I love learning about little easter eggs like this in the Game Changer behind the scenes episodes :)
Sweet Seals For You, Always
Aqua Utopia|海の底で記憶を紡ぐ
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Monterey Bay Aquarium
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YOU ARE THE REASON
EXPECTATIONS

Jar Jar Binks Fan Club

"I'm Dorothy Gale from Kansas"
untitled
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we're not kids anymore.
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shark vs the universe
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@patrickrennie
I love learning about little easter eggs like this in the Game Changer behind the scenes episodes :)

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Modest Medusa turns 15...
This year Modest Medusa turns 15! The webcomic, I mean! I started Modest Medusa in 2011, and tomorrow I'm posting my 1500th strip! Earlier this year I started reposting the series on the comic hosting site ComicFury. I post a few strips there every day. if you're new to therseries, or a returning reader, this is a great way to catch up and see why everyone loves Modest Medusa! Here's today's update:
They're on a lunch break (soup again).
I haven't seen the newest season of X-Men 97 because i am NOT getting a disney+ subscription, but I imagine it's pretty good. Here's a comic dedicated to Scott Summer's enfatuation with soup and Kurt's oddly cat-shaped sillouhette.
“You ever watch Men in Black? Will Smith, Tommy Lee Jones, ‘I make this look good,’ all that jazz?”
“Of course.”
“It’s horseshit. We made it up. If the public thinks government agents go around in suits and sunglasses, we can go around in our actual uniforms and nobody will think twice about it.”
“I mean, I get it, but it’s just a lot less… classy?”
“Classy schmassy. I once had to smuggle an entire Neptunian armada out of Beaverlodge, Alberta. I had 20,000 warships in the back of a pickup truck, I wore the suit and nobody even asked me for a license.”
There was a furious silence as she grappled with this. Then: “Fine. Fine, I’ll wear the stupid vest.”
“Fantastic,” he said. “Welcome to the Men In Hi-Vis.”

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I really really like your work but sometimes I feel like 90% of the jokes go over my head. Can you recommend me anything to read/watch/experience to better understand your comics?
Of course. One of my biggest influences is the cartoonist B.Kliban. While best known for his distinctive cat drawings, most of his cartooning output was single-panel work.
Much of it is easily understandable language or visual puns, but many of his funny works are just unusual situations, with no obvious meaning:
(I think that "Household Hint" could be considered a spiritual forerunner of Tiktok ragebait food videos.)
In his 1975 collection titled "Cat," among many funny cat comics, there are several pages which are just drawings of his beloved cats.
I feel a strong connection to Kliban's approach: Direct contour-line drawing, mostly anonymous characters in novel situations, and few traditional long-term narrative stories. And yet, there are recurring visual trends. (Have you noticed that he only draws one kind of cat?)
It is said that we train our audiences, in form or content. Over time, the reader knows what to expect from an author.
I think that a lesson can be derived from this graphic design manual.
(from Notes on Graphic Design And Visual Communication by Gregg Berryman, 1979.)
I believe we can draw a correlation between broadly-defined "art" (comics, painting, drawing, sculpture, video, etc.) and logo design:
With low "abstraction" (depending upon references that many people will get, explaining things in extremely explicit terms), material will be readily understood, but it is hard to separate this material from other stuff out there. It's harder to have your individual voice known.
With high "abstraction" (sharing weird comics, but consistently over a long period of time with many people,) an artist can have their message understood- or at least received enthusiastically- even if they're weird.
I drew this yesterday. It is probably understandable as both a humorous criticism of gamer-centric marketing and also as a visual-verbal pun to most English speakers under 40. I'm not sure if "Gamer Butter" would be accepted readily without people being familiar with other drawings I've made which lampoon consumerism and gadget culture.
B.Kliban and I have had the good fortune to share our works widely enough to have such a special relationship of artist and viewer, who accept the less understandable material alongside the more easily digestible. Thank you for the kind comment and question.
January 30, 2015
And here it is! My first comic that truly broke containment! My reigning champion all the way until 2024 (that’s 9 years)! Oh, how excited I was the first time I saw that 99+ in my notifications. This was before tags appeared in your notes, so I scrolled through the notifs and opened every single reblog individually to read people’s tags. I was jumping up and down, I couldn’t believe it. A number of official library tumblr accounts reblogged it, and even Library Journal??
