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@rancho-fan

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I absolutely adore dogs but I think dog haters are (usually) more justified than cat haters wrt their reasoning
your average cat hater: I don't like how they r bitchy and ignore me/ won't let me manhandle them
your average dog hater: I have been mortally endangered by an ill-trained dog
Seizure of indigenous land, 1776-1887
an important reminder as ‘4th of July’ rolls around
here’s the site this came from so that people can see and examine the details for themselves. contains links to documents and related treaties. there seems to be a LOT of information here.
also might be worth looking at this map alongside it?

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all women should be more hairy and sweaty and eat more food and laugh more loudly. my stance as a feminist and also my stance as a lesbian pervert
It's hard to really get across how baffling the gatekeeping model of trans healthcare actually is.
Like. You say "maybe patients shouldn't have to put their hand in the pain box from Dune" and people go "but we should be careful". Okay. The pain box from Dune is unrelated to being careful.
"What about detransitioners?"
"Here's an entire systematic review finding that the pain box from Dune has literally no effect on anything related to detransition."
"Well it's important that we don't make people do things they regret"
?????????????????????
"So the pain box from Dune is expensive, has no demonstrable benefit to patients, many patients say the pain box was bad for them. We can remove the pain box at negative cost and it won't be missed."
"Have you considered that this radical activism is alienating moderate supporters?"
"Dogwhistles" are called that based on real "dog whistles", many of which are pitched too high to be audible to most humans, but are still perfectly audible to dogs.
Rhetorical dogwhistles are things that most people would not be able to identify as bigoted because they're INTENDED to have plausible deniability.
The wording changes are meant to be subtle enough that people really can mix them up accidentally when they don't have much information!
So when the gender critical movement calls trans women "transwomen", they're hoping for 2 things.
this usage will spread enough among people who don't know any better, to give transphobes the plausible deniability of not LOOKING like a frothing bigot constantly.
the usage grammatically places trans women in a different category than other women; it's changing "trans" from an adjective to part of a noun to make this distinction.
The more we can avoid this usage, the less deniability have transmisogynists have when using it, and the less rhetorical ground we cede to the degendering and misgendering of trans women.
I don't actually think ceding this ground is LESS divisive than pointing it out politely.
america please just collapse already

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like many people have said this better than me but no it IS odd that we've come to think of potatoes as so quintessentially european that their presence in historical fantasy where they're anachronistic doesn't jar. and yes people are trying to have the trappings of post-colonial europe without engaging w the icky colonialism part and yes people are neglecting to imagine what a european cuisine without potatoes would be like.
im fully in favour of 'let people have fun w their fantasy world' but is considering how the potatoes got there in the absence of colonialism not a fun exercise? maybe every year the dragon riders go on a great transatlantic potato pilgrimage
perhaps a good way to sum up the issue here is:
if you put potatoes in your medieval european style fantasy world people will by and large not find it jarring and accept it as a normal fantasy trope
if you put, say, black people in your medieval european style fantasy world a whole demographic of people will get very angry and accuse you of breaking their immersion
this is in spite of the fact that black people were a lot more common in medieval europe than potatoes.
Analyzing the politics of a work that's meant to be apolitical is actually a really interesting exercise because it asks you to critically examine what the creator considers to be "political" in the first place. Which ideas are just How Things Are, and which ones are Political, and how is that influenced by the creator's beliefs?
Usually this just ends up with you looking like a moron btw
Angrily lashing out at the suggestion that it's possible to do basic media analysis was foundational to the ragebait ecosystem of the 2010s, from which we got basically the entire culture of modern far right politics, btw.
I genuinely believe myself and others are being so sincere and literal when we say TOUCH GRASS
I went outside and got an education, that's where I learned that you can obtain knowledge and insight through analytical methods, then noticed that some people who sit on the internet yelling at strangers get really mad about that constantly.
So actually if you really wanted to use your analysis skills you'd realize that what people are annoyed about is the implication that there's never a story or creative work they can create that can escape people like you attempting to assign political meaning to it when they just don't want that. That in fact people's presumptions about life are not, in fact, political (at best they are cultural, which is not an inherently facet of politics). And that by you people arrogantly pushing this idea you are intruding on the fact that a lot of people use fiction as escapism from politics and insisting that "urm no actually your favourite cartoon actually has politics cause no human being is 100% unbiased" is in fact, supremely fucking annoying
"Stop having fun wrong, it ruins my fun when you have fun wrong, it's not enough for me to just scroll past the analysis I don't like, if anyone anywhere is saying that the cartoon exists in a political context that's undermining my enjoyment of it!"
