YOU🫵'RE 🫵 NE->XT.!! moTHERFUCKER!!!!
GET LOVED!!!!!!!!!!
noise dept.
$LAYYYTER

Kiana Khansmith
I'd rather be in outer space 🛸
KIROKAZE

oozey mess
Cosmic Funnies
untitled
hello vonnie
NASA

Product Placement
taylor price
tumblr dot com
Monterey Bay Aquarium
Noah Kahan

if i look back, i am lost
EXPECTATIONS
h
Jules of Nature
RMH

seen from TĂĽrkiye

seen from Germany
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seen from United States
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seen from United States
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seen from TĂĽrkiye
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seen from Australia
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@euronsmadeye
YOU🫵'RE 🫵 NE->XT.!! moTHERFUCKER!!!!
GET LOVED!!!!!!!!!!

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Tyland Lannister and Torrhen Manderly being the only two competent administrators for miles around is an extremely funny bit each team has One Competent Guy
Ulf is kind a nothing character so far but I think he’s over hated and that Silverwing choosing him is very sweet. People just hate him because he has the gall but not the name or accent or raised by arrogant lords swagger to back it up
I think it’s genuinely so awesome that the buildup to their defection is like largely implicit so far like no one is questioning why Daemon is smacking the shit out of them and saying they’re stupid peasants unworthy of thinking or why they aren’t really receiving anything for their service except Ulf. Who is right to ask this question!
If you give peasants the thing that you say puts you above them and gives you divine right of conquest you have to treat them like they’re not peasants. But largely the Targaryens are treating it like they still own the dragons and the dragonseeds are just jockeys. I’m sure that’ll work out for them later just fine :)
Perhaps the single most hilarious thing that House of the Dragon has done is convincing good chunk of fans that Hightowers are all redhaired religious zealots. Their aesthetic is...ginger catholicism.
Otto is like. Borgia catholic who believes in leveraging the faith to secure state power. Alicent is the only true believer. Every other Hightower is like camped out in the library, is a boring gay person, or like LETS DO REAL MAGIC SPELLS RIGHT NOW

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
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just saw a deactivated mutual's post on my dash. that's my dead wife's corpse you're all dragging around
I also reblog this guys dead wife.
it’s fun that Mormonism is based off pseudo-archeology and Scientology is based off pseudo-psychiatry. By that logic the big American New Religious Movement of the 21st century is gonna be based on… pseudo-computer science?
Hang on I need to look something up
raidcore
Once on IMDB I saw a “goof” which was that during a scene set in India(?), the light flicker was at the wrong frequency (in hertz). I wish I knew what movie it was to show you guys, I want to say it was some Marvel shit.
I always wondered how this person knew that. Was there an amazing Indian electrician who just instinctively felt the flicker rate was off? Did they go frame by frame and count the flickers per second?
I wanna say that was Tenet?
It was The Bourne Supremacy @garbage-empress​
holy fuck
*punching propane tank in a video game*
“no way! I fill these for a living.”
I will always be in love with highly specialized incredibly niche knowledge. Humans are beautiful
game dev: we make deep, meaningful, games with real messages. we don’t want our games to be just mindless and feel good - we make games to say something about the world we live in
community: hey this bit seems to be kind of weirdly racist
game dev: actually we aren’t saying anything and our games are just for fun and there is absolutely no correlation between this and anything in the real world
I’m starting to think that the reason there’s so many weirdos in the history of Roman politics is that literally everyone was equally qualified for the job so in order to stand out you needed a gimmick. You needed like. A bit that you committed to.
Yes you’re a wealthy man with a very impressive family history and have composed some good poetry and have a history of good military service. So is literally everyone else. You’ve gotta find a thing. Start wearing weird hats. Throw figs at people or something. Refuse to learn Greek or some shit.

