3 hours of sleep = i hate people who laugh
0 ours of sleep = waouw πΌπΌπΌπΌπ
we all need to take better care of our selfs or we might Pass away
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@kutokimemo
3 hours of sleep = i hate people who laugh
0 ours of sleep = waouw πΌπΌπΌπΌπ
we all need to take better care of our selfs or we might Pass away

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If you don't feel interested in romance, don't often have crushes, or dislike the idea of romance in general, I have news for you: Rare Sierra Nevada Red Fox Spotted In Southern Sierra Area For First Time In Nearly A Century
more shading practice
""buddies"" do you catch my drift. i cant actually imagine bro having friends. anyway strider angst slop

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The transgenderification beam is back baby
never ask a woman her age a man his salary your mutual how late it is in her timezone when she starts posting about that bisexual man
can people stop saying insane things on this post
i know folks are gonna call me a pedo for this one, but i grew up seeing my mom and grandma naked. they had health issues and at times needed care and help showering. and i truly think more kids need to be shown the nonsexual reality of naked women at a young age. there is nothing sexual about my grandmothers breasts, they were simply body parts. more women die of heart attacks because people are too afraid of breasts to do real chest compressions, because they are scared to touch their breasts. the sexualization of our bodies literally kills us. i need people to be more normal about naked bodies and i'm 100% serious.
hi! carey means needs help still - he's the voice actor for frylock in aqua teen hunger force! adult swim screwed him badly and pays no residuals and barely paid him during the show's run. he has heart failure and survives on con earnings, plushie sales, and donations while waiting for disability to get back to him. posts used to make the rounds for him, but haven't in a while, so i wanted to make a new post!
if you'd rather buy a plushie - here's the shop he and his wife run!
update: CAREY MEANS AND HIS WIFE ARE HOMELESS AS OF A FEW DAYS AGO
his wife also been in an accident and has been down and out due to illness and injury
ppal + gfm + site shop
I don't know jackshit all about Rob Pattinson or Harry Ford but they both occupy the same slot in my brain's "famous actors" file labeled "average guys who seem like they'd be equally fine with working at home depot"

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Years ago back when I worked in cubicle land, we were hiring junior software developers. They didnβt have to have a ton of experience, just a willingness to learn, and some demonstration of their software skills. Like: show me a program you wrote (any language) or a web site you designed. Anything.
And there was this one guy I talked with who seemed super sharp, but had virtually zero experience writing software. When it came time to do the show-n-tell part of the interview he whips out his laptop, brings up a website, and spins it around to show me what he made.
A website of tiny ceramic frogs.
Not for sale. Just⦠all these ceramic frogs, organized into categories. Frogs on bicycles, frogs with hats, frogs sitting on lily pads. It was a virtual museum of ceramic frogs in web form.
I scrolled through his online collection of frogs, slightly baffled.
βThis is your website?β I asked finally.
βYep!β
βYou coded this yourself?β I popped into view-source mode and poked around some incredibly well-formatted, well-commented html. I nodded slowly. This guy was meticulous.
βYep!β
βSoβ¦ whereβd all the frogs come from?β
βI made those too,β he says, beaming.Β
And while Iβm processing this he rummages in his bag and pulls out a little ceramic frog working at a computer terminal. He places it on the table before us, next to the laptop.
βAnd THIS one,β he says,Β βI made for you! As a thank you for the interview.β
It was adorable. I hired him on the spot. I mean, why not? Worst case heβd wash out in 90 days and weβd hire somebody else. He turned out to be one of the best developers on our team.Β
And yes, his cubicle was loaded with ceramic frogs.
βοΈ happy pride month turns out I Saw The TV Glow is free to watch on youtube and has been for at least three months now and i did not know until just now
i need to get gender affirming surgery
one of the funniest conversations I ever had with my ex was when they were still getting used to Celsius and asked me "what's 20 degrees?" and instead of converting it, I said "it's the highest your dad will ever let you set the thermostat and when you say you're cold he tells you to put on another sweater, we're not made of money" and they went "oh, 68"
the fact that this reference was that fucking precise was something they went on to tell people about for years.
what would a ttrpg that prioritizes roleplay and actually functions as such look like? i've played a few that claim to be "rp forward" and every time the mechanics meant to facilitate roleplay ended up impeding it - and meanwhile i've had perfectly rewarding rp experiences in crunchier systems with no mechanical social encounter support at all. is there really a way to build rp into a system that works, or is it just a unicorn idea?
"Proiritising roleplaying" doesn't mean anything β it's a piece of vacuous marketing text targeted at people who've constructed their identity politics upon arguing about the correct way to pretend to be an elf.
