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Gaming Dice.
I learned a lot about edges and light and color relationships here.
PAINTING!!! THIS IS A PAINTING
CHAT THIS IS A PAINTING!!!
I went over this post twice before realising. I was like "oh it's just set up like a still life painting, right". NO IT'S FUCKING NOT!
This is Tie, she is going to eat all of the notes
reblog to feed her notes
How is she doing this
This is Tie, she is going to eat all of the notes
reblog to feed her notes
How is she doing this
in happier pride news i actually found this deeply heartwarming
that's solidarity baybeeee
Further context: Durham city council (Reform UK) cut funding and support for Pride. The Durham Miner's Association and other trade unions raised enough money for Durham Pride 2026 to go ahead - a direct call back to when Lesbian and Gays Support the Miners (LGSM) raised money for mining communities when Margaret Thatcher seized union funding during the miner strikes of 1984-85.
At the 1985 Labour party meet, the motion to support LGBT rights as a party was passed due to a block vote from mining unions.
Stephen Guy, the chair of the Durham Miners’ Association, said that when it became apparent Durham Pride was under threat, he took it upon himself to “encourage the trade union movement to step up and do the right thing, and stand shoulder to shoulder with the LGBT+ community […] They not only raised funds for us, but came to our communities, uplifted our spirits when they were down, and showed their solidarity.”

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Learning this was an intentional genocide changed me.
I know most of those following me know this, but just to make it super clear. An Gorta Mór (The Great Hunger/the Great Famine) was a deliberate genocide of the Irish people. There was enough food grown in Ireland to make sure everyone was alive and healthy and survived. Instead it was exported, sent to England and elsewhere for profit while men, women, and children starved in the streets. While the English landlords fucked off and evicted starving families who couldn’t afford rent. While babies were too weak to cry and died at the side of the road.
They tried to kill us, but they did not succeed. And we owe so much thanks to the other oppressed peoples, in particular the Choctaw Nation and the Masai, who sent money and grain to us.
Let me repeat that. The Choctaw Nation who had just gone through the Trail of Tears sent us money to try save Irish lives. It’s led to an understanding between Irish people and Native American tribes, most recently when we donated to the Navajo and Hopi fundraisers for COVID-19 relief, because while it may be a different tribe, Irish people will never forget those who helped us and we’ll help back.
The entire population of the island is less than seven million people. We’re still a million less on this island than pre famine. And it’s not that long ago. My grandmother’s grandparents lived through it. We’ve told the stories, it literally changed the DNA of the country. We have a national fear of renting, because so many people were evicted. People joke about Irish people always offering loads of food, but it’s because there’s that cultural memory of not being able to.
They tried to kill us, but they did not succeed. We will not let them take our lives, we will not let them take our language. We lost so much, but we will not lose it all.
This is why I get so angry when people say “it was the potato famine, it was because of monoculture/microbes.”
Nope. The potatoes were the only thing Irish people were allowed to fucking eat, because as pointed out, the rest of the crops they were growing were for their landlords to ship to England. So when the one “worthless” crop they were allowed to eat rotted in the field, the English crown, empire, landlords, all shrugged and carried on. People starved to death lying next to productive fields.
Needed a clean graphic for a project, and figured while I was vectoring I would put sex and magic back in.
Happy Pride Month
Reblogging this yearly for anyone who needs a very clean version <3 Happy Pride.
Reblog to put the sex and magic back into pride
you ‘had’ sex? where did it go
The more I think on it, and I know this greatly differs from what people have come to expect in recent years, but to me a TTRPG with no adventure modules is like booting up a video game and finding out the devs didn’t make any levels. Like I wanted to play this but I guess we’ll have to wait until someone in the group, who may have never played the game before, spends a not-insignificant amount of their free time in the level-editor throwing something together for us to play.
This contributes significantly to "DM Burnout."
This ended up on r/curatedtumblr where it is plainly apparent that nobody knows what the hell "adventure module" means. Which is once again D&D5e warping the entire artform by publishing nothing but modules that are strictly railroaded scripts and so making everyone think that "adventure module" exclusively means "a strictly railroaded script."
