yeah that’s exactly what happened
the next bit is even better:
I can't believe that I now miss this era, and I hate that we've reached a point where longing for this era makes sense. Fuck this stupid baka world

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@argamoth
yeah that’s exactly what happened
the next bit is even better:
I can't believe that I now miss this era, and I hate that we've reached a point where longing for this era makes sense. Fuck this stupid baka world

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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.
It also bears mentioning that the current culture of RPGs encourages a separation of player knowledge and character knowledge. I, as a player, know that the big cat with tentacles out the back is a displacer beast, but my character doesn't, and the character that replaced the one the displacer beast killed. That separation, particularly with Survival Modules, was not the case back in the day. Characters had full knowledge shared between them, so if Dave the fighter got disintegrated by a beholder, Dave's identical twin brother now knew beholders have disintegration attacks. This is part of the reason why it was considered bad form for players to read monster books.
It's broadly untrue that the idea of separating player knowledge from character knowledge is a modern development. The practice descends to tabletop RPGs from the historical wargames they splintered off from; tabletop wargames which focus on accurately re-creating historical battles often operate on a gentleperson's agreement to refrain from acting on strategic information that your side's commanders couldn't reasonably have been aware of, or employing tactical doctrines which had not yet been developed when the re-created battle took place, and many early tabletop RPGs adopted similar conventions, to greater or lesser degrees. Heck, games like Paranoia were parodying those conventions as early as the mid 1980s! It's come in and out of fashion in mainstream RPGs over the past half-century, but it's not a recent thing.
It is, however, correct that there typically was no expectation of observing these conventions when playing survival modules in particular.
Oh, so that's where Munchkin got the idea of your identical twin turning up when you die in game.
Yeah, having your previous PC's identical cousin randomly come rocking up five minutes after you died is totally a thing that happened, largely as a response to the awkward transitional period where survival play was still in fashion, but the game's rules had become too fiddly for rolling up a new PC on the spot to be a pain-free process, so folks would just recycle their existing character sheet instead. You saw a lot of it in the 2E era!
Once when I was in undergrad, someone described something as “problematic” in class and our professor was like, “That’s cool, but ‘problematic’ doesn’t really mean anything. It means that the thing you’re describing has a problem, and in and of itself that’s not bad. Art, especially, should always have problems, or else it’s not interesting and not art, either. It sounds like you’re trying to say that this is bad, but you don’t want to say ‘bad.’ Is that right?”
So from then on whenever one of us called something problematic, he would make us talk it out until we could name the “bad” thing we were hinting at. In this particular class, 7/10 it was some type of oppression, and the remainder was like, “I’m uncomfortable because this is very new/confusing/pushing boundaries that made me feel safe.”
Once we stopped calling things “problematic” and stopping at that, class got way more interesting and... we all had to say, like, “that’s racist” or “that’s misogynistic” or “ew capitalism gross” out loud, which a lot of us had never done in a classroom before. Or we had to be like, “Uhhh... I’m not sure what’s so bad?” and confront our own beliefs and that was maybe even more useful.
Anyway. Whenever I see the word problematic, I can’t help but think of this professor being like, “Good starting point, now let’s get specific.” I think when we have to commit to saying “that’s ___” it requires a lot more careful thought about the truth and impact and complexities of whatever we’re claiming. Sometimes there really is some bullshit afoot, and also sometimes it’s art, and it should be full of problems, because that’s what art is.
PROPAGANDA PARA URUGUAY:
En ingles casi dice "u r gay", que mas podrian querer?
LATINOAMERICA HAS GONE WOKE?????
U R GAY? ARGENSHE/HER??? CHILEY DE MATRIMONIO IGUALITARIO??? PARADYKE??? GAYTEMALA? COLOMBISEXUAL?
VENEZUELLE??? HE/HIMDURAS???
BRASIL.
MEXIJOTO???? ENBYDOR???
ELLE SALVADOR
Me trying not to be haunted by the inherent influence pimarchs have on astartes and how it can make them act
Honestly this is one of the reasons I consider Astartes (and custodes even more so) to not be a power fantasy but more an exploration in powerlessness. Their bodies are not their own, their lives are not their own. There’s ultimately always a theme of depersonalization and of lack of ownership of your own body.
Oh, very much so. Lore is very consistent on this point. 40k is not the satire GW claims it to be, but it still has quite a few subversive elements that it uses to emphasize the horror/dystopia of the setting, and occasionally the humor. From the drug fueled psychopathic goons of Rogue Trader to the stunted, brainwashed transhumans of today, space marines have always fallen in that category.
This is such a great way of describing it, you can’t leave it in the tags. Satire, at least good satire, is specific in its subject and aims. 40k media covers far too wide a range of topics, tones, and genres to really be called a satire, and a lot of its humor is just black comedy. But running through the franchise is this sly, kinda smirking undertone: “Look at these idiots. Can you believe what just came out of their mouths? What a pack of losers!” It feels very British to me in a way that I can’t define—they’re taking the piss. You’ll be presented with situation after situation that is over-the-top to the point of absurdity, but they’re all being played so straight that you just kinda go with it. And then you look back at what you just read or saw and go, “Wait, was I supposed to take that seriously? Or was that a joke?” And the answer is yes.
This touches on something I've always thought about 40k in that it is 'seriously silly'. 40k is deadly serious in how absurd and silly it really is when you get down to the nuts and bolts of things. Worth unpacking some more further in the future.
Yeah, I don't know any other franchise that does it as well as they do.
Last year I lost my mind when I learned about the Lord of Skulls, a Khornate daemon engine. It has a big gun called Skullhurler that shoots a giant skull, which then explodes into smaller flaming skulls, which also explode.
I think I laughed for a minute straight, then I posted on Tumblr about it, and then all of my internet friends laughed about it, because come on. SKULL GUN. It feels like something a five year old would invent.
This daemon engine was played 100% straight in the comic where I found it, and I am certain it is played 100% straight in any other 40k story where it appears. And there's something strangely charming about it. Everyone, including the creators I am sure, knows that this thing is ridiculous, but we all kinda wink at each other and suspend our disbelief because it's fun. It's fun to engage with a world where giant skull guns exist. It's fun to read about very large, very serious supersoldiers bickering like middle school mean girls. It's fun to look at an image of a giant walking gothic cathedral armed with more artillery than a battleship. It, I dunno, it has the pleasure of being a kid banging toys against each other as they act out some wild adventure, but that long-lost pleasure is presented in a format that an adult can enjoy.

