I'm sure nepotism played an important part in her appointment, but you make it sound like she was a housewife, and not the former South Carolina Vocational Rehabilitation Department's public information director, and the commissioner and agency head for the South Carolina Commission for the Blind.
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A frequent remark in Eat God's latest round of playtesting has been that the aggressively random nature of playsets can put the GM on the spot to figure out what's happening at a randomly drawn location when the God-eaters arrive or how two randomly drawn NPCs relate to one another. Our solution, of course, is more Big Stupid Tables.
The table on the left, Location Events, is intended to be used in a roll-twice-and-combine fashion to keep players on their toes; each entry is designed to be broadly compatible with being paired with every other entry, though some pairings may take a bit of thinking to reconcile. The tablet on the right, NPC Connections, is aimed more at one-and-done rolls, both because there may be several pairs of NPCs who need fleshing out and because many of the most fun possibilities tend to be mutually exclusive of one another. In both cases, the final rules text will encourage player participation to help the GM brainstorm what the results mean if there's any doubt.
(As you've no double noticed, we still have about 20/72 slots left to fill if there's anything you'd especially love to see that 's not already on there!)
Plaintext under the cut, as it wouldn't fit in the image's ALT text:
Random Location Events (roll twice and combine)
11 (2 of clubs) Something is broken, leaking, or slightly on fire.
12 (3 of clubs) One of the NPCs present is not supposed to be here.
13 (4 of clubs) Something of value has been stolen or mislaid.
14 (5 of clubs) Preparations are underway to mark a special occasion.
15 (6 of clubs) An expected person or group has failed to show up.
16 (7 of clubs) Ingress is blocked by a (literal or figurative) gatekeeper.
21 (8 of clubs) The location is undergoing renovation or repairs.
22 (9 of clubs) A noisy argument, brawl or competition is underway.
23 (10 of clubs) The God-eaters' arrival has interrupted something.
24 (2 of diamonds) A crowd has gathered to witness an unusual
spectacle.
25 (3 of diamonds) Something normally abundant is unexpectedly scarce.
26 (4 of diamonds) A trap, ambush, or surprise party lies in wait.
31 (5 of diamonds) The location has been besieged, invaded or occupied.
32 (6 of diamonds) A procedural or bureaucratic obstruction has arisen.
33 (7 of diamonds) Something has gone awry, with evidence of sabotage.
34 (8 of diamonds) A curse, haunting, or weird malfunction has appeared.
35 (9 of diamonds) Smoke, fog, or lighting trouble reduces visiblity to nil.
36 (10 of diamonds) Milieu-appropriate wildlife has gotten into something.
[15 blank rows]
64 (8 of hearts) An outside force threatens the location's destruction.
65 (9 of hearts) Security or surveillance is much higher than usual.
66 (10 of hearts) The God-eaters are mistaken for someone else.
Random NPC Connections (roll once per pair)
11 (2 of clubs) One owes a debt which the other wishes to call in.
12 (3 of clubs) Scheming together, but each plans to betray the other.
13 (4 of clubs) One needs a favour which only the other can grant.
14 (5 of clubs) In an unequal friendship which is ready to fracture.
15 (6 of clubs) One blames the other for some (imagined?) wrong.
16 (7 of clubs) Formerly close, and still stinging from the falling-out.
21 (8 of clubs) One envies the other's looks, talents or good fortune.
22 (9 of clubs) Gleefully enabling each other's worst tendencies.
23 (10 of clubs) One grudgingly defers to the other out of debt or duty.
24 (2 of diamonds) Concealing a socially inappropriate relationship.
25 (3 of diamonds) One finds joy in deliberately antagonising the other.
26 (4 of diamonds) Pretending to be enemies, but secretly in cahoots.
31 (5 of diamonds) One wants to discredit, humiliate or upstage the other.
32 (6 of diamonds) Quarrelsome for reasons unclear even to themselves.
33 (7 of diamonds) One regards the other as a wise mentor or role model.
34 (8 of diamonds) Hopelessly in love, though neither will admit it.
35 (9 of diamonds) One has mistaken the other for someone else.
36 (10 of diamonds) Obligated by circumstance to tolerate one another.