That's you. That's what you sound like.
If your "fun" involves deliberately and knowingly doing something that annoys and irritates people then yes you are having fun wrong, its also not just about you doing analysis; if it was just that you can do that in your head, but you don't, you insist upon other people and upon their work when its clearly not welcome or appreciated. Keep your thoughts to yourself
I am talking about posting on my own blog and engaging with posts by others who are doing the same thing, and you are responding to my post. Do you understand the irony of what you just said?
I've had a couple of people ask for a digestible version of the whole "the real problem with Dungeons & Dragons is false advertising, not anything that's present in its text" thing I keep alluding to, so here's the bullet point version of that argument:
Dungeons & Dragons is owned by Hasbro. Yes, the same Hasbro that owns Monopoly and My Little Pony.
Hasbro wants D&D to be the only tabletop RPG that anyone plays.
In order to accomplish this, Hasbro needs D&D to be a universal entry-level game.
D&D is not a universal entry-level game.
All game rules are opinionated about how the game ought to be played, and as tabletop RPGs go, D&D's rules are more opinionated than most. This is not a flaw, but it's not what Hasbro needs.
D&D is also on the high end of complexity as far as tabletop RPGs go, and it's complex in a way that strongly rewards system mastery, so it's pretty far from "entry level".
Hasbro could produce a version of D&D that's at the very least less opinionated and more entry-level than it presently is, but they don't want to, because they've determined that certain rules features which run counter to both of those goals are critical to D&D's brand identity.
They also don't want to produce multiple versions of D&D tailored for different audiences, because they want every single D&D group to be a potential purchaser of every single D&D product; they'd be effectively competing with themselves for their own customer base if the published game was actually modular in any meaningful way.
So how does Hasbro square that circle?
Simple: they lie. They insist that D&D is in fact a universal entry-level game in spite of all evidence to the contrary, and back their advertising up with sponsored thinkpieces and podcasts and such to "prove" it.
Further, they've spent decades fostering a culture of play which conceals the gap between the game they're advertising and the game they're selling by ascribing any appearance that D&D isn't a universal entry-level game to the incompetence or malice of individual GMs.
The game the rules want to produce disagrees with the game the group wants to play? Nonsense – even the rankest beginner should be able to produce any experience of play using any set of rules, and if your GM can't, they're a Bad GM.
The game is hard to learn? No, it isn't – your GM is merely gatekeeping you. This wouldn't be a problem with a Good GM.
The upshot is that the published rules are more or less irrelevant with respect to achieving the desired experience of play, because they're operating within a culture of play which dumps 100% of the work of making that desired experience of play happen on the GM.
Indeed, much of what modern D&D presents as GMing best practices are really methods of working around the fact that the rules you're using disagree with you about what kind of game you're playing.
(It's not a coincidence that D&D's entrenched culture of play also insists that it's normal for GMs to be miserably overworked and treats GM burnout as a big funny joke, then turns around and loudly wonders why there's a constant GM shortage.)
The trick is, because you're still at least notionally using the rules of D&D, the fruits of all that GM labour are perceived as the product of "playing D&D", not of the GM's hard work.
In essence, Hasbro's business model for Dungeons & Dragons is selling you your own GM's labour with a D&D sticker on it.
It's a very neat trick, if you can pull it off.
Now, at this point some readers may be asking: well, sure, but not all GMs are doormats. What about "killer" GMs who do gatekeep and railroad their players and otherwise act like complete tyrants? I hear horror stories about them all the time.
That's the second trick: these are not opposites. The GM as human Xbox and the GM as tyrant of the table both represent the GM doing all the actual work of making the game happen. The latter isn't the outcome that Hasbro wants, but it's a logical conclusion of the position they want the GM to be in.
I've seen a few folks in the notes respond "okay, but if that's true, why is D&D so much more flexible than most indie RPGs?", and the answer is that it's not. That's part of the sleight of hand I've talked about where the GM's labour is framed as part of the product. To break it down:
As noted above, all game rules are opinionated about what kind of game they wanted to produce. This isn't just a matter of setting (though setting-neutral games are often misleadingly called "universal" games), but also a matter of the basic structure of the narrative which emerges when you follow the rules.