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I've had a couple of people ask for a digestible version of the whole "the real problem with Dungeons & Dragons is false advertising, not anything that's present in its text" thing I keep alluding to, so here's the bullet point version of that argument:
Dungeons & Dragons is owned by Hasbro. Yes, the same Hasbro that owns Monopoly and My Little Pony.
Hasbro wants D&D to be the only tabletop RPG that anyone plays.
In order to accomplish this, Hasbro needs D&D to be a universal entry-level game.
D&D is not a universal entry-level game.
All game rules are opinionated about how the game ought to be played, and as tabletop RPGs go, D&D's rules are more opinionated than most. This is not a flaw, but it's not what Hasbro needs.
D&D is also on the high end of complexity as far as tabletop RPGs go, and it's complex in a way that strongly rewards system mastery, so it's pretty far from "entry level".
Hasbro could produce a version of D&D that's at the very least less opinionated and more entry-level than it presently is, but they don't want to, because they've determined that certain rules features which run counter to both of those goals are critical to D&D's brand identity.
They also don't want to produce multiple versions of D&D tailored for different audiences, because they want every single D&D group to be a potential purchaser of every single D&D product; they'd be effectively competing with themselves for their own customer base if the published game was actually modular in any meaningful way.
So how does Hasbro square that circle?
Simple: they lie. They insist that D&D is in fact a universal entry-level game in spite of all evidence to the contrary, and back their advertising up with sponsored thinkpieces and podcasts and such to "prove" it.
Further, they've spent decades fostering a culture of play which conceals the gap between the game they're advertising and the game they're selling by ascribing any appearance that D&D isn't a universal entry-level game to the incompetence or malice of individual GMs.
The game the rules want to produce disagrees with the game the group wants to play? Nonsense – even the rankest beginner should be able to produce any experience of play using any set of rules, and if your GM can't, they're a Bad GM.
The game is hard to learn? No, it isn't – your GM is merely gatekeeping you. This wouldn't be a problem with a Good GM.
The upshot is that the published rules are more or less irrelevant with respect to achieving the desired experience of play, because they're operating within a culture of play which dumps 100% of the work of making that desired experience of play happen on the GM.
Indeed, much of what modern D&D presents as GMing best practices are really methods of working around the fact that the rules you're using disagree with you about what kind of game you're playing.
(It's not a coincidence that D&D's entrenched culture of play also insists that it's normal for GMs to be miserably overworked and treats GM burnout as a big funny joke, then turns around and loudly wonders why there's a constant GM shortage.)
The trick is, because you're still at least notionally using the rules of D&D, the fruits of all that GM labour are perceived as the product of "playing D&D", not of the GM's hard work.
In essence, Hasbro's business model for Dungeons & Dragons is selling you your own GM's labour with a D&D sticker on it.
It's a very neat trick, if you can pull it off.
Now, at this point some readers may be asking: well, sure, but not all GMs are doormats. What about "killer" GMs who do gatekeep and railroad their players and otherwise act like complete tyrants? I hear horror stories about them all the time.
That's the second trick: these are not opposites. The GM as human Xbox and the GM as tyrant of the table both represent the GM doing all the actual work of making the game happen. The latter isn't the outcome that Hasbro wants, but it's a logical conclusion of the position they want the GM to be in.
I've seen a few folks in the notes respond "okay, but if that's true, why is D&D so much more flexible than most indie RPGs?", and the answer is that it's not. That's part of the sleight of hand I've talked about where the GM's labour is framed as part of the product. To break it down:
As noted above, all game rules are opinionated about what kind of game they wanted to produce. This isn't just a matter of setting (though setting-neutral games are often misleadingly called "universal" games), but also a matter of the basic structure of the narrative which emerges when you follow the rules.
The rules of Dungeons & Dragons is not less opinionated than those of your average indie RPG, and in fact are more opinionated than most. (And again, having strongly opinionated rules is not something that's wrong with D&D; it's merely something that's inconvenient for Hasbro's marketing goals in a way they're unwilling to address.)
In brief, D&D really, really wants your game to be a sword and sorcery dungeon crawl. If the GM is using the framework of play furnished by the rules at all, or if the players are responding to the rules' player-facing incentives even a little bit, it's going to squish your game into something dungeon-crawl-shaped.
(This should not be surprising; it's literally in the name!)
The rules of D&D being opinionated in this way tends to fly under the radar for a couple of reasons, one less problematic and one more so.
The relatively benign reason is that many popular RPG premises are not done any great violence by being squished into the shape of a sword and sorcery dungeon crawl.
A cyberpunk smash and grab caper? Basically a dungeon crawl already.
A special forces op in a modern military game? That doesn't need to be shaped like a sword and sorcery dungeon crawl, but it can be shaped like one and remain intelligible as what it's supposed to be.
Gritty logistics-driven survival horror? Not inherently dungeon crawl shaped, but the two genres are compatible – a game can be both at the same time, as video games like Fear & Hunger and Look Outside demonstrate. (Indeed, Look Outside's apartment building follows the structure of an old school D&D megadungeon nearly beat for beat!)
Thanks to D&D's pervasive cultural influence informing what people expect a tabletop RPG to be, as long as this kind of compatibility is present, many folks won't even notice their intended premise is being squished into the shape of a sword and sorcery dungeon crawl.
If your chosen premise isn't compatible in this way, or if the group notices what's happening and decides to push back against it, though? That's where the sleight of hand I alluded to above starts to come into play.
Remember: a Good GM™, even a total novice, ought to be able to use any set of rules to produce any desired experience of play, right?
So get to work!
i.e., just as much of the game's putative approachability is the product of Hasbro selling the players their GM's labour in a D&D-shaped box, much of D&D's putative flexibility is the product of the GM being sold their own labour in a D&D-shaped box.
To be clear, this is not militating against homebrew content or rules. Homebrew is perfectly cromulent, and certainly, some games are more or less structurally amenable to it (though modern D&D tends to fall on the "less" side).
The problem is that what we've got on our hands is a culture of play that wants to have its cake and eat it too: when doing extensive homebrew is treated as part of the GM's basic, entry-level responsibilities, it's easy to fall into the trap of thinking of the product of that labour as merely being a feature of the game.
Which is, of course, exactly what Hasbro's marketing ghouls want.
Im still reeling from the new AK7K episode I dont think I will ever recover
Shout out to that guy from Florida talking to my coworker about wanting to take his sail boat through Lake Superior in November. He was planning on a little trip and my coworker was like hey man I don't know how to tell you this but you will Actually Die
*Lake Superior, in the far distance*: yes yes yes yes yes do it yes yes
@ciaseeds PLEASE
yeah okay fair point
okay you people CANT just keep being funnier than me on my own post like this
Everyone stop treating the upper classes as the default historically and start caring more about the lower classes and the workers of the past who kept the romanticised upper class world functional NOWWWWWWWWWW