41 (2 of spades) One thinks the other seriously needs to loosen up.
42 (3 of spades) Fair-weather friends, ready to turn for the right price.
43 (4 of spades) One suspects the other is up to something nefarious.
44 (5 of spades) Arguing like an old married couple, and just as loyal.
45 (6 of spades) One feels responsible for the other, and resents it.
46 (7 of spades) Trying very hard to ignore each other's presence.
51 (8 of spades) One is trying to bribe, subvert or seduce the other.
52 (9 of spades) Competitive to a fault over absolutely everything.
53 (10 of spades) One is oblivious to the other's blatant infatuation.
[5 blank rows]
63 (7 of hearts) One feigns loyalty to the other, but has a hidden agenda.
64 (8 of hearts) Best friends forever, to a faintly obnoxious degree.
65 (9 of hearts) One has a secret the other is determined to uncover.
66 (10 of hearts) Devoted rivals for an extremely trivial reason.
Inadvisable writing challenge #137: Write a conversation in which every utterance is tagged (i.e., either prefaced or followed with some variation of "[they] said"). See how long you can keep it going without ever using the same dialogue-tagging verb twice.
How do you calculate odds of successive rolls in "x of outcome 1 before y of outcome 2" scenarios? I'm specifically trying to figure out how much effect certain adjustments to the death save mechanic have on dnd5e's lethality, but it would also be useful for estimating things like montage tests in Draw Steel.
Fortunately, death saving throws are a lot simpler than the general case of "X of outcome 1 before Y of outcome 2" because (probability of outcome 1 + probability of outcome 2) equals 1; the presence of a "neither" case can throw a monkey into the wrench.
Since there's no "neither" outcome, the number of rolls you can possibly make is bounded; "three successes before three failures", for example, will never exceed five rolls, because after the fifth roll you're guaranteed to have at least three of one outcome or the other. That makes it possible to enumerate every possible sequence of outcomes:
Let's assume that our S (success) result is rolling a 4 on 1d4, and our F (failure) result is rolling anything else. We can then work out the odds of each case, like so:
Adding up our target outcomes, we get 106/1024 odds of three successes before three failures, and 918/1024 odds of three failures before three successes. (If these don't add up to 1, you know you missed a case somewhere.)
Once we've got the symmetrical case (i.e., X successes before X failures), we can deal with asymmetrical cases simply by changing up which rows in the probability tree we've already constructed count as which outcome – we needn't start from scratch. For example, the odds of two successes before three failures moves all the 27/1024 rows in the above table into the "overall success" bucket, and we arrive at 268/1024 odds. Similarly, "three successes before two failures" would flip the 9/1024 rows over to the "overall failure" bucket.
(Now that we know what's going on "under the hood", the obvious follow-up question is "is there a general formula I can use to skip constructing the probability tree and get the answer directly?". The answer is "probably, but I don't recall it off the top of my head". If we're lucky, one of the several mathematicians following this blog will be able to correct my omission!)
This is a case of a Negative Binomial Distribution, which is a generalization of a Pascal Distribution.
P(k failures before r successes) is given by
where p is the probability of success on a single roll, and the first factor is the binomial coefficient.
(Wikipedia says the negative binomial distribution is the same as the Pascal distribution, but when I took stats a thousand years ago, the Pascal distribution was the special case where r=1.)
Edited to add: AFAIK there isn't a nice closed form for P(at most k failures before r successes), so you'll need to add the individual probabilities manually. However, for death saves, k should be reasonably small.
Several folks have brought up the negative binomial distribution, but I'm reblogging this one because it's the only one that clarifies that what it gives you is the probability of "exactly k failures before r successes", so you still need to add up each individual case to get "at most k".
all of this works if neutral results are present if neutral results are completely ignored (i.e. treated as if the roll didn't happen). You just have to use the P(success) / (P(success)+P(failure) ) as the probability of success and P(failure) / (P(success) + P(failure) ) as the probability of failure in the above equations.
Dice pervert question: how would you use two eight-sided dice to choose between four outcomes with 31:31:1:1 odds? I can find several ways to do it, but none feel elegant or mnemonic.
