whoever came up with this is not good at mnemonics
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whoever came up with this is not good at mnemonics

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Gaycation - “USA”
they killed him for this
i'm like a fujoshi but for dead people
if you could see the thread i'm hanging on by you would not say these things to me
There's a thing in Classics studies where you'll read surviving descriptions of Ancient Greek automata which attribute all manner of near-lifelike behaviour to them – then you look at the reconstructed plans for the automaton in question, and it's a device with roughly the sophistication of a wind-up mouse.
The broad consensus seems to be that the authors of such descriptions are exaggerating for clout. For my part, I look at all the people in the year 2026 who've managed to genuinely convince themselves that LLMs are not only sapient, but smarter than they are, and I think: hmm.

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Grace had what i would say is a pretty reasonable reaction to seeing a 300lb alien spider but i can only imagine how Rocky felt using his echolocation on Grace for the first time, having the sounds come back slightly muffled, and having the horrifying realization that this weird tall skinny bipedal alien is squishy
not now sweetie, mommy is watching how the massive girlbossification of female characters has led to the belief that weak and vulnerable female characters are badly written characters because apparently every woman needs to be outspoken and witty and snarky and brave in order to be considered “complex” and have any value in a piece of media!!
since it’s pride month, throwback to this beautiful cover and this wholesome interaction between two icons
A thing about the lack of institutional continuity in indie video game development is that everybody is figuring everything out from first principles every single time, and if you've been around the block enough times you start to recognise common technical fuckups on sight. "Oh, this game's scrolling is all juddery because they anchored the camera directly to a physics object with no smoothing and their physics frame rate doesn't divide evenly into their screen frame rate – classic rookie mistake" sounds like it ought to be an unhinged thought to have, and yet.
New to tumblr?
Add a profile picture and any words to your "about" section (or old users will think you're a bot and block you)
Reblog stuff liberally. (Liking means less here, there is no algorithm. Also an empty blog makes you look like a bot too)
It's NORMAL to spam like/reblog or like/comment/reblog on post that are decades old here. Seriously. No one cares. Artists would actually be thrilled
You are anonymous. People talk to people they don't know here. It means nothing.

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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.
There really was like, this huge cultural shift from "here is your character" to "here is my character" that happened during the 1Ed days. In my early game sessions it was assumed that the character you got handed for this session was for, you know, this session. It was unlikely you'd live through it, and if you died "too early" you would typically be handed another character. And then one of my players showed up with his personal character he wanted to play, and I went over the sheet and shrugged and said "okay" and then in a few weeks everyone was playing their own personal character they wanted to bring back next week. I started meeting people at conventions who wanted to bring their own character from their own group's ongoing campaign.
And I think that really marked the shift from player work to DM work. It used to be I would create a cool adventure and make a balanced little group of party members to go through it, but suddenly I had to create an adventure that was prepared for whatever exploitive shit my players had constructed in their spare time and wanted to bring into the game. And then TSR would do some shit like add the Wraithform spell and suddenly the party's wizard became an insanely effective scout for twenty minutes, which is a LONG time, and entire collections of adventures were suddenly trivial and pointless.
God just shut the fuck up
Sorry man, here have this
People don't seem to realise this is just a normal response
(runs away)
Benig unhinged is kind of my thing
No one has ever made money
Okay I feel like maybe you don't like me even a little bit.
bringing back my too woke opinion that you should be allowed to change labels without the previous one being incorrect
i think you should be allowed to identify as trans without retroactively saying you were also trans in the past. i think the "born this way" rhetoric is limiting and you should be able say stuff like "i was fully a girl when i was a kid and now im a boy" without it invalidating your current identity but maybe that's just me

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"teens are prone to tantrums and are emotionally unstable" - okay, yeah, puberty is real, and emotional regulation is a difficult skill to learn. but also. any adult person would be pissed if their opinions were disregarded, they had no say in what happens to them, their emotions and feelings were downplayed and their privacy were intruded on.
also adults have tantrums all the damn time but it'll get called something more adult sounding like "lost their temper for a moment" but the wall/wife still got punched
too much monogamy in fandom in general
as we all know, everyone falls in love once and only once with their one true love the first time, and if they had relationships before that they weren’t real and didn’t love each other, and you can’t love more than one person at once, and your friends and family need to be pushed out of the picture to focus more on your romance, and no one has sex with people they don’t love, and if they did, they’re dirty and they have to have hated it and the sex they have with their one true love after they’re officially together has to be better sex than they ever had before, and no one ever breaks up for any reason other than death, and everyone wants to get married and have kids. aren’t you fucking tired.
I SAID AREN’T YOU FUCKING TIRED