Why aren't comics more common in TTRPGs?
(This is about game design and presentation) In school one of the things I discovered is that I have trouble absorbing info from a big text book. And most TTRPGs are presented as text books. Once I understand the basic information in the book (chemistry textbook or RPG sourcebook or whatever) I can deal with the book on my own terms. I can dive into individual parts and learn, and slowly absorb the book as a whole. But I need help to get there. I need an access port. Sometimes this comes in the form of someone explaining the book to me. Explaining the rules of the game or the outline of an essay. This is great, and gives me a way in so I can absorb and master the book myself. But I don't always have someone in my life who can do that. Interestingly, I don't have this problem with novels at all. Narrative feels easier to access, at least for me.
In school I also discovered Scot McCloud's Understanding Comics. This is a pretty fantastic book which I'd recommend to everyone. It helped me understand how I process information. More importantly, it helped me understand the different people process information in different ways. I hadn't realized that at age 16, although I was starting to suspect it. Before I started making comics or games I used to be a teacher. As a teacher I could see that some of my kids were struggling with the information I was giving them, in the same way I had struggled in school. I started using comics in class to help reach these students. I'd draw little comics on my handouts or on the whiteboard to explain what we were learning. The goal wasn't to provide an entire lesson in comics form. I'm not Scott McCloud! Instead, I was trying to find an access point for my students. An on ramp. A port of entry to the ideas and material we were covering so they could engage and eventually absorb the information. It worked so well. It worked like magic. Why don't we do this more in TTRPGs? I used comics in my early games, Panty Explosion Perfect and Ocean. These were narrative comics, not rules comics, but the goal was to provide both an example of what play looked like (from a narrative standpoint) and a point of access for players who weren't sure what the game was or how to engage with it. My thought was that if you understood what the game was supposed to look like it would be easier to approach the rules. (A short comic from Ocean. The book has a bunch of these)
When my brother Nick and I started working on The Magical Land of Yeld I knew I wanted to use comics more directly as a teaching tool. Especially because part of our target audience was new and younger players who might look at a big text book (Yeld is a giant 400 page hardcover) and just bounce right off it. Like I did in school and like I often do with big games. So I needed to teach with examples and illustrations, and especially comics.
The first comics you'll encounter in the Yeld book are narrative, and designed to get you into the ideas and themes of the game. But in the first few pages we also start sprinkling in rules comics. These are presented along side the rules text. They don't replace that text, which is important. The text explains the rules in greater detail, and includes information that just couldn't be added in a single page comic. Instead, the comic is intended to be a point of access to the rules text. A player can read the comic, understand the basic concept, and feel comfortable engaging with the text. That's the goal, to make players comfortable and to make the rules text accessible.
We use comics to teach basic game mechanics, but we also use them to explain specific player facing systems. Sometimes these are things that really do need a comic to explain them, but sometimes we use comics as lures to draw player attention to mechanics that we're afraid they might otherwise not engage with. For example, in playtesting we found that when characters died during a fight the player would just sit there for the rest of the fight and not engage. It turned out, since you don't do anything in D&D once you die (except slowly die more), most players assume that's how all games work! So they hadn't even noticed that in Yeld you become a Ghost and get to ghost around and do fun Ghost stuff! I decided to create a comic that not just explained this but drew attention to it and showed why it was a fun (and important) part of the game!
Structure of play isn't always obvious to players, especially if they're new to TTRPGs or have only played D&D. You pick up habits from the games you play the most, and since most gamers play nothing but D&D there is a tendency to assume EVERYTHING works like D&D. Yeld doesn't, so we decided to take nothing for granted and make comics that very specifically show what a session of play looks like. In this example, it may not look a lot different from D&D, but the adventure is specifically divided into 5 parts. The comic illustrates these parts in a way that is easy to understand. The accompanying game text explains each part in more detail and illustrates how they are important to play. The comic serves as a ramp that gets players to the info they need.
