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@cedarwhisp
Important Links:
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au where the amnesia doesn't stick and Grace still does his little video logs but he's MAD
au where ryland grace is canadian
the apologizerrrrr
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."
As time goes on the idea of a "transtrender" gets funnier and funnier. At what point in time has there ever been a trend or clout to gain from being trans?
Gen z is getting into this new trend which involves losing all your friends and family and being effectively legal to rape and murder.

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i'm finally dipping my toes in the project hail mary/iron lung crossover content and like
i'm ALL FOR giving Simon a break, let him live and heal and be a person again in phmverse. but also consider. he brings in the cosmic horror with him and it just, keep clashing with the cosmic hope of phm
Grace's beach water turns to blood all of a sudden, the Eridians are scrambling for how the hell did that even happen. Also it has DNA matches with Simon and, a bunch of other humans, and also Grace at one point? -- Welp, more sources for cloned meat, and damn now we can clone fish too! Grace has sushi for the first time in decades.
Mary turns haunted, the Eridian team keeping the ship functional and studying the technology keep sensing humanoid shapes wandering and messing with the controls. Mary keeps notifying them, "foreign object detected", asking for the name of the unknown passenger, but there's never anyone there. -- The team names the ghosts, attempts at seances occur. No replies yet but they have a lot of human spiritual and religious sources to comb through, something's bound to work!
When they salvage Simon, he won't stop bleeding. They can't make it stop yet he doesn't seem to run out it. Endless exsanguination that human medicine cannot explain. Nobody has any idea how he's even alive at all. -- Rocky nags at Grace that he 'lied' about humans having bilateral symmetry, this one is all mismatched. Eridians get a crash course in proper radioactive waste disposal, and Grace discovers fucking gene manipulation agents in the blood.
There's some kind of fucked up eel swimming in the biodome blood ocean now, and it might be intelligent. -- Send in Grace and Rocky, first contact electric boogaloo.
sdxfcgvzdxfcgvhzdxfcgvhbjnkmlcgvhbjnk science
#the reason that lab safety regulations are the way they are is because literally all chemists are like this #as in 100% of them #no exceptions (via @prokopetz)
My grandfather got the GI bill after the war and decided to become a chemist. He was a year into his degree when he spilled something on himself in the lab. The way he told it, he watched whatever it was start to dissolve the leather apron he was wearing, thought about what it might be doing to his lungs, and after calmly removing the apron, became an architect instead. I think chemists are Like That because the sane ones all self-selected out of the pool.
My solid state physics professor in undergrad was an experimental ferromagnetic metallurgist on a shoestring budget. If you're not familiar with this field, this means she regularly handled magnets that could and had broken her bones when they slipped, and also home-built open-air radio furnaces that would have a dropped quarter halfway to slag before it hit the bottom. She once built a lock-in amplifier from a hubcab she found in the parking lot, a toy car motor, a flashlight, and a light sensor, and it didn't just work, it worked well. Her lab contained precautions against things like "the potential of an ever-expanding pool of death" and "actual fucking lava".
"Metal" would be an apt term for her, if only it wasn't too mild to describe her. This woman was casting lead ballast under her father's supervision to go sailing on a stormy lake when she was 8. She was one of the first women to be allowed in her grad school engineering program. She and her friend organized a 10 year long hostile takeover of our physics department's hiring committee and then spent the next 20 years systemically hiring decent and diverse people while driving out the bigoted assholes, driven by sheer bare-knuckled spite and an absolutely unbreakable will.
And I will never forget the horror with which she once described the insanity that is chemists. Back when she'd worked in industry, she'd had a crucible with a metal residue on the inside which she just could not scrub out. So she went to one of the company's chemists for help, figuring he'd know what to do.
And the fucking madman, in defiance of all sense and reason, pulled out a fucking squirt bottle of hydrofluoric acid from his desk drawer, spritzed it in the crucible, wiped it out with a rag and a stir rod, and gave it back to her. He then offered her the squirt bottle to take.
My professor - one of the most inspiringly hardcore people I've ever met - had a haunted expression on her face as she told us she had declined. But that the madman had simply smiled, shrugged, put the bottle away, and told her that it was no trouble, if she ever needed a crucible cleaned again just come on back.
Chemists, she explained to us, scare her.
in many projects, there is a Guy That Everyone Likes.
he is often quite skilled in his own right, but his main role ends up being Guy That Everyone Likes. running messages between departments gets a lot easier when nobody wants to shoot the messanger. everyone is happier whrn someone they like is in the room, and meetings go smoother when people are enthused about their work, that kind of thing.
grace was one of these guys.
i dont know when or if stratt ever confessed to basically blackbagging and murdering the Guy That Everybody Liked, but i think under the shock and pride and whatever else she was feeling in the meeting room with the rest of the original admin on the 26th anniversary, when ryland goes from "AHHH THE ALIENS COULD BE SENDING BOMBS AT ME" to buddy comedy roommate shenanigans with best friend rocky in what feels 10 minutes, she was pretty satisfied with her decision.
Keeping @startingatmidnight ’s excellent tags. Grace likes people, so people like him. It does translate right across the universe.
You could say that he is adept in
Social Graces.
found this three year old draft buried in my files. is it funny? I don't remember
no no you’re on to something don’t leave this in the notes!

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fucking christ i got recommended a 'TOP 3000 STAR WARS CHARACTERS VOTED BY YOU' video and i scrubbed it because i'm not watching 5 hours of that and
Schaffrillas Productions' follower base are the funniest people alive
Spike Spiegel, Gerard Way, Jack Black, and Jenny Nicholson's self insert OC from her disastrous visit to the Star Wars Hotel are all tied with 29 votes
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 cleaned up 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.
yeah yeah rainbow capitalism is bad and whatever but like. when I was a child, being pro gay was not the popular or lucrative choice. I'm happy that times have changed.
I miss rainbow capitalism. I do. I miss when it felt like public opinion was still pro gay. I understand it was always an empty gesture, but it mattered in a sense of knowing how socially acceptable being queer is. If that makes sense.
Putting the term "male gaze" on top of the fridge until everyone remembers that it refers to a cinematographic trend and not the act of looking at things while being a man
reaching up to get it off of the fridge and the big tshirt im wearing as pyjamas rides up and the reader sees my panties
Oh no…
Zelda Heritage Post

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I love vague labels that make people go "but that's confusing" or "but that could mean anything" Good. Keep guessing lol
"Queer doesn't actually tell me anything" who says I wanted to tell you anything. Who even are you.
Yet another new study debunked the basis for the anti-trans sports bans. It was never about sports but for creating legal avenues for exclusion and abjection. This is one of the largest analyses ever conducted, involving 52 studies and 6,485 trans people. Read the study here.
post so nice had to reblog it twice and force it down everyone's throats
At minimum about 4.5 thousand people liked this without reblogging it.
We gotta fix that.
Progress.
Onwards!
I can't access the full paper, but their conclusion is right there in the abstract:
While transgender women exhibited higher lean mass than cisgender women, their physical fitness was comparable. Current evidence is mostly low certainty and has heterogenous quality but does not support theories of inherent athletic advantages for transgender women over cisgender.