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Bear religion probably fucking rocks. You're a fucking bear, you're the deadliest thing on earth, once a year an endless supply of salmon just flings itself up the river to gorge on and then you nap for 3 months.
The most delicious food in the world is protected by tiny demons who can defend it from everyone except you. Your natural armor is thick enough that you can just eat the damn hive while they buzz around you. God's chosen animals right there
Regular bears tell stories of angel bears sent by the Bear God, pure white and twice as strong as any normal bear could be, who rule the summit of the Earth and kill all who stand in their path.
And they are right, those bears exist and totally do that. Humans just have fake angels as a cope.
love the idea of bears being the chosen species actually. having a near death experience and glimpsing heaven and realising it's just full of bears, no humans at all, humans not ensouled actually, humans an accidental byproduct of God's plan for bears
divert all power to the funk engine
He will as soon as he figures out his foot
black with low white spotting
celestia is such a funny character like she's constantly manipulating twilight and friends to do shit instead of just asking and you could arguably frame that as being bc she's a "god" and pushing fate to her design or whatever, except that she engages with the group like a normal and relatable person, which makes it more like villainous machinations, except 90% of this manipulation goes towards things like "I don't want my party to be boring shit again. put my little country girl blorbos in there with zero prep so they fuck it up bad"
you think you've fucked anything up around princess celestia and she's like heh. no worries. all according to keikaku
Celestia instantly makes more sense as a character when you ignore the princess stuff and remember that she's a 1000+ years old wizard. Of course she does manipulative trickster stuff to teach moral lessons and/or cause chaos to amuse herself, that's classic wizard behavior. Of course sometimes she's actually socially awkward and bad at personal relationships and has bad ideas that she thought were good that result in her eating shit embarrassing style, that's classic wizard behavior. Of course she lets the aristocrats and nobles run around being assholes she's still running on wizard advisor programming, she's basically trying to merlin the entire upper class of equestria instead of just a king and some knights. "Yeah uuhhh we'll release the incarnation of chaos himself from his ancient prison because we think this shy girl can be friends with him", terrible plan if you're thinking like a ruler, amazing plan if you're thinking like a wizard. Just look at Canterlot 'Castle' for five seconds and ask yourself if that's in any way a castle. No. Wizard tower, yes. Wizard.
You are so right actually

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Airplane! (1980) dir. J. Abrahams, D. Zucker & J. Zucker
Happy 24-6-01!
It’s dangerous to go alone; take this:
Names that are normal for old people but weird when you're a baby:
Bartholomew
Dolores
Norman
Harold
Magnolia
Names that are normal for babies but weird when you're old:
Maddison
Tanner
Skylar
Mckenzie
Logan
Names that are normal for old people and normal for babies:
Elizabeth
Mary
Michael
Finnegan
Peter
Names that are weird when you're a baby and weird when you're old:
Radish
Kerosene
Australopithecus
Anthill
Hedgemony
Names that are weird when you're normal:
Balthazar
Romulus
Clandestia
Persephone
Kremulon
Names that are normal when you're weird:
Al

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have some shitty chaotic pride flags ^^
check out the rest of the flags on my profile since tumblr has a 10 image limit lol as well as the fixed versions of a few of these cuz I’m big dumb
it's that time again, kids
phenomenom thats been bothering me that i could only express via an mspaint reverse boomer comic