I'm gonna have to make a big post at some point explaining what an "adventure module" is.. once again flabbergasting how often and how hard I have to go to bat for extremely foundational elements of this hobby
my personal stance has slowly become 'oh god we need games to have proper adventure modules so people will know how to play'. The dearth of material or advice for how to run even middle-market systems makes running them a pain in the ass.
The best TTRPGs in the world are nothing if the developers cannot include proper example materials on how a game is constructed and run, which is what good adventure modules are.
Yeah, this is kind of a weakness of TTRPGs as a medium, they require a lot of manual player input to work correctly, and yet very many TTRPGs do not actually tell you how this specific TTRPG is supposed to be played. They tell you a bunch of mechanics and stats, but they do not tell you how these mechanics are supposed to be approached or applied. And this leads to people playing that game wrong, and having a worse experience for it.
the thing is even if your game doesn’t work with a traditional dungeon-crawl style capital M Module (which was a concern for a lot of reddit commenters), it’s still helpful to have a setting document or an adventure hook or something that tells people what kinds of things might happen in a game
I haven't personally *run* many non-dungeon-crawl games, and part of that is definitely due to a lack of pre-created "modules". Like, its great to give the tools & guidelines on how to build scenarios / adventures / sessions... but not providing any pre-built ones is a big roadblock!
(It is an OSR dungeon crawler, but honestly, props to Mausritter, yet again: that tiny core rulebook includes not only the rules & charts to create your own hexcrawl setting and adventure sites, but a fully pre-built & playable one of each.)
Yeah many people just plain do not know that an adventure module can be something other than a completely linear script you follow.
Here’s a very old, very classic adventure module for classic D&D from my dad’s attic.
It has a map of the dungeon (as you will see, it is not a linear series of fights, it’s a complex location the party explores. That line drawn in pencil tracks the way the party happened to go when this was played, not the way they’re “supposed to go.”)
And it has a full fleshed out description of the rooms and different interesting and interactable things within the rooms. It has pre-statted monsters, traps, etc.. The party explores it and tries to get out alive with as much treasure as they can carry. You can also weave this into an ongoing campaign or a “story” - it’s “modular,” that’s the point of a "module." When I ran this for my group’s rotating-DM AD&D campaign, the party was hired to rescue three children who were kidnapped by goblins. The goblins had one, but the other two escaped and got lost in the not-goblin-controlled parts of the dungeon, requiring the party to explore every inch of it to find them.
Of course, this kind of module cannot be used for a “plotted” D&D campaign, because it is designed to quickly kill unwary characters. But if you’re wanting your PCs to have plot armor, you really should not be playing any edition of D&D. It’s not designed for plotted stories, it’s designed to be a game where shit happens that you then tell stories about later.
The party in our group did suffer some pretty severely bad injuries, but no deaths, because they’re a group of competent, capable, and careful mercenaries.
“But that’s a dungeon crawler, modules like that don’t work for non-dungeon-crawler games!”
Eureka: Investigative Urban Fantasy, an extremely non-dungeon-crawler game, has modules very much like this. In Eureka, the party doesn’t delve into dungeons, they talk to people, look for clues, and solve mysteries.
So, Eureka modules provide a “Truth” for the GM’s eyes only which lists exactly what happened that resulted in there being a mystery to solve, a “hook” for why the PCs would have gotten involved in trying to solve the mystery, and a set of relevant locations, often with maps. (The locations may be connected on a larger city/town/area maps but usually travel between the important locations is abstracted.)
The locations are given full descriptions, various points of interest that might be relevant to the investigation, info for the GM about what the PCs will find if they inspect those things properly, etc. They also include NPCs with visual and personality descriptions, lists of what information the NPC knows about the mystery, and how they might react to certain actions from the PCs.
Silk & Dagger: A Sensible Drow RPG is even less comparable to a dungeon-crawler than Eureka. It’s a interpersonal politics sitcom-y comedy game where a Drow Mistress and her pathetic minions try to keep up appearances in a cutthroat society where the social expectations are arcane, byzantine, and very high stakes. Reputation is everything.