Not all of our comics are player facing. Yeld has a rotating GM (which is awesome, btw), and this means every player gets a chance in the Game Master roll. Which means every player needs to understand how this roll works. Comics like this one, which explain how to build monsters to use in your game, help make the process easy to understand. Again, its about building a point of entry for players. A player might say "I don't want to GM, it sounds to complicated!" But its not. You just need to make it easy for them. Make the mechanics and responsibilities easy to understand. Show why they're fun! In Yeld, its important that each player takes on the GM role from time to time, since we're building a story together. Making it look fun is important! Comics help with that. What's more fun than comics?
Narrative comics are important too. At least for Yeld. I don't think every game benefits from them (although I always love seeing them). Narrative comics show players what the game is supposed to look like. What the characters do and say. What environments they visit. Narrative comics set a tone. Narrative comics let new players understand what a game is about immediately! We can hand a Yeld book to a new player or customer and they know what's up in seconds, just by reading a short single page comic. That's a powerful tool. So why don't more games use comics? Part of it is that game creators are usually not comic creators. There's not a lot of crossover. That always surprises me, but both disciplines take a lot of work. Who has time for both? Even when you have game designers that are comic creators, they often don't include comics in the games (Lancer???). I don't think this means game designers don't recognize the value of comics. I've had this conversation with so many game designers, and they usually agree that comics are useful tools. But if you don't know how to make comics, making comics for your game can be daunting. What rules should you focus on? How do you present that information in comic form? How many comics should you make? How do you hire someone to make comics, anyway? Hiring artists is expansive, btw. You know that, of course. Hiring an artist to make a set of comics for your game could cost you thousands of dollars (or more), depending on what you want. Of course, you can try to make your own comics. And you should! Really! A poorly drawn comic is not necessarily a bad comic. The point is to get your information across to your reader. to provide a point of access. You don't need great art for that (although great art can help attract people to your game). Stick figure work just fine. Here's an example, the layout for the Tea Dragon card game. Another artist took this layout and redrew it in their own style. But my goal here was to be simple and concise with my explanation of the rules. To make the game accessible.
There's a few more pages of this, but you get the idea. The purpose is to explain, and make the player comfortable with learning more. The art matters to the extent that it serves this goal. In fact, flashy or complicated art can get in the way! You'll notice in that most of the Yeld rules comics I posted above the art is pretty simple, with solid color backgrounds. You want to make your comics as easy to read as possible, and that includes avoiding clutter, overpacked word balloons and messy layout. Readers are easily distracted. It doesn't take much for them to set down a book at all. A complicated phrase or hard to read font can often be enough. And once they set a book down they may not every pick it up again. That's more true for a big text book than it is for a comics, but its still true for a comic. So our goal is to make our comic the easiest, smoothest point of access it can possibly be. So easy and smooth that the reader can slide right into the rules text without noticing! Here's my general process for creating a rules comic. This is from my friend Brian's game Scofflaws. I start by taking the basic mechanics that need to be illustrated and breaking them down into panels. The goal is to make each panel readable and not overwhelm the player. At this point I'm just doing a rough sketch. It may not eve=n be readable, but that's fine!
Next, I refine the text and art. I decide on the exact language I'll use, and I finalize where characters and other elements will be placed. As you can see, the actual layout didn't change much here. Sometimes it changes a lot!
Finally, I create the finished art. Honestly, the previous step was just fine. It explanans the rules I wanted to explain. But this last step allows me to add in some narrative flavor. The first panel contains a complicated background in order to present the game's setting. The characters look like the kind of characters you'll play in the game. This isn't nessacary for presenting rules, but it helps present the game as a whole. You want players to engage with every part of your game. The last thing you want them doing is picking up your dungeon crawling game and going "Oh, this would be great for playing Star Wars!"
(I probably shouldn't have chose than shade of red for the background. It makes the text a bit hard to read!) So again, why aren't we seeing more comics in games? Its not as if they don't exist at all, and I'm personally always excited to see them. I recently opened the Final Fantasy RPG box set and was so happy to find the rules were accompanied by cute comics. And there's lot of other examples (maybe you can post some in the comments). But I think comics are a clearly underused tool in game design and presentation. And as a comic person, let me tell you that you're leaving a valuable tool on the table if you're not considering using comics. Are they right for every game? Maaaybe not? But I think MANY MANY MANY games could benefit form them. Are they expensive? They can be. Are they hard to make? They can be. Are there people you can go to for advice? Hey, my door is open.