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opinions that make my eye twitch but ppl would rather blame cat for lack of stark lore/heroes and figures when thats just lack of world building from grrm(and everyone in king's landing is famous instead of local) , you could legit say the same thing with dorne except at least they have nymeria to look too, the riverlands its a least mentioned in the story (rainbow knight/jenny of oldstones/danelle lothson ect) but its very much not the fault of the characters (gonna ignore the harry pottering sorting of house stark once again)
lydia davis
In the same vein:
"The simultaneous borrowing of French and Latin words led to a highly distinctive feature of modern English vocabulary: sets of three items, all expressing the same fundamental notion but differing slightly in meaning or style, e.g., kingly, royal, regal; rise, mount, ascend; ask, question, interrogate; fast, firm, secure; holy, sacred, consecrated. The Old English word (the first in each triplet) is the most colloquial, the French (the second) is more literary, and the Latin word (the last) more learned." (Howard Jackson and Etienne Zé Amvela, "Words, Meaning and Vocabulary: An Introduction to Modern English Lexicology." Continuum, 2000)
via ThoughtCo
Though I like how John McWhorter phrases it better:
But language tends not to do what we want it to. The die was cast: English had thousands of new words competing with native English words for the same things. One result was triplets allowing us to express ideas with varying degrees of formality. Help is English, aid is French, assist is Latin. Or, kingly is English, royal is French, regal is Latin – note how one imagines posture improving with each level: kingly sounds almost mocking, regal is straight-backed like a throne, royal is somewhere in the middle, a worthy but fallible monarch.
from "English is not normal"