Something will go wrong in the palace, and the party will have to hide that it is going wrong and act like everything is fine while impressing the neighbors.
A module for Silk & Dagger comes with a particular problem that’s going to happen in the palace and when and where in the palace it will happen, as well as a guest arriving and/or some other social obligation. It includes visual and personality descriptions for the NPCs, and how they will react to certain actions by the PCs.
These are games which are about three very very different kinds of characters and situations, and yet they all benefit from having adventure modules.
TL;DR, a "module" for a TTRPG does not have to be and was not always a scripted linear plot of events. D&D5e modules being scripted plots has erased the idea that any other kind of "module" ever existed or COULD ever exist. But they did and do.
2 hyper-specific gripes:
IMO the "module" was a misstep in the development of dungeon crawl games--we'd have been much better off with a "How To Start A Megadungeon" book than with, say, Keep On The Borderlands.
published adventures have been Mostly Railroading since at least the 90s. This is one of those things that is more the fault of Dragonlance and Illusionism: The Game (by which I mean OWoD) than it is of 5e.
I disagree. Not every TTRPG campaign has to be a huge extended multi-year campaign, and a “how to make your own” is just a “here you have to make your own instead of being able to just plug-and-play something.” This still drops the job of game designer on the GM.
I don’t like long huge campaigns and megadungeons. I like dungeons. In any RPG I play, I want the adventure to be wrapped up within 3-12 sessions, then we either play something else, or play a new 3-12-session adventure/dungeon as a sequel to the first one. This is a “campaign” structure that adventure modules like the ones described above are perfect for, and it’s something that people should know is an option.
Secondly, while it’s true D&D modules have mostly been very railroady since Dragonlance, not all published modules since Dragonlance have been D&D modules. And even if every single published module for any TTRPG for the past 30 years had been a complete railroad script, considering how obviously poorly this kind of “storyteller” structure fits with the actual rules of D&D and the games descended from it, it is still more than worth bringing back the more old school “sandbox” format and letting people know it exists.
No, I absolutely disagree. Level Designer and Game Designer are different jobs and dungeon (or megadungeon) design is Level Design not Game Design. The ideal state of the industry is that for most games most GMs are making their own adventures for most of their sessions.
Like, I'm not saying published modules shouldn't exist for dungeon crawl games here, I'm just saying that Megadungeons were Lost Technology for decades because A Certain Ex-JW Moron couldn't be bothered to write "How I Made Castle Greyhawk" and decided to publish some "mini-dungeons" instead.
Also, the point of my "gripe #2" was "this is a D&D Problem, not a 5e Problem". That's all. Honestly, the swipe at OWoD and the incredibly negative effects that its "yeah our game sucks but instead of fixing it we're just gonna tell you to lie about the dice whenever they do something you don't like" approach to game design had on the medium for an extended period of time was just kind of an Attack of Opportunity
So the ideal state of the industry is that Game Designers design games, and there are no Level Designers and that job is instead just offloaded onto people who don't get paid to do it?
Yes. Creating worlds and stuff to do in them is what makes GMing into Creative Expression and not just Being A Substitute Computer.
There is a third thing a GM can be, and that is a player playing a game from the other side of the GM screen.
I've interacted with so many DMs who always talk about how "creative" DMing is and how they have so many characters and stories always coming out of their heads. Each time I hear this about DMing, I think "guess I'm not a DM at heart" and go to quit. Then I go to play as a player and think "boy I wish I was refereeing the rules and enjoying the lore-distribution process." DMing is not, at base, writing and "Creative Expression." It's refereeing the rules and representing the actions of the world through those rules. And that's awesome. Modules are awesome.
