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"I'm Dorothy Gale from Kansas"
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@neovid

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watching massive franchises bomb at the box office while Backrooms has made $212 million on a $10 million initial budget has brought me hope for the future of cinema
audiences do NOT want Star Wars slop, audiences want a movie made by a guy who really wanted to make a movie
"This doesn't make sense! All the spreadsheets said that this would be a guaranteed risk-free success!" -an executive
I think knowing that Robert Jordan was a Vietnam veteran and had the nickname Iceman really puts a lot of the Wheel of time in new context. He was reportedly cool under pressure and didn't show much emotion so I wonder if he was like Rand just trying to make himself hard to the horrors that he witnessed there. How much of the internal turmoil is from personal experience.
I had two nicknames in 'Nam. First up was Ganesha, after the Hindu god called the Remover of Obstacles. He's the one with the elephant head. That one stuck with me, but I gained another that I didn't like so much. The Iceman.
One day, we had what the Aussies called a bit of a brass-up. Just our ship alone, but we caught an NVA battalion crossing a river, and wonder of wonders, we got permission to fire before they finished. The gunner had a round explode in the chamber, jamming his 60, and the fool had left his barrel bag, with spares, back in the revetment.
So while he was frantically rummaging under my seat for my barrel bag, it was over to me, young and crazy, standing on the skid, singing something by the Stones at the of my lungs with the mike keyed so the others could listen in, and Lord, Lord, I rode that 60. 3000 rounds, an empty ammo box, and a smoking barrel that I had burned out because I didn't want to take the time to change. We got ordered out right after I went dry, so the artillery could open up, and of course, the arty took credit for every body recovered, but we could count how many bodies were floating in the river when we pulled out.
The next day in the orderly room an officer with a literary bent announced my entrance with "Behold, the Iceman cometh." For those of you unfamiliar with Eugene O'Neil, the Iceman was Death. I hated that name, but I couldn't shake it. And, to tell you the truth, by that time maybe it fit.
I have, or used to have, a photo of a young man sitting on a log eating C-rations with a pair of chopsticks. There are three dead NVA laid out in a line just beside him. He didn't kill them. He didn't choose to sit there because of the bodies. It was just the most convenient place to sit. The bodies don't bother him. He doesn't care. They're just part of the landscape.
The young man is glancing at the camera, and you know in one look that you aren't going to take this guy home to meet your parents. Back in the world, you wouldn't want him in your neighborhood, because he is cold, cold, cold. I strangled that SOB, drove a stake through his heart, and buried him face down under a crossroad outside Saigon before coming home, because I knew that guy wasn't made to survive in a civilian environment.
I think he's gone. All of him. I hope so. I much prefer being remembered as Ganesha, the Remover of Obstacles.
Robert Jordan via Theoryland, 2001
#the things that most explain WoT are that its author 1) killed a lot of people in a very traumatic colonial war#and 2) went to a rigidly hierarchical single-sex military academy FULL of men sleeping with each other#and then was like. what if I write a book where women are in charge because men are cursed to destroy things and go mad#like...yeah#the author is dead but sometimes the author's trauma is not so much (via @sixth-light)
Modern research shows the public work together selflessly in an emergency, motivated by a strong impulse to help
“The notion that people panic and run screaming for the exits is a Hollywood fiction,” said Prof Stephen Reicher, an expert in group behaviour at the University of St Andrews.
“Characteristically, people stay and help each other,” he said. “We found this during the 7/7 attacks on the underground and the 1999 attack on the Admiral Duncan pub in London, where people looked after each other even though they feared other bombs.
“In our own research on the Leytonstone tube attack in 2015, there was an amazing level of spontaneous coordination by bystanders: some directed others away from danger. Some distracted the attacker. Some confronted the attacker. Each was able to act because of the others. Heroism was a feature of the group, not just the individual,” he added.
Prof Clifford Stott, a specialist in the psychology of crowds and group identity at Keele University, agreed. Modern research, he said, showed “bystander apathy” was a myth. Instead, strangers often work together in emergency situations with highly sophisticated unity.”
Bystander apathy is a myth invented by the New York Times to cover up that the police were called by several residents of the building, but the cops refused to act. The cops then told the Times that 38 people just watched her die (a seemingly arbitrary number and a physical impossibility based on where the attacks occurred), and the Times ran with it. In fact, Kitty was alive when the cops got there, and was being held and comforted by one of her friends who lived in the building because one of the people who saw her get attacked from across the street called her friend to go get her. Because people care.
You have just been attacked. How likely is it that someone will come to your help? If you remember the infamous case of Kitty Genovese in 19
I will always re-blog this. The story of Kitty Genovese’s murder has gone down in history as a story about everyone watching it happen and doing nothing and none of the story is true.
May I also offer:
This book is about how during several past disasters, people came together to help one another, and it was the elites who panicked and assumed that people were going to riot and loot.
When shit goes down, people help.
I was in southern Ontario during great eastern North America blackout of 2003. Every movie I've ever seen would have imagined an orgy of looting and senseless violence. Instead, i remember people forming orderly lines, communicating what information was available, being helpful to one another.
The Kansas Industrialist, Manhattan, October 18, 1916

