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Unofficial Autism Post
i love writing out numbers and then putting them in parentheses like "one (1)" even when i dont need to i think its funny
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?"

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Ancient Mesopotamian steampunk guy wearing a hat with a bunch of levers and inclined planes stuck to it.
Text of tweet under the cut because it is loooong.
But... Stochastic Parrots.
This is the paper. It's excellent, highly recommend reading it.
I remember reading about Gebru's firing but I had no idea this was the paper she was fired over.
basketball dracula isn't real dude he can't-- *sudden squeaking noises from the shadows*
*two pool toys having sex tumble by in the wind* oh thank god
*thunderous slam dunk noise*

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Hihi, im snow, and im running a sale on my most recent published projects.
Stuff like this! A poetry collection, a huge zine on Marathon, and collection of TTRPG essays, as well as a few of my games as well, Soul Cemetery, Lilancholy, and Songbirds.
You should check it out.
A bundle by snow, $30.00 for 7 games
saw a post on bluesky about reimagining The Iliad as a mecha war and that idea goes unbelievably hard. achilles in his legally distinct gundam cutting through dozens of enemy suits. aggamemnon in his gold-plated mech. paris using a long range sniper rifle to exploit a design flaw in achilles' armor. the gods are all various megacorps who have a stake in the war bc it'll impact their profits.
I mean if we got Ulysses 31 to work in the 80s I have no reason why this can't and shouldn't happen
I gotta say, the development of Kyle Fletcher from being one guy in Ospreays team to almost the leader of the Callis Family, champion, go between for Okada and Takeshita and one of the top guys in the company has genuinely been amazing
he didn't even wrestle and the pop he got just for turning up at DoN was wild
BUT AEW DOESN'T MAKE STARS!!!!!!
Kyle fletcher put in the effort, he worked the ROH tapings constantly, he showed he was willing to do jobs on TV, he was willing to work work and work, and it paid off for him, he's a fucking MEGASTAR.
PROTOSTAAAAAAAAAAAAAAAAAAAAAAR
First computer animated cat ever - “Koshechka” (”A kitty”), 1968

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can I just say that we all owe Kojima an apology for Metal Gear Solid 2? He looked right into the camera and said “the future of information control will not be censorship, it will be drowning people in trivial noise and misinformation until people partition themselves into their own separate realities” in TWO THOUSAND AND ONE. Three years before Facebook existed. Kojima gave us the biggest Babe-Ruth-pointing-at-the-sky called shot of all time and we weren’t ready for it.