I'm the reverse: I love doing that kind of creative and design work. For a long time I simply accepted that the role of DM required a special kind of dedicated and creative person- because I enjoyed that extra work! I accepted the unbalanced workload because I thought that it was necessary or good for it to be like that, and that I was uniquely suited for it. I like throwing myself into sprawling and obsessive creativity. I can enjoy painting or writing for hours on end, so why can't I enjoy doing session prep for hours as well? Then I started feeling the burnout, because DM'ing requires a fairly rapid turnaround. The pleasant experience of losing myself in a grand creative work became a grind to create more content before the next session- in addition to my real life obligations. I resented my Players because they didn't put the same effort back into the game. Unlike the artistic time sinks I focused on before, I had collaborators, and they weren't good ones. It felt like a group project where only I was doing the work, and if I wanted to ease off and just be another player at the table, the game fell apart like a wet burrito. (Not all of this was my players' fault- but also there was an expectation. A subtle pressure to perform to a certain standard or we just... wouldn't play. As the person most interested and in love with ttrpgs, I was the one who had to entice the group, prove to them that my games were worth the weekend time-slot.) It was an unpleasant, unbalanced dynamic, one that I think is common and encouraged by the 5th edition ecosystem. I run Modules these days. Players can show up with characters they rolled up in two minutes and I'm happy to meet them at the level of engagement they're at- because the game no longer sucks if I do that. I'm no longer playing pulling quadruple duty as game designer, level designer, world-builder, player, therapist, writer, and referee. I can just actually enjoy the games we're playing together. I still do design my own game systems, mechanics and adventures, but that's because I like doing those things, not because I have to. I've been getting rave reviews for my latest campaign- and I'm having just as much fun running it, which is something I haven't felt for a long time.
I have posted before about how sometimes well-meaning attempts at running D&D without some of the more unfortunate dynamics can often backfire but in a way where most people don't even register it backfiring. Because when you take the step of "oh D&D's various 'evil humanoids' don't just exist in a vacuum and given the renfaire colonialism on display it's kind of impossible not to read them as somewhat racialized" many people will then go "okay but we still need some people who player characters should be allowed to kill guilt-free, so let's replace 'orcs' with 'bandits' because killing bad criminal people is perfectly ideologically neutral." At that point it's like "okay so your characters are no longer the racist kill squad, now they're just the Tough on Crime Vigilantes."
But I feel I should make clear that D&D the game itself is not exactly at fault here: like, okay, it is sort of at fault in the sense that it is a game of fantasy killing people with swords and magic. And it is easier for people to accept the killing with people with swords and magic part when they can imagine that their characters are at least to a degree justified. That is sort of just built into the game (and the game has built into its lore varying levels of making the fantasy of killing certain types of guy justifiable).
But D&D is not at fault for making people go "okay so it's bad when you kill orcs simply because they're orcs. It's better when you kill people who are bandits, who are a class of evil criminals where killing them is actually wholesome and sensible." Like, yeah, most people probably don't think about it that deeply, but the reason people don't think about it that deeply is ultimately ideological.
And the ideology is basically "it is bad to be racist but it's good to be a tough on crime vigilante."
I don't disagree with this post but I do think there's an important element being left out here which is that 9 times out of 10 players are engaging in combat primarily as a form of self defense. Most of the time it's less of "we can kill these people because they're criminals and that makes it ideologically neutral" and more "these NPCs are trying to kill us and the most effective way to stop them right now is to reduce their hit points to 0 which, if they fail their death saves, means they will die."
I think "vigilantes tough on crime" is actually kind of a bad descriptor for how most parties operate. This definitely varies wildly from table to table but I think for the *average* table there's honestly a solid chance that either your players are friends with at least one criminal NPC or even that they themselves are criminals. There's even an entire class who's fantasy is "criminal."
I don't think the self defense point actually holds true in a meaningful sense.
In older editions of D&D, which were much clearer on the expected gameplay being "go into the dungeon and steal the stuff," there wasn't really this layer there. The rules for combat were generally quite harsh on player characters so combat was certainly something they didn't want to get into too casually, but ultimately the player characters were just going into the dang monsters' house and stealing their stuff. The monsters were arguably the ones acting in self-defense (but they're evil so who cares).
But in the WotC editions the self-defense justification is still fraught because modern D&D especially is an action game. It's a game where characters mostly have access to various methods of visiting violence upon their environs and where the gameplay itself rewards them for violence, because combat is the main source of experience as written in all WotC editions of the game and characters primarily grow in combat effectiveness.
