Common wlw movies are always so fucking tamed meanwhile every lesbian i know is the most visibly haunted person i have seen
Average mlm experience: and weâre both boys đł
Average wlw experience: i need to kill my father
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@ceriseal
Common wlw movies are always so fucking tamed meanwhile every lesbian i know is the most visibly haunted person i have seen
Average mlm experience: and weâre both boys đł
Average wlw experience: i need to kill my father

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there should be a such thing as a medical detective. you should be able to hire a doctor to figure out what the fuck is going on with you come hell or high water by consulting whatever specialists they can get their hands on, connecting your constellation of symptoms, etc, instead of 10000 different doctors for every distinct bone in ur body that all just kinda go "dang that sucks idk" when you present with more than one fucking symptom
so hereâs That One Scene from yugioh GX that everyone always screenshots featuring the funniest response to a love confession ever conceived.
I cannot stop thinking about this clip from the Joseph Anderson Umineko streams I can't believe it's the reason I'm obsessed with the series again
at this point i worry 'brought to justice' is just a euphemism for 'put to death' to a concerning number of you.
justice isnt blind it is decidedly biased against marginalized people.
exactly
theyre literally saying "its wrong to kill people! so we together as a group have to kill this one person because they killed people"
why not try to build a world where everyone's ability to harm one another is reduced as much as possible? do you really believe theres a special category of 'bad people' that need to be sussed out and eliminated? how do you not see how fascist that line of thinking is?

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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."
#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!
The tgirl expirence is to simply become more and more jaded with each passing day. Do i not deserve to kill people? Do I not deserve to remake the world in my image?
formative years? arenât they all?
show me a permanent self and i will show you a facade or a corpse

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The rule could have heavy impacts towards trans people across society.
Last week, the Trump administration quietly released a sweeping new federal rule that would use funding threats to force institutions across the country to reject transgender people. The 400-page proposed regulation would codify the administration's anti-trans executive orders into binding federal policy, imposing a blanket prohibition on federal funds going toward "gender ideology"
The proposed rule, formally titled "Regulation for Federal Financial Assistance," rewrites the government-wide framework governing all federal grants across every agency. Among its most consequential provisions, it requires that before a federal grant recipient can receive money, the award must pass a "pre-issuance review" conducted by a political appointeeânot a career expert or peer reviewerâto ensure it is "consistent with applicable law, Federal agency priorities, and the national interest." The regulation explicitly instructs these appointees to screen for "denial by the recipient of the sex binary in humans or the notion that sex is a chosen or mutable characteristic." [...] An institution that acknowledges transgender people existâthrough its policies, its training, its healthcare, its bathroom access, its HR procedures, its name-change processesâcould be deemed to "deny the sex binary" or to âsupport the notion that sex is mutableâ and have its federal funding blocked.
Importantly, the gender ideology prohibition has no age limitationâhospitals could be targeted not just for providing care to minors but for providing gender-affirming care to adults, because prescribing hormone therapy to a transgender patient of any age could be deemed promoting the belief that "sex is a chosen or mutable characteristic."
One of the ways transmisogyny manifests is in default-uncharitable interpretations of ambiguous meaning.
Last week I was at a meetup where I was the only transfem. I checked the groupchat when I arrived and there was a message from the organiser: "We have a newcomer called X, can you look out for him if you get there first?" I located X, introduced myself, sent a message to the chat say, "I have located X," and continued to talk to him until the organiser arrived. When the organiser arrived, she was not happy with me. It turned out my phone had autocorrected, "I have located X," to, "I had located X," which the organiser interpreted as me passive aggressively telling her that I had already done the thing she was asking about. Her conclusion: I was unreasonable and aggressive in responding to her reasonable request. My explaining what had happened didn't convince her otherwise.
A different occasion last week: in a local trans groupchat, a trans man sent a link to a drag event happening in our town. A few people said they were already going, some said they might go. Then a trans woman replied saying, "Thanks, but I don't really like drag." Her tone was immediately called into question. Her words were assumed to communicate: "I think you are a terrible person if you like drag," even though she never said that. Several non-transfems who had never even heard that drag might not be universally-beloved by everyone were upset to discover that fact. A trans woman simply saying she didn't like this thing became A Big Deal.
Meanwhile, at a different event again, a trans man told a group that he was straight and attracted to women, but he wouldn't feel comfortable bringing home an "AMAB woman" (yes he actually said that). It was quickly brushed over, and after he had left even trans women tried to defend him by saying "he probably didnt realise people would be offended" etc etc. In contrast to the examples above, he is not even aware that anyone was upset by what he said, never mind worrying about what consequences he might face.
Whenever I go to an event, I often spend the next 24-48 hours ruminating over every single thing I said to check if I did anything at any time that could even vaguely be construed as annoying to anyone. I have often put this behaviour down to severe anxiety, but I think I am realising that it is actually a rational response to a world where even the slightest social misstep could be blown way out of proportion and result in my later social exclusion. It's one of those things that existed long before I was aware of my own transness but while I was nonetheless transmisogynised by society, a crippling fear of the slightest imperfection that I assumed everyone else felt too but apparently they don't. I guess when other people go out of their way to smoothe over the damage your words or actions might cause, you don't need to stress about that damage because there are no consequences to it! It sounds very nice to be able to live like that.
one of the funniest conversations I ever had with my ex was when they were still getting used to Celsius and asked me "what's 20 degrees?" and instead of converting it, I said "it's the highest your dad will ever let you set the thermostat and when you say you're cold he tells you to put on another sweater, we're not made of money" and they went "oh, 68"
the fact that this reference was that fucking precise was something they went on to tell people about for years.

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if you build âcommunityâ around hating other people, just know that the second you step out of lineâregardless of your moral uprightness or the hypocrisy on their partâyouâre the next person theyâre going to tear to pieces.