the robots designed to be killing machines are having a fun time wearing skirts and kissing each other.

ellievsbear
Acquired Stardust

JBB: An Artblog!

Origami Around

blake kathryn
Misplaced Lens Cap

pixel skylines
styofa doing anything

Kiana Khansmith
RMH

Aqua Utopia|海の底で記憶を紡ぐ
almost home

oozey mess
🪼
One Nice Bug Per Day

#extradirty
wallacepolsom
Xuebing Du
seen from Côte d’Ivoire
seen from United Kingdom
seen from Bulgaria
seen from United States
seen from United States
seen from United States
seen from United States
seen from United States

seen from United States

seen from United Kingdom

seen from United Kingdom

seen from United States

seen from United States

seen from China
seen from United States
seen from United States
seen from Germany
seen from Taiwan
seen from Netherlands
seen from Malaysia
@flippenup
the robots designed to be killing machines are having a fun time wearing skirts and kissing each other.

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[ID in alt text]
new personality test dropped
Foodborne illnesses are overpowered because humans are terrible at cause-and-effect. Tummy hurts? Puking, diarrhea? Humans will say oh it's the last thing I ate. WRONG, many of these pathogens can take a day or more to show up. Salmonella usually takes 6-48+ hours for symptoms to develop. Norovirus, 12-48 hours. Depending on the type, E. coli can take 1-8 days.
By the time you stop shitting your brains out for long enough to wonder how you got sick, you're looking at entirely the wrong time window. Karen is calling the health department on the burrito truck that gave her the runs, whole time it was the upscale restaurant she went to two days before. Diseases are sneaky like that.

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the concept of percy and annabeth watching a marine life documentary together and annabeth is sobbing because the narrator is discussing climate change effects while sad music plays and percy is giggling because the octopus and shark have been calling each other sea slurs in almost all the footage
I feel like I need to share this because idk if Europeans are familiar with the presence of Aldi in the US, but at least especially in my area they’ve been growing a lot recently. Like Aldi bought out some local failing grocery chains where I live (Louisiana) and have opened Aldis in all these somewhat rural communities and small towns, which for the record I’m fine with
But as a result of this they are advertising a lot more in my area and also in many cases, the people in these areas have never been confronted with Aldi or any European grocery store. So the ads that Aldi is pushing out to its new US customer base feature a cowboy shopping at Aldi who is explaining to new Aldi customers how Aldi works. Like this cowboy is explaining you gotta put a quarter in the shopping cart and why there are very little name brands. A cowboy is how they want to reach their American customer base. They gave us a cowboy
Here he is, the Aldi Cowboy
the role of the person in the passenger seat is not only navigator but secretary as well. you have to type up the drivers messages to random ladies on facebook about cbd cream & google whether that billy joel song was the theme song for that show or not
you also have to provide a henchmans disdainful scowl at whoever the driver is flipping off in the target parking lot
other assorted roles may include
retrieval team for objects in the backseat
custodian of the parking garage tickets
"All clear my way"
en-route dining concierge
announcing "Horses!" when there are horses
Don't forget the Tommy Gun
You should never forget the Tommy Gun
World Heritage Post
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?"

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I feel like a lot of people get "All Art is Political" confused with "All Art is made with Political Intentions" which is not the same.
This is Tie, she is going to eat all of the notes
reblog to feed her notes
How is she doing this
it's called a ball python because it is a python(🐍) that ball(🟠)
nothing in the rules says a python can't play basketball
I just ate one
You can lie when you name things
@21st-century-minutiae
Red Delicious is a variety of apple that was bred to maintain shape, color, and durability when transported and stored. It was originally created in the late 19th century and achieved great popularity in the mid 20th century. In the early 21st century, the variety remains popular, and is one of the most common apple variants.
However, in the early twenty-first century is has developed a reputation (especially online in the form of memes) for being unpleasant. The deep red color the apple was bred directly selects against many flavor traits in apples which produce yellow coloration and striped. The thick, waxy skin protects the apple in transportation and maintains a attractive shine, but many find that it is undesirable.
In the early twenty-first century, the competitive advantages of the Red Delicious breed is much less relevant. Transportation logistics have vastly improved, so even delicate apples are unlikely to bruise on their way to the store and at home. Transportation speeds and storage mechanisms have also improved so the apple's long lasting nature is much less relevant. And, the consistency factor the apple was prized for, where every apple of the breed could be counted on to taste the same, has become the norm among cultivars. New and improved apple varieties have emerged that have all the benefits of the Red Delicious (or close enough given the new logistical realities) while also tasting better.
As such, the Red Delicious has become something of a lacking thing. The great success it represented at its introduction has fallen behind across its 150 year history, leaving it an object of mockery compared to all the new variants that have learned the lessons it taught and improved upon them. The Red Delicious simply cannot compete, as we no longer live in the world it was grown for, a world it served very well.
My mom likes to tell me about how when I was a little kid riding public transport with her I'd always smile and giggle and chat with weird old ladies who smelled like cat pee and homeless folks and strangers dressed in bizarre outfits but any time a tidy and respectable businessman in a suit and tie waved at me I'd immediately clam up, and she takes a great deal of pride in my supposed inherentability to clock personalities but the truth is I do vaguely remember those bus rides, and it was never about the clothes or the hair or the smell, but more because everyone "strange" asked interesting questions and listened to what I had to say and seemed to think about what I said while the neat and tidy and rigid folks only ever acted like they were going through the motions, which was boring as hell and also pretty annoying
Well-to-do finance manager with tidy shoes: "Why hello, sweetheart. Can you say 'hi'? Aren't you cute. Are you on a trip with your mom?"
4 year old me: why must we do this
Fantastic old woman in the leopard print coat: "Why yes, my tooth IS real silver! Nobody ever asks me that. Do you like cats?"
4 year old me, suddenly paying attention: Finally, A Person Of Intellect

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Oh, this definitely belongs on Tumblr.
From the Nib, by Mattie Lubchansky