Was driving with my grandmother and in broken English she says âno eyes⌠no nose⌠no face. Donât trust.â To which I looked around wildly in search of this omen of ill portend.
Cybertruck. It was a cybertruck.

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Was driving with my grandmother and in broken English she says âno eyes⌠no nose⌠no face. Donât trust.â To which I looked around wildly in search of this omen of ill portend.
Cybertruck. It was a cybertruck.

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Artwork by đŞđśđšđšđśđŽđş đŚđđźđđ - inspired by Robert Crumb - from the book Legends of the Blues (Abrams, 2013).
goodnight goblins. goodnight ghouls. goodnight screaming tomes and scrolls. goodnight floating glowing eye. goodnight my dear homunculi. goodnight imps and spectral wraiths. goodnight false god that feeds on faith. goodnight bony skeletons. goodnight inert collapsing sun. goodnight monster made of mud. goodnight vampires drinking blood. i wish you all good evil-night. and please do let the bed bugs bite
@monstrousagonies
I had to try reading this aloud. - L

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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 â 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 â 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 â 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 â 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 â 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:
"Itâs hard to get that context just from reading the original Dungeons and Dragons books. If nine groups learned D&D from the books, theyâd end up playing nine different games.
"Mornard told us about an early D&D tournament game â 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. Youâd 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 â wasnât he supposed to be DMing right now?
âItâs over!â 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 couldnât believe that the tournament players had been so incautious. But, to be fair, none of those tournament groups had played in Gary Gygaxâs 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 Garyâs group to survive thirty seconds in his dungeon."
Free naloxone delivered to your door. NEXT Distro is an online and mail-based harm reduction platform that provides naloxone training and di
it's so funny that italian futurism was a fascist art movement while also looking extremely Global Village Coffeehouse
Northern California. Starbucks Coffee. The year is 2009. Easy listening jazz on the speakers
The amount of people who have made it DEEP into a professional career that involves lots of information sharing, but they STILL haven't figured out how to make a presentable PowerPoint is. Astonishing.
Wait, isn't like that part of the basic college classes everyone has to take? Communication/Speach or something. Or did they stop teaching/requiring that?
Granted -- I think my class was like in 2002 or something. Forgive me for not remember exactly, TBI and other stuff have made much of that time blank spots or blurs.
IT SURE IS. And yet. Here we are.
And this is people of all ages too. Older than me, younger than me, same age as me. It astonishes me how many just don't know how to do the most basic things.
And don't even get me started on people not knowing the basics of formatting a Word doc with header tags.
This is an awesome use of what is probably a master's degree if not a doctorate and I am 100% thrilled that she shared it even though it was embarrassing and she squeaked.
Thank you, adorable scientist, for making people's lives better.
As an Australian, THIS WOMAN IS A FUCKING GODSEND.
this is Hannah Fry, Professor of the Public Understanding of Mathematics at the University of Cambridge and president of the Institute of Mathematics and its Applications.

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This is what hieroglyphs and figures in ancient Egyptian temples looked like before their colors faded. They were recreated using a polychromatic light display at the Metropolitan Museum of Art, New York, following thorough research.
"christian characters in movies are poorly written because the writers are atheist" "atheist characters in movies are poorly written because the writers are christian" stop fighting. all human experience is poorly written in movies because the writers are californian
The Church at Gloucester, 1918, Childe Hassam
alright I've got to do some quick math to explain attitudes towards AI to my boss.
we're looking to create an AI policy, and when we were talking about this, my boss (older millennial) was genuinely shocked to hear that younger people do not (seem) to view AI positively (a la the recent commencement speakers being booed)
please rb for larger sample size!
Question 1/3
What is your age, and do you feel AI is a net positive or net negative in our lives today?
under 18, AI is a net positive
under 18, AI is a net negative
18-29, AI is a net positive
18-29, AI is a net negative
30-45, AI is a net positive
30-45, AI is a net negative
46-60, AI is a net positive
46-60, AI is a net negative
over 60, AI is a net postive
over 60, AI is a net negative
Question 2/3
How often do you visit or interact with museums/archives (whether in person or online)?
Frequently (multiple times per month)
Often (multiple times per year)
Occasionally (a couple times per year)
Rarely (once every couple of years)
Never :(
Question 3/3
If you saw a museum was using AI in exhibits, marketing, research, etc., would you be more or less inclined to visit that museum?
under 18, more inclined
under 18, less inclined
18-29, more inclined
18-29, less inclined
30-45, more inclined
30-45, less inclined
46-60, more inclined
46-60, less inclined
over 60, more inclined
over 60, less inclined
Thank you for helping with this data collection. Please rb for as big a sample as possible!
đŤś
I thought I might share one of my new tattoos. A couple years ago, a dear friend and I coined the term âfish bag momentâ
A fish bag moment might be sitting all alone in an empty new apartment after coming out and upending your life, or starting a new job in a brand new line of work because itâs closer to your dreams
Itâs what happens when you take a leap of faith or make a hard decision for yourself, when the future is so hard to visualize and everything feels scary. Youâre just a fish in a bag and you canât see where youâre going
But youâre on your way to a bigger aquarium
In honor of a relatively unexpected and sudden transition in my life, I tried my hand at sculpting my beloved fish bag. Letâs hope the kiln is kind â¤ď¸
It didnât just survive the kiln, it thrived â¤ď¸ to anyone out there who needs to hear it right now, rest assured: even if the path forward seems unclear, youâre on your way, and Iâm proud of you

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I have never. Seen this specific typesetting mistake before. I've seen editing mistakes I've seen writing mistakes I've seen typos aplenty I have never seen someone accidentally paste the file version details into the text while typesetting.
that's the first page of the book as well like. I'm assuming this got missed because it obviously happened after the copy was finalised. that's an InDesign file (and not the first InDesign file of the project (clock the 'V2')) so idk much about the publishing process but this is presumably final final steps before committing to print.
but like. idk. this is delightful to me. this is such a specific error. wow.
...I would've caught it
Idk if you've ever done a final proof after also personally doing 50+ rounds of minor edits in a 200+ page document but let me be the first to say No The Fuck You Wouldn't.
this post is not about how someone made a lazy mistake this post is if anything about how publishers don't invest in a separate proofreader to do a final pass after locking in the document.
(but mostly it's about how this is an unusual flavour of edit error that's largely funny to me but also has unlocked a New Fear for my work. I hope the typesetters for this book have lovely days. it's also a really good book so far. publishers invest in proofing challenge.)
given the current climate this pride especially i feel i must mention that i love my trans friends, i stand with trans people in the fight against transphobic legislation and those who would enforce it, and this blog is not a good place for you to be if you do not vibe with that