The rules of Dungeons & Dragons are not less opinionated than those of your average indie RPG, and in fact are more opinionated than most. (Again, having strongly opinionated rules is not something that's wrong with D&D; it's merely something that's inconvenient for Hasbro's marketing goals in a way they're unwilling to address.)
In brief, D&D really, really wants your game to be a sword and sorcery dungeon crawl. If the GM is using the framework of play furnished by the rules at all, or if the players are responding to the rules' player-facing incentives even a little bit, it's going to squish your game into something dungeon-crawl-shaped.
(This should not be surprising; it's literally in the name!)
The rules of D&D being opinionated in this way tends to fly under the radar for a couple of reasons, one less problematic and one more so.
The relatively benign reason is that many popular RPG premises are not done any great violence by being squished into the shape of a sword and sorcery dungeon crawl.
A cyberpunk smash and grab caper? Basically a dungeon crawl already.
A special forces op in a modern military game? That doesn't need to be shaped like a sword and sorcery dungeon crawl, but it can be shaped like one and remain intelligible as what it's supposed to be.
Gritty logistics-driven survival horror? Not inherently dungeon crawl shaped, but the two genres are compatible – a game can be both at the same time, as video games like Fear & Hunger and Look Outside demonstrate. (Indeed, Look Outside's apartment building follows the structure of an old school D&D megadungeon nearly beat for beat!)
Thanks to D&D's pervasive cultural influence informing what people expect a tabletop RPG to be, as long as this kind of compatibility is present, many folks won't even notice their intended premise is being squished into the shape of a sword and sorcery dungeon crawl.
If your chosen premise isn't compatible in this way, or if the group notices what's happening and decides to push back against it, though? That's where the sleight of hand I alluded to above starts to come into play.
Remember: a Good GM™, even a total novice, ought to be able to use any set of rules to produce any desired experience of play, right?
So get to work!
i.e., just as much of the game's putative approachability is the product of Hasbro selling the players their GM's labour in a D&D-shaped box, much of D&D's putative flexibility is the product of the GM being sold their own labour in a D&D-shaped box.
To be clear, this is not militating against homebrew content or rules. Homebrew is perfectly cromulent, and certainly, some games are more or less structurally amenable to it (though modern D&D tends to fall on the "less" side).
The problem is that what we've got on our hands is a culture of play that wants to have its cake and eat it too: when doing extensive homebrew is treated as part of the GM's basic, entry-level responsibilities, it's easy to fall into the trap of thinking of the product of that labour as merely being a feature of the game.
Which is, of course, exactly what Hasbro's marketing ghouls want.
(I feel I should emphasise for the folks going "yeah, D&D sucks!" in the notes that at no point in either of these breakdowns have I said anything for or against D&D as a game. These problems would still exist even if D&D was the best game in the world at being the kind of game that it is!)
just blocked someone for an anti-tofu url. never let your guard down
a number of people seem to be interpreting this post as being about blocking people for silly petty reasons That is not my intention. This is a specifically pro-tofu post And it is serious to me. fuck you if you hate tofu

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when i was a kid i was so mad all the time bc i thought someday i'd have to be somebody's wife i didn't know it was optional. is everybody reminding the young girls in their lives that it's optional.
AND SO IS BEING SOMEBODY'S MOTHER‼️
it is about being a woman. hope that helps!
reading comprehension questions for the notes:
is wanting to be a wife and mother a requirement for being a woman?
why might OP be annoyed with replies assuming that this post is about being aroace or transmasc if a woman doesn’t want to be a wife or mother?
are there reasons unrelated to sexuality and romantic interest that might make a woman not want to be a wife or mother?
are there reasons unrelated to gender identity and expression that might make a woman not want to be a wife and mother?
core concept: what is gender essentialism?
is it gender essentialism to imply that all women inherently want to be wives and mothers? could this be what OP is critiquing?
look at the notes OP responds to. is it gender essentialism to imply that being a wife and mother is so affixed to womanhood that to not want to be those things means you’re incapable of sexual/romantic feelings, or not a woman?
what trait are you perpetuating when you assume that women who do not want to be wives and mothers must be aroace or trans? is it gender essentialism?