
ellievsbear

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One Nice Bug Per Day
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Jar Jar Binks Fan Club

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@incarceratedinmygrill

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135.) Yeah it’d be a real shame if something were to happen on Jin Ling’s birthday.
i want to contribute to the current trend of post-suf steven running into gravity falls in his travels… what if he did something like this just on autopilot…
and thats the story of how steven was taken off cash register duty
Steven’s power control in the original series vs Future

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Steven’s power control in the original series vs Future
I wrote a comic about meeting Team Yell in Pokemon Sword & Shield!
Tabletop RPG encounter/challenge design tips for beginners:
Participation
Tabletop RPGs are, in general, a collaborative affair. Unless you’re explicitly designing a challenge for a solo or one-player-one-GM game, you should have a clear idea of how the whole group can get in on the action. One of the most common newbie blunders is setting forth challenges or encounters that really only have a forum for one actor at a time, leaving the rest of the group stuck twiddling their thumbs. It’s good when players find unconventional ways to contribute to overcoming challenges, but they should never be required to think outside the box in order to participate at all!
This is a big part of the reason that – for better or for worse – combat encounters are such a popular choice, and also why purely social challenges are concomitantly rare: diplomacy is easily dominated by a single speaker, but multiple people can generally participate in a fight. However, this can also go the other way for specific groups; if you have a single heavily optimised combat monster in a party of generalists, and you spec out a fight based on what would be a reasonable challenge for that character without paying sufficient mind to how people who aren’t so good at hitting things can contribute, you’ve got an encounter where only one player can usefully participate on your hands.
(This is, of course, much easier when you’re designing encounters for a specific, known group, because you already know which skill-sets your challenges need to be amenable to; otherwise, you need to have a very clear idea of what the game’s most common player character archetypes bring to the table, and ensure that at least most of them are accommodated.)
Flexibility
There’s a common impulse to try to set up challenges as elegant puzzle-boxes with exactly one “correct” solution per encounter. This is a mistake for three major reasons:
Having a right answer in your head almost unavoidably means you’re going to end up emotionally committed to it, which is going to bias you against alternative solutions. That’s a problem, because the players’ many brains working in concert are definitely going to come up with angles that never would have occurred to you, and the last thing you want is to predispose yourself to shooting those ideas down simply because you didn’t think of them first.
When you start with the means rather than the ends, it’s easy to lose sight of why the player characters are getting involved. Every encounter should have a prize, whether it’s obtaining a good thing or preventing a bad thing. It doesn’t matter how elegant your challenge design is when the most sensible solution from the player characters’ perspective is simply to walk away because they have nothing to gain! Let the encounter’s solutions emerge from its goals, not vice versa.
Even if you know exactly what tools will be available to the players (i.e., because you’re designing the encounter for a specific group), you can never count on the availability of those tools: spells or equipment might be used up before the encounter is reached, characters can die or become otherwise indisposed, and players might not show up. If your plans for the session become entirely impossible because a player called in sick, you’re over-relying on one specific solution.
As point two suggests, your starting point is to establish a clear picture of what the group is trying to achieve and how one might go about it, and evaluate prospective solutions in terms of those goals. If you must pre-plan (and sometimes you’ll have to), a good guideline is to think of at least three totally different ways of achieving each goal. Not only does this make it more likely that you’ll be able to adapt at least one of them for whatever your players come up with, but it also mentally primes you to accept multiple solutions in the first place. This is another one where designing for a known group helps, because you can ask: “Okay, how could [character A] achieve a positive outcome here, if it came down to them? How would [character B] do it?”, and so forth.
(And yes, for combat encounters, this means you need to come up with at least two plausible victory conditions for each fight that don’t involve beating the baddies until all their hit points fall out. Making the bad guys fall down is a means, not an end; focus on what the players are actually meant to achieve!)
Reactivity
This is a more subtle one, because at first glance it seems to fly in the face of common received wisdom about tabletop RPG worldbuilding. In brief, the idea is that your setting shouldn’t exist as a reaction to the player characters; stuff should happen while they’re not around, NPCs should want things that don’t involve the player characters, and so forth. That’s all true – but the flip side of the coin is that individual encounters absolutely do exist as reactions to the player characters: the only reason that specific sequence of events is going down is because they showed up.
Reconciling those priorities is a two-step process:
First, ask: “How would this have played out if the player characters had never showed up?“
Then, ask: “How is the fact that they did show up fucking things up for everyone involved?”
The first point establishes the setting independently from the player characters, and also helps to get a clear picture of why the player characters should get involved – after all, how things would play out without them might be bad! The second establishes the encounter itself as a reaction to their presence.
However, now we have a second problem: the encounter needs to be a reaction to the player characters, but you can’t plan ahead of time for every course of action the players might take, and even if you could, it would probably violate the flexibility guideline, above. So what’s the answer?
For encounters involving NPCs, the hammer-and-nail framework is often fruitful. You know the saying that when all you have is a hammer, everything looks like a nail? Give each NPC a nail, something they’ll always try to achieve, even if it’s a bad idea under the circumstances; and a hammer, a method of achieving it they’ll always try first, even if it’s not a reasonable tool for the job. Good nails might include “to sell things”, “to assert my authority“, “to keep secrets”, or even just “to be left alone“. Good hammers include “with threats and violence”, “with bribes and flattery”, “with lies, when the truth would serve better”, or “by chucking fireballs at it“.
Keep it simple and to the point – a hammer or nail that takes more than ten words to express is overthinking it. The resulting combinations might feel a little cartoony in context, and you can definitely play it that way, but people using inappropriate means to achieve unreasonable goals is a. something that happens all the time in real life, and b. rich fodder for encounter building.
Challenges that don’t involve NPCs can often benefit from the same approach by lightly anthropomorphising them; the mysterious forest isn’t really a person who wants to eat intruders (nail) by misrepresenting itself as a friend (hammer), but you can usually play it as though it was. Just play it close to your chest; sometimes it’s okay to have in-character acknowledgement that there’s some malevolent goblin setting a series of carefully curated obstacles in the party’s path, but that scenario is a sometimes food – it’s generally best not to lean on the fourth wall quite that hard!
Priyanka on her way to kick Greg’s ass
WOW,, i found this steven universe art i made in 2016 i never uploaded anywhere because i didnt finish comics for the whole songs lyrics,, b
ut i felt like it deserves some spotlight now after, what, 2 years being forgotten by me??? enjoy my 2 year old art lol