both as someone with reading disabilities and a fellow teacher, i absolutely love this. i think this would solve a lot of my barriers with longer games. definitely something i'm going to keep in mind for my future projects :)
If a man-shaped tree thing spends most of a tale being passed around like a used hankie to everyone and their mother to the point he becomes cold and detached and kind of an asshat, then he meets someone who doesn't treat him like a hankie but a living thing with feelings and agency causing him to soften a bit to this someone specifically, falling antler over hooves and begging to be bonded to them forever leading to chaos which ends in both of them attempting to escape the society what objectified and tortured him so they can start a family somewhere safe...is...is that a romantasy?
Am I writing a romantasy?
"For God's sake -- you can't get pasta at Olive Garden without a picture ID! Why not be able to show a picture ID to vote?"
Steve Scalise, House Republican Majority Leader
To be fair, I have not been to Olive Garden in over twenty years. But I do not recall having to show any ID to buy a meal there. Perhaps things have changed…

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six seasons and a movie?
did you know you can poke holes in your Otamatone and stick taxidermy eyes in them
and then even smaller
The Amnesty International report that JK Rowling is trying to censor through legal threats.
It can also be found on Google Drive here and on Bluesky here.
Please save and share this info where possible. This report has since been removed by Amnesty International due to legal threats of libel from JK Rowling. This information is no longer easily accessible.
Here's the report as a PDF.
im fucking crying
TIL The Double Empathy Problem theory suggests social difficulties experienced by autistic people when interacting with non-autistic people are due to reciprocal differences, not an inherent deficiency, most autistic people are able to display good social reciprocity with most other autistic people
via reddit.com
okay but the BEST part of the first study discussed (conducted by an autistic person!) Is that it shows that while easy, calm, mutual communication and social interaction is often more natural between two autistic people than it is between an autistic person and a non-autistic person, it is ALSO like this when an autistic person encounters a non-autistic person who imitates the autistic individual’s behaviours- neurotypical parents copying autistic children’s play, for example, apparently receive more positive engagement from their child- which is SERIOUSLY FUCKING IMPORTANT and VERY VERY GOOD because it is, once again, scientific evidence that bullshit like aversion therapy and enforced conformance and FUCKING “quiet hands” aren’t “”“”“solutions to the autism problem”“”“” and that “”“”“problems”“”“ with autism don’t stem from BEING autistic, but rather, from how NON AUSTISTIC PEOPLE TREAT AUTISTIC PEOPLE.
IE, once again, there is nothing bad or wrong about being autistic

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everyone i've talked to about this has been completely unaware so: if you didn't know already, there's going to be a solar eclipse, with totality or coverage of 90% or more in some places, over a lot of europe, on august 12th 2026. in the uk it will start just after 6pm, and the maximum will be at 7:13pm.
here is a map of the path of the eclipse (from timeanddate)
get eclipse glasses if you want to look at it. it is not safe to look at through sunglasses. ok informative post over o7
mostly missing me but i know a bunch of folks that are right in the path 🥰 enjoy it for me, my lovelies!
I've created a primary post for my new favorite WLW ship. Two diametrically opposed comic strip characters (a pin-up girl from 60s Hungary and an American working woman of the 70s/80s) who look so gosh darn cute together. I had never really given much thought to Cathy other than that I knew it used to run in newspapers and was considered something of a target; Jucika I barely knew anything about either aside from the obvious porn.
Yet I've fallen in love with this ship. The artwork from both @vintdooforreal and @bluerm is just so good in different ways. A perpetually-stressed out woman like Cathy deserves a woman who loves her back and helps her (and not the useless, annoying men she was forever dating or even married to). Jucika meanwhile gets a woman who loves her for who she is and not just because she's stunningly attractive.
I have now finished and posted Sketchpad -- a fic detailing how the two meet and change each others' lives for the better.
An Archive of Our Own, a project of the Organization for Transformative Works
Again, full credit for the creation of this ship goes to Vintdoo and Bluerm.
If you wanna talk this ship or Cathy in general, join the Cathy Chat Discord:
A server devoted to our always-aaaacking icon -- the once-hated newspaper comic protag Cathy and her never-ending struggle for recognition,