this is genuinely my fav video ever its so sweet and serene. ive been thinking about it for literal years
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@hereticalteapot
this is genuinely my fav video ever its so sweet and serene. ive been thinking about it for literal years

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Sparkle on!
It’s Monopoly Mermaid Monday!
Don’t forget to EXPAND EXPAND EXPAND!
I'll be honest there's not a lot of things more tedious than artists getting prickly about not being complimented in precisely the correct way
Natalie Gray
I’ve changed my name: Natalie Gray. (She/her)
For me, this change is just administrative: I feel exactly the same internally as I did yesterday.
This is a bigger change for you than it is for me, so please don't post big "OMG Congrats on Coming Out"-style stuff :D
It's like when Opal Fruits became Starburst. Or when Jif became Cif. Or when Marathon became Snickers. (No I don't have any non-UK examples)
Same shit, same package, new name on the label.

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Animal Crackers for Zoologists
maiden in need of rescue!!! what a horrible terrifying dragon!!!!
for anyone curious she is not a princess!!! though she might act like one sometime :3c
So the thing is boobs really do be jiggling. If having breasts has taught me anything it is that the ladies frolic. I don't even have that large of boobs but every time I go down some stairs all I can think about is that stupid quote about boobing breastily down the stairs or whatever it is because God Damn.
But anime and video game boob jiggling is like. The most uncanny valley shit I've ever seen nine times out of ten. You would think people this horny about tits would have actually looked at some but I guess not.
What we really need is some pervert to compile the ultimate visual guide to boob bouncing physics that's just like 500 hours of meticulously organized videos of breasts of different size and shape and under different fabrics bouncing around from a wide variety of physical movements so horny game devs can finally get it right and I don't have to be creeped out by women who appear to have surgically implanted softballs in their chest under skin made of rubber bands.
dammit, I can't find it now but there was a gif floating around years ago with an anime girl running, with absolutely peak ridiculous anime boob physics, literally one boob going up while the other was going down...and then she reaches in her shirt and pulls out a couple of cannonball bombs, suprise those weren't her boobs. It was a great visual joke but I can't find it anywhere
That is from Samurai Champloo, and is one of the all time great anime boob jokes. Good taste.
kind of harmonically beautiful

