as commercial adventure modules, their text rarely bothered to explain any of this ā 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 ā 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 ā 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.
unhappy side effect of "morally ambiguous" being treated as the pinnacle of writing is that you will often be made to experience what a not so talented writer with big aspirations thinks is morally ambiguous
Welcome to dark and edgy videogame. You can choose your path in a morally gray world. On one side is the oppressed minority who is sometimes mean about being slaughtered. On the other side is the people genociding them, but some of them are nice to you. There is no clear choice obviously.
I think the "moral ambiguity" people are reaching for often isn't even very moral ambiguous. Works like Breaking Bad for instance have a lot of moral clarity, they're just interested in exploring the interiority and humanity of immoral men, often in search of whether or not there is something redemptive there.

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The problem with the idea of the soul is, how does it get through doors? Your body goes in and then there's this weird transition and then you're on the other side of the door and like ... does your soul just *know* to move to your new location? Does it stay behind and they have to send a new soul down? Is this the origin of the door ghost epidemic?
"I asked ChatGPT" ok well I asked the Scales of Conviction and they decided that I should blow up the dam to flood the capital and wipe out Aesfrost's forces
Working on a new RPG project
Because I love writing for an incredibly niche audience. (The niche is me, I'm writing for me.)
Dungeon Times is complete and available for download at the link below!
An RPG of fantasy reporting
Nobilis 4 Preview
Nobilis 4: A Preview by Jenna Moran on Patreon. Join Jenna Moran's community for exclusive content and updates.
Preview and rough layout of the first hundred pages of Nob4 is up for patrons, along with boring incomplete explanation of delays and why they will likely continue! Feel free to get it from a patron or subscribe-for-$1-then-quit (I'm not sure if patreon currently charges first month immediately or not) if you feel the need.

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an unfortunate side effect of traditional roguelikes being philosophically at odds with the design of roguelites (especially modern ones) is that sometimes you'll hear someone say they hate roguelikes and, when they're explaining why, you've got to read the social etiquette on whether it's appropriate to go "hey those are genre norms of roguelites, the ideal version of this you're describing is the older one"
"I wish I liked roguelikes, but I hate it when I get to the end and have to start over because I didn't complete enough runs to unlock the ending" feels a bit like hearing someone say "I wish I liked rock music, but I need vocals to enjoy a song"
there are many people who like to walk into a ttrpg having invented a blorbo in their mind and have the ttrpg to give them the tools to realize that blorbo and all the best to them i am so thoroughly not one of those people. give me a playbook that prescribes a very specific narrative role. give me a pregen character i have to play as. give me a dozen big stupid tables to roll up a guy on. give me some god damn lifepaths !