The basic problem is that the term "roleplaying" is, itself, not well defined; in practice, it means whatever the person trying to sell you something wants it to mean. Here, for example, by invoking the presence or absence of "mechanical social encounter support" as the distinguishing feature of self-styled "RP forward" systems, you seem to be implicitly defining "roleplaying" to mean "set-piece encounters in which a player character attempts to persuade an NPC to do something for them without resorting to violence". Is this justified? Is playing out the process of hitting each other with sticks not "roleplaying"? Why not?
What most people mean when they toss the term "roleplaying" around in the context of tabletop games is something in the vicinity of "roleplaying is when we do things I'm interested in doing, and not-roleplaying is when we do things I'm not interested in doing". As all game rules are unavoidably opinionated about what player characters ought to spend their time doing β indeed, arguably this is the only thing that rules can meaningfully express opinions about! β the question of "does this system 'prioritise roleplaying'?" is typically reducible to "does this system agree with me about what kind of game I'm playing?". Games are then sorted into "priorities roleplaying" and "does not prioritise roleplaying" based on which side of the answer to that question they fall on for the person doing the sorting.
This is the ultimate root of a lot of this "the best sessions I ever had never touched the rules at all" stuff. For a variety of reasons, many people have genuinely never experienced playing a tabletop RPG whose rules agree with them about what sort of experience of play they ought to be having, and in some cases they can't even imagine what that would look like. If you and the system you're using disagree so badly about what kind of game you're playing that "engaging with the rules" and "engaging with my desired experience of play" are mutually exclusive activities, it's not surprising that ignoring the rules entirely would be your best play.
In this light, your question of "what would a system that really prioritises roleplaying look like?" translates to "what would a system that actually agrees with me about what kind of game I'm playing look like?", and that's not a question I can answer unless you're willing and able to get a lot more rigorous about what you mean when you say "roleplaying".
Here, for example, by invoking the presence or absence of "mechanical social encounter support" as the distinguishing feature of self-styled "RP forward" systems, you seem to be implicitly defining "roleplaying" to mean "set-piece encounters in which a player character attempts to persuade an NPC to do something for them without resorting to violence".
well, no, i was actually thinking about scenarios like navigating a ball/gala type event and exploring the plot through verbal conversation, but i suppose i didn't say that, so fine, egg on my face
i ask this because i've been thinking a lot about why i keep bouncing off games like Blades in the Dark and Monster of the Week, both of which like to bill themselves as "rp forward". there's a lot of tools and toys to play with in terms of social encounters for both of those games, to be applied in heist and monster mystery situations, respectively, so i think we can safely say that we're aware of what the rules want to be doing in this instance, and are broadly in agreement with them.
but in practice, i often forget that i even have those tools, or the conversation regularly grinds to a halt while people review their abilities lists, and it's just.... weirdly exhausting. and i keep thinking that surely there must be a better way, but i'm not a game designer, so fuck me if i know what that better way might look like. hence, asking an expert.
i suppose we do need more precise terminology, because yeah "roleplaying" is technically applicable to any aspect of game engagement you can think of. "navigating social situations" is slightly narrower, but maybe just "having a conversation" is what we're after. and maybe part of the problem is that most people are already halfway proficient at having a conversation? in ways that we're not proficient at the aforementioned hitting each other with sticks. so we can just Do It without needing to abstract parts of the process into dice rolls and hit points, because we can just observe what the other guy says and then decide how our character feels about it and how they want to respond.
so is the answer to this just "roleplay is a fake category, and none of it matters"? surely that can't be it. surely someone must know what they're doing here, and can come up with a framework to gamify Having A Conversation in a functional and satisfying way.
There are a couple of big issues here:
You've settled on defining "roleplaying [mechanics]" as "gamifying having a conversation". What does it mean to gamify having a conversation? In what way, and to what purpose? My previously proposed summary of "[having rules for] set-piece encounters in which a player character attempts to persuade an NPC to do something for them without resorting to violence" is one way of gamifying having a conversation, but you've said that's not what you mean by that; so, what do you mean?
If you're having trouble remembering what the rules for a particular thing are β or even that those rules exist β that's often a good sign that engaging with those rules isn't fostering your desired experience of play; however, it doesn't tell us anything about what that desired experience of play is, other than "not that". (Also, it's worth examining whether this is actually a domain-specific issue; many groups find it necessary to frequently stop and review the rules in many contexts, but this tends to be seen as more tolerable in turn-based frameworks like combat than in contexts that lack such a framework.)
Maybe I'm missing the point, but here's my thing: you're playing a game that is played by talking. Why, then, do you need detailed game mechanics about talking (the thing you're already doing)? Why not just talk, and save the game mechanics for all the stuff that you can't just do for real at the table (e.g. hitting each other with sticks)?
That's definitely a reasonable perspective, though it depends on a very particular notion of What Game Rules Are For.
Suppose, for example, that your tabletop RPG character has occasion to play a game of Texas hold 'em. There are two basic ways this could be played out:
Roll some dice to decide who wins, and based on the outcome of that roll, produce a description of your character having played a game of Texas hold 'em.
