“The employees need a larger salary” “hmmmm large celery”

Kiana Khansmith
macklin celebrini has autism
Aqua Utopia|海の底で記憶を紡ぐ
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blake kathryn

titsay
Lint Roller? I Barely Know Her
Monterey Bay Aquarium
occasionally subtle

#extradirty
wallacepolsom
YOU ARE THE REASON
Cosmic Funnies
Cosimo Galluzzi
Noah Kahan
Stranger Things
let's talk about Bridgerton tea, my ask is open

gracie abrams

shark vs the universe

izzy's playlists!
seen from Germany
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seen from Malaysia

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seen from United States
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@geckotail
“The employees need a larger salary” “hmmmm large celery”

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i just wanted you guys to know theres a porn parody of the force awakens and just when this storm trooper dude starts feeling this bitch up, kylo came in and started doing his usual tantrum shit in the background unprovoked, meanwhile oblivious to all thats happening and let me tell you no porn has ever cut me so off guard and brought me to tears in .01 seconds until now

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A new study finds that Apple has some of the highest employee turnover rates of any tech company. Google "apple turnover" for more information.
The way its cropped is perfect
Look I know this is a scientific publication but you don’t understand— we need to include milk and cookies in the photo. We have to. Otherwise the science suffers
🩷🖤Two besties out shopping 🖤🩷
does anyone have that meme of like "great job getting brooklyn 99 uncancelled, with our collective power we can cancel it again!" i need it

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See You Back at the Bonfire: Checkpoint Based Resurrection in D&D
Artsource
Between doing a writeup on soulsborne inspired campaign settings and another on the oldschool/newschool disparity between challenge and story, I got to thinking about death and its place in gamified narratives. Darksouls was the obvious influence, but I couldn't help but think of Dungeon Meshi, World of Warcraft, and supergiant's Hades.
Back in the day death was common in d&d, the challenges were unforgiving and the characters were expendable as they were simple. High level might as well have meant "high scoring", as the rewards for overcoming deathtraps and monsters with save-or-die abilities were directly translated into character progression. Death in this instance amounted to a combo breaker, being sent back to square 1 in a roguelike to do it all again. Over time though we started getting attached to our avatars, especially those of us who played primarily for story, leading characters to become too emotionally or mechanically complicated to feed into the blender.
This leaves the modern DM in a bit of a lurch: death by mooks or misadventure denies a satisfying (or heartwrenching) endpoint to the story you're collectively telling with your players. Look no further than Critical Role, where there are a small number of plot-meaningful deaths ( Vexhalia in the Tomb, Mollymauk to the Iron Shepards) and then a much larger tally of obligatory moments where someone fails one too many death saves and requires the use of a spell slot. The DM is forced to play with gloves on much of the time, holding back from creating real challenges because they don't want to kill any of their characters at the wrong time.
What I’d like to propose is that when it comes to challenge vs story we can have the best of both worlds if we’re a little more freehanded when it comes to resurrection. It'll take some tinkering and it won't fit for every story, but as a baseline assumption to the d&d formula, I think it could be quite useful.
Senators are going to vote on whether or not we should continue to send aid to Israel on Wednesday, November 13th. Call them, bombard their phone lines with calls. Every fucking day. We have a chance of doing something about this.
While you are at it, please share @zinaanqar ‘s campaign (link here)
crashing the price of all crops

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