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hey guys it’s your witcher, before we get back into it I just wanted to take a minute to tell you all about Blue Apron
I’d like to thank Jaskier the bard for our theme music.
“Why do we have to fight, anyway?”
“Don’t play dumb.”
“No, I really want to know.”
”You blew up my whole family!”
“Nope.”
“What?”
“That doesn’t sound like something I would do. I’ve decided it’s not canon.”
“You can’t–”
“Show me where in the story that actually happens. Give me a page number.”
“… well, okay, it’s not explicitly stated that you did it, but it’s clearly intended–“
“There you go. Canon is only and precisely what appears in the published text. Authorial intent can be illuminating, but we’re not bound by it.“
“I… you… you can’t invoke the death of the author from within the narrative!”
“Why not?”
“It’s pretentious as hell, for one.”
“Now that does sound like me.”
You know, I actually put effort into some of my microfics. I weigh my word choices and devote a considerable amount of thought to the worldbuilding. And then this absolute shitpost of a piece I threw together in two minutes at 11 PM on a Saturday gets more notes than anything I’ve posted in months.
Figures.
Ignoring all of your problems and When your problems catch up to you playing video games for 10 straight hours
Don’t fire Matt😂😂😂
ah yes. han solo. han solo, so suave
so cool under pressure
so calm in a crisis
great at handling difficult situations, for example, can get his own gloves off WHILE talking to a cute girl AT the same time no problem thanks for asking
so great at witty comebacks
definitely has slept with MANY a lady because, again, Han Solo is a cool guy, and not a grumpy hermit who, were he a person in the world, would spend all his weekends alone in his apartment with his phone turned off watching Ice Road Truckers
definitely not a weirdo with a shitty haircut who talks to his car
no. mister cool guy. always looks so cool. so cool in a fight
so cool. never panics about everything all the time constantly.
people trust him cause he’s got that cool guy charisma
always knows what he’s doing. han solo. an expert.
in conclusion: han solo, a cool space scoundrel, not a nerd. maybe you’re the nerd around here. hmm. looks like it. check and mate
THIS POST IS THE GREATEST!!!!