The self-defense angle I feel is not supported by the game's rules itself, but is more of a narrative contrivance introduced by groups to make their characters feel more heroic.
My friend @tenleaguesbeneath once described it as, and I am paraphrasing, "characters hunting things for sport but the things attack them first so they can claim self-defense." Characters want to get into fights (because that's where the rewards are), characters primarily grow in terms of being able to get into cooler fights, but because getting into fights on purpose isn't heroic there's an angle of "those goblins started it" to make the characters feel more heroic.
I don't think this is a bad thing per se. It is one way to make the power fantasy of D&D feel less like the characters are violent thugs and more like heroes. But like it is basically a group of mercenaries going into a warzone, they can't really say "well we didn't really expect to have to kill anyone on our mission, but sadly, circumstances conspired against us." Fighting is what the game wants them to do and I don't think anyone is wrong for wanting to portray the player characters as engaging in self-defense, but it's only self-defense through a very crooked lens imo.

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Please Stop Blaming Us For Your Strange Behavior is a mnemonic to remember the planets in the universe where they're named Plercury, Stenus, Blearth, Urs, Fupiter, Yaturn, Streptune and Buranus.

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Every day I handle more money than I will ever make. Every day.
At the start of my employment, my boss showed me videos of people stealing, and we both had a chuckle about it. How silly they were! There was a camera overhead, and it’s not to watch the shoppers. See, we can’t actually stop shoplifters. They get away with it maybe nine out of ten times. But we, who are watched and tallied and witnessed? We are always caught.
At first it was hard to hold one hundred dollars bills. An amount I had never seen before. An amount that didn’t exist in my household. It’s normal now. Here is something that is not for me.
“What the hell, I’ll take another,” says the man, pondering our 200 dollar watches. What the hell. Total comes to 580 and not even a flinch in his face. I have been working for 11 hours today and made only 110 dollars. It will go to my rent. Today I work for free, it feels. When I get my check, I will have 35 dollars left for food and saving.
The six hundreds he hands me go into the cash register. For a moment, I imagine having money. Then I put it away, counting out his change.
I know for a fact we sell our products for double what they are worth. That I could be making commission. That they could hand me those 580 dollars and change my life and not even mark the difference in their checkbooks. He’s not the only sale they make today, but I am the reason they made it. He’s not the only one spending 600 dollars, but if I hadn’t spent two hours with him telling me about his life, he wouldn’t have spent any. I go home. I don’t own a watch.
I have watched and rewatched a video on how to make salmon four ways. My shopping list is always the same. Pasta. Rice. Tuna. If I can afford butter it was a good week. I dream of the world I will never walk in, where I can throw the best fish fillet in the cart with a shrug. I hold hundreds in my hand and look up at the camera. I put them under the cash drawer.
I go to work. I scrap together my savings. I eat my bowl of rice slowly. My manager takes a paid week off from work just for his birthday. He owns a yacht.
I’m not worth the cost of a watch.
i wrote this while i was working at orlando’s walt disney world parks.
i was part of their college program. i moved to the state for it. they legally owned the building i was living in and still charged me rent. i ostensibly was being charged to work for them. it was a 2 bedroom apartment and they placed 6 adult women in it in forced triples.
as many as one in ten disney employees have experienced homelessness while working for the company. despite huge efforts to unionize, strike, or otherwise demand fair treatment; disney has refused to increase employee quality of life.
disney admits publicly that a good portion of their success is because the employees (“cast members”) are dedicated, passionate, and selfless. this is never reflected in pay. even “face” characters (ie those that are princesses etc) make barely above a minimum wage.
at the time that i worked there, i made $8.50 an hour. at one point i was asked to create a human shield around a bag because a bomb dog had alerted to it. for eight fucking dollars an hour.
i now work a very cushy office job. i have bought the salmon and cooked it all four ways.
i go to the store. i am nice to the person behind the counter. she looks up at the camera while she counts out my change. there is nothing fundamentally different about her and i.
we are both worth more than the watch, anyway.