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Ye knowe eek, that in forme of speche is chaunge With-inne a thousand yeer, and wordes tho That hadden prys, now wonder nyce and straunge Us thinketh hem; and yet they spake hem so, And spedde as wel in love as men now do.
chaucer, Troilus and Criseyde c. 1380
glossary: eek also and even tho at the time prys great value wonder a cause for astonishment nyce stupid spedde succeeded
You know the form of language, too, can change. Within a thousand years, even the words that were most precious then, seem strange and foolish to us; yet they spoke them so and did no worse in love than we now do.
I love that there are scorpions with really robust chelae that don't even bother to sting in defence or prey capture and just grab stuff with their pedipalps. grisps youuu
grisps youuuu
scorpion defensive behaviour from here, image from here
One scorpion grisps you, one scorpion stings you,,,, you'll never guess which
no that is not how scorpions work? her (has a really short 5th metasomal segment relative to other Androctonus australis meaning it's probably female) tail is 'big and showy' because it's filled with muscles for rapid stinging. If you click on the image it says what species it is (Androctonus australis) which is shown in the figure at the top of the post as being part of the genus tested that most consistently responds to threats solely by stinging. If you read the paper linked at the top of the post, it talks about how broader metasoma width is generally associated with greater inclination to sting rather than grab with pedipalps, faster stinging speed, and other experiments have shown it's also associated with stronger venom.
Also, that's not actually the 'tail' the section you're talking about is called the metasoma, which is actually a section of the main part of the body and still has the digestive tube running through it, the post anal region (actually analogous to a 'tail') is the telson, which is only the final stinging segment at the end. It's a common mistake but like most scorpion researchers think its quite silly to say that and if you don't know this you probably shouldn't be trying to correct people about scorpions.
In fact Androctonus australis is one of the few arachnid species that does actually kill people.
one thing you have to understand about fan theory youtube is that there's an incentive pushing towards novelty and saying something new.
for a story that's actually well-planned and makes use of foreshadowing, that pretty much means looking at the themes that are clearly spelled out, and going "what if... Not That."
Ghoul versus bunny who wins
The ghoul benefits from fear which the bunny does not have. But also the bunny defeats grass which the ghoul is not. All of this will depend on who has greater solar virtue, which favors the bunny.
PROOF
basically the beasts of the night will be defeated!
I ever tell you guys about my ethically dubious radio show back in college? The Mad Dad Hour?
it was an entire radio show built around perpetuating a very simple joke, but it was uniquely powerful in its capacity to prompt the reaction I was looking for.
so my slot was at the tail end of rush hour, and i got a fair number of listeners/callers who were on the way home from the office. And like, I had a lot of callers, who almost all wanted to request songs that really didn’t fit with the aesthetic. I had pitched a power pop show when i got my slot, but the callers were not having it; they invariably wanted classic rock.
this made sense in a way. if you think about the demographics of the people who listened to the radio for music in 2010 instead of their ipods or cds or whatever, you’d expect them to skew older right? accordingly, i quickly realized that almost all of the people who called to request songs were Dads of a Certain Age. It was honestly annoying at first - I’m all for most classic rock, but that wasn’t what the show was supposed to be.
And so one day, when i was feeling particularly annoyed with requests that just didn’t fit thematically, i came up with the joke that rapidly became the only reason I kept the show going. Per station rules, I had to play a certain number of pre-recorded PSAs during my show, and before I cut to one I was supposed to read out the song titles and artists for all the music i had played before the break. So this one day when i had to inform the world before the break that the song they just heard was, per a listener’s request, Hey Jude by the Beatles, I decided to do a goof. I said:
“and finally, that last song you heard was Hey Jude, which was of course written and performed by the Rolling Stones.”
I barely had time to get the ads going before the phone started ringing. See, I had been assuming people would realize i was making an obvious joke by claiming one of the most well-known Beatles tracks was a Stones song, but i had failed to consider that my listeners were mostly 55-70 year old dads who were irritated from a long day in the office.
And when those dads heard me, a millennial woman, get the artist of an extremely well-known beatles song WRONG???!
they HAD to call in to correct my ignorance. never in a polite way either, it was condescending and annoyed or nothing. and like, they were just SO personally insulted by my inaccurate reporting that it took a massive amount of effort for me to avoid cracking up during the call. I had never understood why some people would enjoy trolling random strangers on the internet before, but in that moment, I understood the appeal entirely.
obviously i did it again right before the next commercial break, immediately after playing Don’t Stop Me Now by Queen David Bowie.
the phone immediately began to ring.
“ARE YOU AN IDIOT?” one of the callers began, “DAVID BOWIE???? THAT WAS QUEEN!”
“I thought David Bowie was the lead singer of Queen though?” I replied with as much innocent earnestness as i could conjure.
I could hear an intake of breath as the infuriated boomer on the other end of the line struggled to figure out where to even start.
And thus, the Mad Dad Hour was born.
@eduards-stuff I kept doing the same joke for an hour a week for an entire year, and the dads NEVER caught on. After episode 1 of the new format I started taking the angry dad calls on air, which added another layer of hilarity to the whole concept.
My friends on campus knew that hay I was doing and enjoyed tuning in, but only one actual listener ever figured out what I was doing, and he was literally a random 30 year old guy from the netherlands with access to an early internet connection radio service. He was possibly my only actual fan. I only know about him because he went to the effort of making a skype and paying for international service so he could call in, and while I got a few calls from him, the first remains my favorite:
me: hi there, you’ve got TST-
him: *strained, wheezing dutch laughter*
me: hey, is everything o-
him: pfffHAHAHAAH YOU MAKE THEM SO MAD. THEY THINK SO LITTLE OF YOUUUUUUUU BUT THE MEN ARE THE ONES WHO ARE FOOLISH! HA! HA! HA! YOU HAVE DUPED THEM!
me: sir i do not know you and i have never even seen you but i am in romantic love with you.

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design comm for a whalefall mage
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."
#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!
And conversely, "3d6 in order" is a totally deranged way to generate stats when chargen takes half an hour and then you're going to play that character through a dozen sessions of epic narrative. But it makes perfect sense when chargen takes one minute and you're going to do it multiple times per session; the fact that some characters turn out randomly good and others suck horribly isn't a huge problem if you're going to get both experiences on a regular basis.
In that style of play, if you do 3d6 in order and you roll up 10, 11, 8, 6, 7, 5, you put that guy in front, and when he inevitably falls into an invisible pit that teleports him into a disintegration trap inside an Elder Brain pool you just roll up a new guy.