Lmaoo
What really happened to the last of the V8 Interceptors…

seen from United States

seen from Malaysia

seen from Vietnam

seen from Germany
seen from Philippines
seen from France
seen from Sweden

seen from United States
seen from Nepal

seen from Algeria
seen from Switzerland

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seen from United States
seen from United States

seen from Malaysia
@rideroftherange
Lmaoo
What really happened to the last of the V8 Interceptors…

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
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Green flags in men:
-likes swords
-would give you a sword if he had enough money to
-will listen to you talk about swords
- doesn't unfollow you if you post about swords
Hell yeah!
We swordpostin?
Don’t gotta tell me twice.
Reminder that the whims of Europeans has no value to Americans. That was kind of the entire point of, you know, revolution.
"On 29 June ... the hijackers separated the Israelis (including those holding dual citizenship) from the other hostages and told them to move to the adjoining room. As they did so, a Holocaust survivor showed hijacker Wilfried Bose a camp registration number tattooed on his arm. "I'm no Nazi! ... I am an idealist!" Bose protested."
I think about this when seeing the militant types attacking kosher delis or markets, or a synagogue. They truly think and believe in their heart of hearts, that there is a dozen lightyears between themselves and Nazi ideology.

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
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Despite Bloodborne's novel introduction of firearms, parrying technology always remains one step behind hubris development.
reblog if you're pro sexualization for pervert purposes in art
There cannot be one without the other.
Greater glider,
wikipedia has a truly wonderful image of one of these guys right at the top of the article:
Sky Possums
nude ver on patreon
Artfight - Cyl

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
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Team RWBY!!!
everyone always says wherewolf, but nobody ever asks how wolf...
tanuki girlfriend
loving the lord of the rings so far

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
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Yael OC design for @/elliot tysm☀️💖
I’m getting ready to run a Cyberpunk RED campaign soon, and for the first time I’m using the revolutionary technique of “keep it to 3-5 sessions so that we actually finish it.” It seems obvious in retrospect, but until actually seeing that advice posted online I had genuinely never considered just doing short campaigns. It was only ever one shots or sprawling 100+ hour campaigns (which always fizzled out, natch). I know I’m not the only one too; aside from stories I’ve read online, I’m in a D&D5e campaign run by a friend of mine who’s never DMed before (!) and he’s drawn out a huge map and expects this to be a long, drawn out campaign. Where do you think this impulse comes from? I feel like Big Actual Plays are an obvious culprit, but I also think the fact that most of the official adventure modules WotC puts out for 5e are the large-scale 100+ hour campaigns leads people to think that they should be doing that right from the jump. If your only exposure to ttrpgs is 5e and you only looked at the official stuff, that’s the conclusion you would come to, right?
I think this impulse comes from a bunch of things, and like most problems perpetuated by Big Actual Plays, they existed before Big Actual Plays, but Big Actual Plays have more recently becomes some of their most extreme perpetrators.
I think the WotC campaign modules perpetuate this too obviously, but Big Actual Plays and that playstyle are like major parts of their marketing, so it goes hand-in-hand.
If I had to put a particular root to this it would be the idea of GM Auteurism, the idea that a (good) GM is not just a facilitator of the game and the player on the other side of the screen, but an entertainer and responsible for crafting a totally bespoke experience.
And when GMs want to be this or feel like they have to, I think they will almost always default to a big epic story, because entertainers are storytellers, and they don’t want their story to just be “some treasure hunters went into a handful of 20-room dungeons and got rich or died.” They think there has to be a quest, there has to be foreshadowing, there has to be character arcs, there has to be twenty unique fantasy cultures across the gigantic continent the party will granularly travel across (often that the game rules themselves have to be heavily modified to represent), there has to be a BEG with a speech and an epic showdown - and they think of themselves as responsible for making sure all these happen. In a trad TTRPG campaign just played straight without a prepped plot, some or all of these things might occur organically or might not, but in a culture that expects GMs to be entertainers primarily, the GM is terrified of the idea that they will not occur. That would be a failure of them as a GM. So there has to be 20 unique fantasy cultures and enough dungeons and whatever to provide space for them and all the character arcs and twists and plot points they have meticulously planned.
Im sleep deprived and rambling but hopefully this makes sense.
The reasons these kind of things fail 99% of the time is because the kind of TTRPGs these campaigns are typically attempted in just do not lend themselves well to prepped plots without a ton of very unfun railroading, take a long time to play, and because running this sort of thing as an entertainer is the equivalent amount of work as a full-time job for the GM. Big Actual Play GMs can create the illusion of this working because they are incentivized to put on a show for an audience because that's literally what they are doing, and because it is their full-time job.
I like long campaigns that take multiple years to finish, because it just fun to see your players' characters grow and change organically, responding to bullshit I throw at them however they want to. Also, I don't plan shit aside from the first session and a vague ending point. everything else I tend to wing an hour before the session. No complaints so far. It helps that I've been with the same table for 7 years now.
You are absolutely correct. Long campaigns with organic character growth and plot progression are a beautiful thing to be a part of.
But my group has also discovered that you can have 3-5 (6-8) session games between plot beats to change it up a little bit and let someone else run the game for a while.