Assuming we're talking about two identical dice (i.e., so no goofy tricks like comparing the values of two different-coloured dice, d88 lookup tables, etc.), if I needed that exact distribution, my inclination would be not to overthink it; take the sum of the dice, with result A (1/64) on 2, result B (31/64) on 3–8, result C (31/64) on 10-15, and result D (1/64) on 16. On a sum of exactly 9, use some sort of 50/50 tie-breaker (e.g., a coin flip) to decide between B and C.
(You could dispense with the coin flip by using a tie-breaker which depends on the dice you already rolled and yields a similar 50/50 split; e.g., a sum of 9 in which any dice show 1s or 2s goes to B, otherwise to C. Whether that qualifies as elegant or mnemonic really depends on what you're using it for!)
Yeah, using the property that 2dX is equally likely to roll an even sum or an odd one was my first thought; however, in order to pluck out the 1/64 results without disrupting that balance, you'd need one of the 1/64 results to be an even sum and one of them to be an odd sum, and there's no way to uniquely select an odd sum of 2dX without using colour-coded dice or otherwise making the order in which the dice are rolled significant.
after sum (sic) thought, I've decided that my favorite way of handling this is: if the sum is less than 9 or unlucky 13: result A, else result B, except for 2 or 16 which are C and D
If you want to do 2-8 and 10-15 and split the 9s, you could split the 9s on whether the difference was less or greater than 4.
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Dice pervert question: how would you use two eight-sided dice to choose between four outcomes with 31:31:1:1 odds? I can find several ways to do it, but none feel elegant or mnemonic.
Assuming we're talking about two identical dice (i.e., so no goofy tricks like comparing the values of two different-coloured dice, d88 lookup tables, etc.), if I needed that exact distribution, my inclination would be not to overthink it; take the sum of the dice, with result A (1/64) on 2, result B (31/64) on 3–8, result C (31/64) on 10-15, and result D (1/64) on 16. On a sum of exactly 9, use some sort of 50/50 tie-breaker (e.g., a coin flip) to decide between B and C.
(You could dispense with the coin flip by using a tie-breaker which depends on the dice you already rolled and yields a similar 50/50 split; e.g., a sum of 9 in which any dice show 1s or 2s goes to B, otherwise to C. Whether that qualifies as elegant or mnemonic really depends on what you're using it for!)
Soulslike boss fight that riffs on the Black Knight sketch from Monty Python's Quest for the Holy Grail where every time you hit a new phase you hack off a limb, and somehow it just keeps getting harder. Most guides recommend cheesing burst DPS to skip the hopping-on-one-leg phase because it's just plain unfair.
you can reduce the difficulty by chucking an artificial limb at the boss, but make sure it's one that auto-attaches, or she'll just beat you over the head with it.
why did elementary and middle school teachers get so mad when you finished your work early and did silent reading? I was an A/B student and some of them would be so pissed when I finished my test within 15 minutes and whipped out my N. D. Wilson novel or whatever
Everybody knows elementary and middle school students need to pretend to be slaving away at math problems for the full 8 hour school day to prepare them for the torture of adult employment.
When asked teachers would say it's because it makes the other kids feel bad
Boo fucking hoo
The constant bullying made me feel bad but nothing was ever done about that was it teacher? Let the other kids take the full hour to take the exam, I'm done in 30 and got the answers correct so just let me sit here and read quietly, I've earned it!
I had a friend in high school who got in trouble for reading after a test. They sent him to detention for the rest of the period... where he spent his time reading.
As a trans woman, I really, really, don't appreciate people acting like they know what it was like for me growing up. Like yeah, I realize that your childhood was like that and I'm sorry that you were treated that way. But don't act like that's how it is for everyone.
I was very much seen as one of the guys growing up. I went to "boys nights" with the guys, which typically consisted of very masculine activities, I had gay cis dudes hit on me, I never once was seen as anything other than a dude.
Guys never once mistreated me, or saw me as anything other than a man. Even through University, I was seen as a man to the point where my University friends were shocked when I came out to them as a trans woman.
I was even treated as "one of the safe ones" all through high school by the girls I hung out with. I had an all female friend group that I hung out with and gossiped with, and was allowed to hang out with them in and out of school, because friendship with me never came with the possibility that I was gonna make things weird and try to fuck them. I showed no interest in dating them and treated them like any other person.