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isn't it insane though how schizophrenic people are viewed as violent and dangerous by the majority of society when in reality schizophrenic people are nearly 14 times more likely to be on the receiving end of violence than to be the perpetrators...
schizophrenic person: makes a post trying to raise awareness about the disproportionate abuse and harmful stereotypes schizophrenic people face
yall: "yeah im not gonna reblog this they used the word ins*ne which is so problematic ://"
What the fuck happens that changes these stats to such a massive degree?
1) schizophrenia hardly ever causes people to be violent so schizophrenic people aren’t more likely to be violent than anyone else
2) schizophrenic people’s autonomy is often taken away from them because of their schizophrenia. because the authorities and mental healthcare providers often automatically assume schizophrenic people to be violent, they’re more likely to immediately react to schizophrenic people's symptoms with violence, without even knowing for sure said schizophrenic person was going to be violent. all of this causes schizophrenic people to be more likely of being victims of violence and abuse. schizophrenic people also have a harder time getting out of abusive households because of the risk of their autonomy being taken away. if a schizophrenic person’s relative or partner is abusive, often the schizophrenic person has no way out of the situation, both because our disconnect from reality can result in us being easier to manipulate, and because the system is built in a way that it takes away our autonomy because of our condition.
also schizophrenic people and psychotic people in general, please do a lot of research before picking a provider for your own sake, and if they try to treat your psychosis in a way that you think is harmful then don’t hesitate to switch providers. your safety and wellbeing should be a priority over everything else.
can y'all please reblog this version instead
Level 1: Asylums are scary because there's crazy people there.
Level 2: We shouldn't treat mental health facilities as objects of horror because it stigmatises mental illness.
Level 3: Asylums are scary because there's psychiatrists there.
In America, if you get caught with a tiny bag of weed, you can be sold and bought as slaves for the McDonald’s corporation
This is something people have forgotten. Cabinet members didn't used to be household names. You only heard of them when they fucked up royally.

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Once when I was in undergrad, someone described something as “problematic” in class and our professor was like, “That’s cool, but ‘problematic’ doesn’t really mean anything. It means that the thing you’re describing has a problem, and in and of itself that’s not bad. Art, especially, should always have problems, or else it’s not interesting and not art, either. It sounds like you’re trying to say that this is bad, but you don’t want to say ‘bad.’ Is that right?”
So from then on whenever one of us called something problematic, he would make us talk it out until we could name the “bad” thing we were hinting at. In this particular class, 7/10 it was some type of oppression, and the remainder was like, “I’m uncomfortable because this is very new/confusing/pushing boundaries that made me feel safe.”
Once we stopped calling things “problematic” and stopping at that, class got way more interesting and... we all had to say, like, “that’s racist” or “that’s misogynistic” or “ew capitalism gross” out loud, which a lot of us had never done in a classroom before. Or we had to be like, “Uhhh... I’m not sure what’s so bad?” and confront our own beliefs and that was maybe even more useful.
Anyway. Whenever I see the word problematic, I can’t help but think of this professor being like, “Good starting point, now let’s get specific.” I think when we have to commit to saying “that’s ___” it requires a lot more careful thought about the truth and impact and complexities of whatever we’re claiming. Sometimes there really is some bullshit afoot, and also sometimes it’s art, and it should be full of problems, because that’s what art is.
Making exercises more accessible to the disabled? Fuck yeah!
rb and tag your favorite song that's not in english, japanese or korean

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Can I be honest with yall I don't want to hear SHIT against cishets at pride this year
"But it's not FOR them!!!" The biggest military power in the world belongs to a christofascist nation overseen by a felon found guilty of 34 federal crimes and has greenlit a gestapo with more direct funding than the entire military of Canada for the purpose of ethnic cleansing. Let Hetero Jessica throw some biodegradable glitter at a municipal parade
They're right. It's not for me.
It's for my queer spouse.
It's for my queer kids.
It's for my queer roommate.
It's for my queer uncle and his queer husband, my queer niece. For my queer great-aunt and her queer partner, both of blessed memory.
It is for the transmascs and transfemmes and all the other queers I've loved through the years, and all the ways I've loved them.
An old way of asking if someone was queer was to ask if they were "Family." Think of me as your in-law. You may not have invited me to the cook-out, but someone in the Family did.
I promise not to get drunk and ruin it.
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!