the sexiest thing a woman can be is a cringe fujoshi with a very serious day job
2025 on Tumblr: Trends That Defined the Year

pixel skylines
will byers stan first human second
PUT YOUR BEARD IN MY MOUTH
Keni
art blog(derogatory)

Product Placement
KIROKAZE
DEAR READER

Discoholic πͺ©
sheepfilms
todays bird

titsay
Xuebing Du
Stranger Things
Acquired Stardust
h
seen from Brazil

seen from Austria
seen from TΓΌrkiye
seen from China
seen from Argentina
seen from United States
seen from Australia

seen from Germany

seen from Australia

seen from Brazil
seen from Poland

seen from United Kingdom
seen from South Korea
seen from United States
seen from Poland

seen from Mexico

seen from Georgia

seen from South Korea
seen from United Kingdom
seen from India
@maiden-roar
the sexiest thing a woman can be is a cringe fujoshi with a very serious day job

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as a rule i think "feminism shouldn't include men" is a halfbrained take no matter who says it but its especially wild when trans men are repeating that one. dipshit thats about you. they're saying feminism shouldn't involve you
"if you think trans men should be involved in feminism but cis men shouldn't you're transphob-" i do. i do think cis men should be involved in feminism. i think being a feminist is the standard and when we act like it's not natural for men to be feminists regardless of their proximity to gender transition, we ascribe misogynist behavior to the fact that they're men and not the conscious choice they're making to be misogynists
HANDMADE Polymer clay Armadillo sculpture.
I watched the TADC movie and it was a great movie, no spoilers, but there's something unrelated that's bothering me. At the end of the credits, it says it was entirely made by humans. And then they showed the new merchandise.
I can't stop thinking about something. When people talk about things that may or may not be art being "made by humans" or not "made by humans," it is just a catchy slogan meaning "no Stable Diffusion"? Or are they really forgetting something.
If a hypothetical company switches to AI generated animation, and makes all the workers use it, and this hypothetically doubles the productivity, and they fire half the workers, what happens to the workers who didn't get fired?
They're in the office. They're receiving wages. They are in the office, receiving wages, doing things that prevent them from doing other things. They are receiving money for their time given to their employer that they could have spent resting, cooking, cleaning, exercising etc. They are working for wages.
Let's agree for the sake of argument that they are not creating art. They are still human beings working for wages. The AI generated-not art, in the hypothetical feature film made using AI, only came into existence because at least one human was there at the computer, working for wages.
If instead no one got fired and the original amount of workers finished the film in half the time and got to go home afterward, then the workers using AI could be able to spend that time on other things. Or maybe they could make twice the amount money with their twice as much productivity.
But that's not what happens with productivity under capitalism. It doesn't matter what the workers are doing, what they're making, if what they're making is art or not.
With automation under capitalism, some workers are left poorer and left feeling useless and obsolete, and some workers are doing twice as much work for the same amount of money.
THE AI DIDN'T DO THIS! THE BOSS DID THIS!
This time of year can be frustrating for people in the aro/ace community.
I will be here, whenever you need to talk.Β
transcription under the cut:
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Badab-e Surt, Iran
Iridescent pools of water gather on beds of rust-colored travertine. The colorful puddles top each layer of rock at Iranβs Badab-e Surt, blanketing the naturally formed terraces and transforming them into an exquisite sight alight with fiery hues. The scenery is breathtaking. These beautiful travertine terraces in northern Iran are an incredible natural phenomenon that developed over thousands of years. Travertine is a type of limestone formed from the calcium deposit in flowing water, and in this case itβs two hot springs with different mineral properties. The unusual reddish colour of the terraces is down to the high content of iron oxide in one of the springs.
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 β 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 β 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 β 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 β 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 β 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:
"Itβs hard to get that context just from reading the original Dungeons and Dragons books. If nine groups learned D&D from the books, theyβd end up playing nine different games.
"Mornard told us about an early D&D tournament game β 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. Youβd 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 β wasnβt he supposed to be DMing right now?
βItβs over!β 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 couldnβt believe that the tournament players had been so incautious. But, to be fair, none of those tournament groups had played in Gary Gygaxβs 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 Garyβs 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!
Can everyone who makes video content do a Deaf bitch a favor? Watch your shit with the captions on and the sound off, and then do another round of editing to fix things including but not limited to:
Captions cover the spot on the screen you put the information I need
The dialogue is captioned but not the song you have playing that the dialogue is responding to
You only captioned the person on the screen, not the person off screen who is also talking
No captioning of critical sound effects (alarms, bells, dogs barking, etc)
Speakers are not labelled at moments where it is not clear on the screen who is talking.
Captions cover the spot on the screen that you put the information I need!
Other d/Deaf people welcome to add.
This post brought to you by the fifth video tutorial I could not follow because the bad, auto-generated captions covered what I was trying to watch today.
important things happening in r/cats
French-Iranian author and illustrator Marjane Satrapi,Β best known for the book and film βPersopolisβ, has died of "sadness", members of her
This one hurt, her work had such a profound effect on my life, thoughts, and politics.
May her memory be a blessing

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so called "free thinkers" when there's a bug on the ceiling
Pamukkale, Cotton Castle
Located in southwestern Turkey, the hot springs of Pamukkale are a marvel of nature and are now a protected UNESCO World Heritage Site. The springs form a series of white limestone cascades that carpet the slope of the River Menderes valley.
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A once-in-a-lifetime shot β the moon perfectly framed by a rainbow. Caught at just the right time. π π
Sourcing the photos as taken by Mark Ham on Instagram, according to one of the replies.
Happy Pride month to the moon
EXCUSE ME THERE IS A PLANT THAT CAN MIMIC FAKE PLANTS?????
IT'S CALLED A BOQUILA TRIOFOLIOLATA AND IT'S FUCKING WITH MY BRAIN
IT APPARENTLY CAN MIMIC OTHER PLANTS AND AT FIRST I WAS LIKE "oh cool man it must take it's genetic code and copy it or feel the roots or something like that!! :3"
AND THEN I READ AN ARTICLE ON IT AND THESE FUCKING PARAGRAPHS HIT ME LIKE A BUS
LIKE READ THIS SHIT
WHAT THE FUCK MOTHER NATURE
I went to find the article. It's fascinating.
In retrospect, consider the number 1 thing every grade-schooler knows about plants is they take in light, the idea they might be able to see should not wreck my shit as hard as it does
they won't tell you this in therapy but sometimes the best way to stop catastrophizing/anxiety is to interrupt your spiraling with "girl what the hell are you talking about"
It's not a cure but you have no idea how many times this image has helped me with my OCD
This tag has been more effective than any meds Iβve ever taken

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OCs and NPCs 2 by JoeAdok
Here's some characters of the npc variety along with a few OCs. Mostly Sonic Jam's 'Man of the Year', and Archie's 'Champions' arc in this batch, with a few pulls from other works.
--
Note:
Nondi, Mas and Maple are the OCs here. And 'npc' chars aside from Hodgepodge, Joe, and Ro-becca were nameless prior (afaik).