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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More inadvisable D&D adventure premises, princess rescuing edition:
A seemingly conventional quest to rescue a young princess from the dragon who rules the mountain reaches to the north of the kingdom takes a sudden turn when it transpires that a. the princess is a latent sorcerer of considerable power, and b. there is definitely something the Queen neglected to tell the party about the princess’ true parentage.
The party is hired to act as wedding crashers and disrupt an arranged marriage between a princess and a foreign noble. The party will easily learn that the arrangement was the princess’ idea, and that the ”rescue” is a ploy to secure more favourable terms in an attendant trade deal. What they may not learn so easily is that princess intends to deny knowledge of the party’s involvement and have them all executed.
The princess is an aspiring wizard possessed of more ambition than good sense, and has managed to banish herself to gods-know-where thanks to a badly mistargeted summoning spell. The royal advisor has a short list of places she might have ended up, and the party isn’t going to like any of them! For extra fun, the spell might linger and continue to go off at inconvenient moments as the party is escorting her back.
An ancient curse upon the land’s royal blood has been awakened. What it’s supposed to do is send the princess into an enchanted sleep and bring ruin upon her domains; however, as the monarchy was abolished generations ago and there are hundreds of descendants with plausible claims to the former throne, the curse is erratically hopping from person to person, bringing ruin on whatever it thinks each victim’s “domain” is.
Owing to a series of misunderstandings that will probably seem hilarious in retrospect, a princess who ran away from home to become a masked vigilante has been hired to find and rescue herself. She can’t refuse a royal commission without having her masked identity branded a rebel against the crown, and she really doesn’t want to have to overthrow her parents, but she wants to go home even less. Maybe these passing adventurers can help resolve her dilemma?
A lot of them probably wouldn't last at your job
Last year I had an internship at a fancy office during the day, and a food service job at night. One of the ladies at the office told me she needed a part-time job for some extra cash, and I let her know about an opening in my food service job, described what would be expected, all of that.
Guys. She quit after one (1) shift, called me the next day, and ranted, “You never told me it was going to be that hard, is that what you do every night?! I’m not 20 anymore, I’m 50, I can’t believe they only pay you $9.50/hr to do all that work!” [For the record, I had coworkers who were 65+]
She was shocked when I explained that yeah, most food service jobs require you to stock heavy boxes, work the register, and learn to cook/prep food, then clean up before you go home. It never occurred to her that people who “just flip burgers” actually have demanding jobs.
“I’m going to have to be extra nice to those people from now on!” Like yeah, no shit?
I’ve told this story before I’m sure, but when I got my first office job and escaped retail hell, I tended to stay at my desk on my breaks. My manager, well-meaning, passed by and reminded me to make sure I took my breaks and got up and got away from my desk regularly.
I kinda laughed and said “Tanya, I worked retail before this. This entire job is a break, to me. I get to sit down all day. Just let me enjoy that.”
And I still think about it sometimes when I’m in the breakroom in the morning. How I have the unspeakable luxury to take my coffee cup, go to the kitchen, wash the cup out, pour myself a new cup of coffee, chat with coworkers if anyone’s in the breakroom while I’m doing that, and then head back to my desk before I really *start* my day. Without worrying that I’m going to get in trouble or be seen as slacking off. As opposed to the rushed “toss your purse in a locker, clock in, and get out on the floor and start cleaning things/helping customers/fixing signage/etc.” start-of-shift routine from my retail days.