Pick up a deck of playing cards and play a round of Texas hold 'em, you in the person of your character and the GM in the person of your NPC opponent, making all relevant decisions in character as your respective roles.
We certainly wouldn't say that the second one less constitutes "roleplaying" than the first. Some in-character activities, however, are less amenable to this sort of step-by-step acting out β at least, not without a lot of special equipment β and one of the functions of detailed frameworks of rules, such as the prototypical "combat system", is to furnish a game-mechanical proxy through which this sort of fine-grained IC decision-making can occur.
(Hell, if you were feeling mischievous, you might even argue that a game with a crunchy combat system is more "RP focused" in this sense than one which simply produces produces a description of your character having had a fight, in the sense that it both obliges and enables you to act out the process of actually making all those nitty-gritty IC choices.)
From this perspective, one might easily conclude that the purpose of RPG rules is to furnish such game-mechanical proxies; by extension, when no proxy is needed because sitting at a table poses no obstacle to acting things out in detail, game mechanics need not enter into it.
That's not the only possible perspective on What Game Rules Are For, though. Take me, for example: from my perspective, game rules are toys. They're made of methods and procedures rather than metal and plastic, but they're toys all the same, and I want to mash their faces together like a kid making their action figures make out. Whether or not a game-mechanical proxy is strictly required in order to play out the activity in question just isn't terribly relevant to me, because that's not why I want the rules to be present in the first place.
This being so, if somebody comes to me asking how best to address or model a particular activity in a framework of rules, I'll assume that they likewise have a reason to want such a framework to be present. I've got nothing against freeform RP, but I'm going to do you the courtesy of assuming that you've already considered and discarded that option and aren't just wasting my time!
I believe that this is brushing right up against (and partially overlapping) the Rules Elide blogpost-and-subsequent-years-long-conversation, which I was chewing on again recently after hearing about the GUNFUCKERS tweet (deleted, reproduced)
I don't think I agree that "rules elide" is universally true, but I do agree that a system can have hard rules; rules that are (theoretically) quick to resolve, aren't particularly interesting to consider, and leave no room for creativity or negotiation. Stuff that you could hand over to a computer to resolve without skipping over any decision points.
Example: Boot Hill. Also relevant: [the blog post about using boot hill for a political intrigue game.](https://www.chocolatehammer.org/?p=5773)
My new experimental stance: hard rules are a short-circuit, a strict A->B; they move cognitive load off themselves and onto the decision points (or conversations) around them, because they present fixed points to let people think about whether to use those hard rules or not. In effect, hard rules will be located right next to (or may be within) whatever your system is "actually about" but themselves will not be it.
There's also the whole issue that you can have 6 people at the same table all playing different games - you could have one player trying to keep their team fiscally solvent, another trying to finish quests, a third playing a dating simulator, the next trying to tame every monster, etc. But a ruleset (and the system that it "wants" to be) still has qualities of its own; the ultra-subjective framework doesn't seem to be giving me any interesting tools to work with.
Perhaps it can be examined by what the players are thinking about between sessions or how they'd summarise the last session they were in?
Within that lens, PF1 is actually about character-building and showing off what it can do...
I'm familiar with the thought exercise, and I've never found it terribly interesting because it's an obvious rhetorical sleight of hand. Neither Dragons & Damsels nor Gunfuckers are "about" convincing dragons to free princesses in any meaningful way. The former is so uninterested in convincing dragons to free princesses that it abstracts it all the way down to a single essentially non-interactive roll of the dice, while the latter simply has no opinion on the matter. There's nothing about Gunfuckers in particular that produced the described outcome; any premise or framing device which took the possibility of fighting the dragon off the table would have sufficed, and claiming otherwise is, at best, giving an essentially unrelated text credit for your GM's labour. It's falling prey to the same mentality that insists that Dungeons & Dragons is "about" all sorts of things on which its text is silent because you saw a podcast where the GM made something up.
(In fact, I'd go so far as to say that a hypothetical tabletop RPG which consists of absurdly hyper-lethal combat rules and nothing else is an objectively badly designed game, because the only thing its text has opinions on is what the game isn't about. I can get experiences of play that aren't about things anywhere!)
always funny to remember darth vader is anakin skywalker. the adrenaline junkie chucklefuck who used to dive head first out of speeders and built a pod racer in his yard when he was like six is now upper-middle management for the evil empire. half of his appearances in the original trilogy are Meetings. vader spends like 80% of his time dealing with bureaucratic bullshit. status updates. team meetings. holo-Zooms. budget rundowns. anakin betrayed the jedi and caused the fall of the republic and his punishment is being CC'd on every email forever. and you know what. he would hate that. the punishment fits the criminal

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Jacob Anderson describing The Vampire Lestat
Advertising all my fanfiction with this gifset now.
constantly trying to see the inherent good in people is a humiliation ritual that i continue to willingly participate in