They literally called me a "Girl's guy".
So, your experience isn't universal, and I really wish people would stop acting like their trauma is standard. Because it's not.
And then there's my husband, who hated being a girl, hated femininity, was bullied by girls growing up, never had any friends aside from a few guys in high school, and was never accepted as a girl by girls.
They truly aren’t, because I for one actually grieve the boy I used to be, even though that isn’t who I am anymore. I mourn what could have been and yet I’m excited for what is going to be. I felt fine being a boy, and was very much seen as one of the “bros” once I finally found a friend group (even if they still treat me as one of the bros but that’s a separate matter) I personally had very little trauma surrounding my identity growing up as a young lad, even if I constantly felt out of place. Just like being trans is a spectrum, so is trauma. No one’s trauma is the same and you CANNOT presume what other people have gone through.
I have such complicated feelings about my body and gender and growing up, like... I wouldn't be who I am if I hadn't been an Oldest Daughter and an Oldest Of Three Sisters in a very conservative rural home*. I loved being successfully pregnant! I hated everything else about having a uterus. Once we were done working together, I wanted it gone.
There is not one true way to be Trans any more than there is one true way to be a man, a woman, or non-binary.
*my brother and I had a loooong conversation about that once we both came out, bc like... having been that thing was important to both of us, but so was no longer being that thing. And it felt shitty to me to deny our sister's life experience too by saying "sorry, that didn't actually happen. We were never sisters."
I said "when I was a little girl" to TH recently, and bless him, he tried to correct me.
"NO, Imi. You aren't a girl."
Sweetheart, back then I thought i was.
"NO"
Which is to say, gender can't be flattened without losing something. It's a social construct. It's a set of traits linked to secondary sex characteristics. It's a spectrum. It's a Potato Head of expression and performance and identity. It's all of those things and none of them and I'm going to shake it shake it shake it shake it until all the weird stereotypes fall out and then I'm going to EAT IT with GLITTER and KETCHUP.
And if there's one universal way to experience any of that^, I'll eat that too.
Little girls can grow up to be men, and little boys can grow up to be women. Anyone who thinks that these statements are transphobic have replaced one set of prescriptive genders with another.
Keeping a supply of geegaws and whatsits on my desk so that whenever my cats are being brats I can throw a random object they've never seen before at them and thus keep them occupied for the next 5–20 minutes while they Investigate The Mystery.
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The real divide in the Legend of Zelda fandom is the one between folks who'd be perfectly happy to see Princess Zelda leading a mainline title versus folks who specifically want a mainline game featuring girl!Link.
This is not a framing that has any room for "both". If you're asking for both, you're not one of the people who would be satisfied with simply seeing Zelda get more mainline lead time, so you're in the second bin.
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 – 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 – 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 – 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 GM™, 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.
(I feel I should emphasise for the folks going "yeah, D&D sucks!" in the notes that at no point in either of these breakdowns have I said anything for or against D&D as a game. These problems would still exist even if D&D was the best game in the world at being the kind of game that it is!)
Is it accurate to say that D&D's rules are "GM-facing", (for example the GM determines when a skill check is necessary, and the GM determines what the result of a skill check is) in a way that makes it more possible than in some other games for players to offload work onto the GM and for GMs to alter the game with minimal player input?
The first tabletop RPG I remember creating that I can confidently put date to* is a little untitled Dungeons & Dragons ripoff I bashed together when I was six years old, or thereabouts. I recall very little about its mechanics, but the playable races included cat people, Mega Man style robots, and really buff genderless aliens who, for reasons I cannot rightly account for, were specifically described as bright orange.
It also involved a bunch of print-and-play cards for items and abilities that I typeset with ASCII borders and ran off on tractor-feed cardstock with my parents' dot-matrix printer; I filled in the illustration boxes by hand using coloured pencils, then dulled my mother's sewing scissors cutting them all out because I wasn't allowed to use a razor. (She was very understanding.) The way I'm bent for RPGs with lots of goofy tactile props appears to be innate.
(Both the original digital files and any printouts vanished decades ago. I sometimes wish I still had a copy, but some things are better to let live in memory – I doubt it was even playable by anyone other than me!)
* I specifically remember that the family computer got upgraded from WordPerfect 5.0 to WordPerfect 5.1 either during the project or shortly after it, which would place these events around late 1989 to early 1990.
(Thinking harder, the jacked orange aliens might have been based on a background character from Spanner's Galaxy, but I'd need to dig up copies to double check; I may be conflating it with some other comic.)
"Does the worldbuilding of The Great Mouse Detective imply the existence of Mouse Colonialism" buddy, the plot of The Great Mouse Detective explicitly hinges on Mouse Race Science. Of course there's Mouse Colonialism.
(Like, it's not subtle. Ratigan is a self-hating rat who identifies as a mouse. His insistence on this point in spite of not being remotely mouse-passing is both a running gag and the motivation behind his most heinous acts of on-screen villainy. Basil pronounces "sewer rat" like it's a slur, and mocks Ratigan by calling him a stenchus rodentus, a piece of faux-Latin nonsense imitating the forms of Linnaean taxonomy, literally putting Ratigan in his place by locating him within a scientific hierarchy of races. Ratigan's downfall ultimately comes about not as a product of Basil's cleverness, but due to Ratigan's inability to restrain his own inherently savage nature. All of this is in the surface-level text of the film.)
In the books the cartoon is based on his full name is Pádraic Ratigan, so though the film's voice casting doesn't follow suit, I guess technically he's rodent Irish; given when the movie is set, he probably didn't live through the rodent Great Famine, but his parents definitely did.
Then again Rattigan himself also gives a speech where he explicitly embraces eugenicist values by calling for the segregation of old people, the disabled, and young children.
Well, yes – "the heroes and the villains have functionally identical value systems but it's only bad when the untermensch says it" is a customary failing of fantasy media.
Not just fantasy media - HMS Pinafore was parodying this trope in 1878
Boatswain. Well, Dick, we wouldn't go for to hurt any fellow-creature's feelings, but you can't expect a chap with such a name as Dick Deadeye to be a popular character — now can you?
Dick. No.
Boatswain. It's asking too much, ain't it?
Dick. It is. From such a face and form as mine the noblest sentiments sound like the black utterances of a depraved imagination. It is human nature — I am resigned.
[one song later]
Boatswain. Ah, my poor lad, you've climbed too high: our worthy captain's child won't have nothin' to say to a poor chap like you. Will she, lads?
All. No, no.
Dick. No, no, captains' daughters don't marry foremast hands.
All. (recoiling from him) Shame! shame!
Boatswain. Dick Deadeye, them sentiments o' yourn are a disgrace to our common natur'.
Ralph. But it's a strange anomaly, that the daughter of a man who hails from the quarter-deck may not love another who lays out on the fore-yard arm. For a man is but a man, whether he hoists his flag at the main-truck or his slacks on the main-deck.
Dick. Ah, it's a queer world!
Ralph. Dick Deadeye, I have no desire to press hardly on you, but such a revolutionary sentiment is enough to make an honest sailor shudder.
Something you realise experiencing musical theatre primarily via cast recordings is that, separated from the spectacle of the stage, from a lyrical standpoint a lot of very well-regarded stage musicals are very bad.
and then there's the other problems - I grew up listening to Camelot on CD. It wasn't until decades later that I learned that Mordred was in the darn thing!
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Tabletop RPG with an old school "you can die during character creation" lifepath system, except most of the disqualifying events are stuff like "made it to adulthood with no major traumas" or "discovered a love of carpentry", so your actual goal is to make just enough bad life decisions that your character is a big enough loser to become an adventurer.
Starting out in a coastal community is regarded by some as an optimal choice because if you have the bad luck to end up happily married you can make a saving throw to see if your spouse is subsequently eaten by a whale.
Puzzle platformer where the player character comes out as transfem in the third act having its big twist spoiled on the search results page because it has the "female protagonist" tag on Steam.
Does transitioning give her the ability to air-dash?
Oddly, no – the air dash comes from a magic ring you find way back in zone three. Transitioning does, however, palette swap her jean jacket and let her phase through single-tile walls by running against them. It has this really cool glitchy screen effect, too.