The trope I appreciate very much

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@satelliteyuri
The trope I appreciate very much

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transitioning is like putting on the They Live glasses and seeing that 90% of people looking at you are either jerking off or furiously sharpening a knife. or both. and i do not mean that in a sexy or fun way, and i dont like clarifying that, but i know there's a 90% chance you are thinking it, because i wrote it while being a trans woman.
to clarify:
when considering the sexual violence against trans women, it's important to remember that "people only view us sexually" does not mean the same thing as "people only find us attractive". it means "people can only conceptualize of our existence within a sexual light" because that's how the majority of our coverage in media has been tinged in the past century. as a result of the chaste and patriarchal nature of modern capitalism, gender and sexuality are inseparable in much public discourse by virtue of propaganda, and as a result, a trans woman is seen as sexual because efforts towards projecting specifically femininity is only categorized as sexual. and when paired with the uncharitable perception of "man", that propaganda can often evolve how people view us directly into "sexual threat" anywhere, for any reason. i could be in the freezer aisle of costco looking down at the ground while i push my cart and i'd still get dirty looks for wearing a dress (this has happened).
when i say "they're either jerking off or sharpening a knife", i mean we're either viewed sexually, or as sexually threatening, in almost all scenarios.
[NOTE: AS WITH ALL MATTERS OF TRANSMISOGYNY, THIS ISSUE IS 100 TIMES WORSE FOR BLACK GIRLS]
*blasts you with boiling hot steam* omg im so sorry π *blasts you with boiling hot steam*
another person with a gen 3 bug as their favourite!! wonderful!! (also i hit unfollow instead of ask please forgive me)
to the shredder. /j but fr tho gen 3 bugs are great to elaborate im pretty sure illumise is also by proxy also the reason i realized im trans eventually.
Indulge me. And tag your favorite please
how did you determine your favorite Pokemon? for all of these, elaborate in the tags if you want, I'd love to read it
aesthetic reasons: it looks cool
aesthetic reasons: it looks cute/pretty
video games: it's a strong member of my team
video games: plot point/character arc
video games: nostalgia
card game: it's a strong card to play
card game: a particular card art
card game: nostalgia
anime: plot or character arc
anime: nostalgia
more than one of these (which ones?)
something else (explain in tags)

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I donβt know whatβs more detrimental to the health of TTRPGs as a medium, D&D5e players who think that TTRPGs are βcollaborative storytellingβ and that D&D5e does this great if you just ignore all the rules that make it not do that, or non-D&D players who realize that no edition of D&D5e is good for βcollaborative storytellingβ but still think that the primary purpose of all TTRPGs is to be βcollaborative storytellingβ and that not being good for βcollaborative storytellingβ a satisfying narrative is what makes D&D bad. D&D5e is bad for other reasons but youβre complaining that a cheap toothbrush doesnβt keep you warm at night.
An expectation is being placed on all pieces in this artform to do something that the majority of them were never meant to do in the first place.
Ok. Genuinely, though. What would you say the purpose of D&D5e is? What are the majority of TTRPGs made for?
Because like, a dungeon crawl is a story. So is a complex political negotiation. So is a heist. So is playing out a battle tactically. All of these things are stories, and insofar as each player contributes the actions of their characters and (in a good group) an equal stake in the enjoyment of everyone in the group, it is collaborative.
I donβt see how it isnβt for βcollaborative storytellingβ, and I donβt even play D&D5e. The relationship between the GM and the players isnβt adversarial. All of them are players trying to have fun, and crucially in a healthy group that doesnβt come at the cost of someone elseβs fun.
Collaboratively telling a story, in some form playing make believe with rules to simulate and constrain the ways we are playing, thatβs. Just what a TTRPG is. Like. Categorically.
First of all thanks for the good faith response.
The thing is youβre pretty much right, but I think it would be more accurate to say all of those things are collaborative, and they produce stories, which Iβll explain in a minute. This is a case of the two of us agreeing about 90% but defining terms differently and in different context. What youβre saying is true, but isnβt what most people mean when they say βTTRPGs are collaborative storytelling.β
The issue is that when people begin to define all TTRPGs as the buzzword βcollaborate storytelling,β particularly coming into the hobby from watching big budget βactual playβ podcasts that are more invested in producing an entertaining story for an audience than playing the game by its rules, they begin to consider the purpose of TTRPGs to be the telling of a conventionally satisfying narrative story by the standards of a book or movie, rather than the playing of a game which produces (as a byproduct) a series of actions and events which can be strung together and told as a story ad-hoc. Such a story may or may not fit marks of βgood storytellingβ by the standards of other mediums such as books or movies by having things like βa good plotβ or βcharacter arcs.β
By only valuing the stories produced, and by grading those stories by the storytelling standards of a different medium, you get to a mindset where a dungeon crawl is not βa good story,β nor is playing out a fight tactically, because those things, by the rules of most TTRPGs that involve them, do not produce conventionally satisfying narratives and character arcs, and often actively resist them. If you think that the only point of a TTRPG is to βcollaboratively tell a good story,β then TTRPGs where characters can just make a mistake and die randomly and unceremoniously to a trap or goblin before they finish the plot or their character arc are therefore fundamentally broken and bad TTRPGs. This leads to the player base writing off like 80% of TTRPGs as complete failures, and either never touching them, or trying to βfixβ them by making the GM responsible for overriding the rules every time something is about to happen that wouldnβt fit the mold of a good story by the standard of a novel or movie. I wonβt get too into it here because Iβve made a million posts about it but putting this responsibility on a GM burns them out. At best, assuming the GM doesnβt burn out from this misplaced responsibility, it results in a group completely missing out on the kind of fun experiences they could be having by going with the game instead of against it. They never experience a TTRPG, they experience an improv storytelling session while the TTRPG itself constantly gets in the way like a housecat trying to climb on the table at supper time. They experience βthe rules getting in the way of the story,β because the story they came for is not one the rules were ever meant to produce.
The kind of events/situations-that-become-stories produced by TTRPGs that have any D&D DNA in them(which is the majority of TTRPGs, even if the designers donβt realize it) is kinda similar to the kind of events/situations-that-become-stories in a match of Team Fortress 2, even if they do not necessarily involve violence (though of course most D&D DNA games do involve violence).
Hereβs a short TF2 clip where I sneak behind a Sniper as Spy and kill him, then get scared by a ghost which renders me helpless to another Sniper who comes around the corner to kill me, but he also gets scared by the same ghost just in time for me to come out of the scared stun and kill him.
Hereβs a TF2 clip where Iβm playing Medic and me and a bunch of other Medics are healing one Heavy, but then he and one of the Medics get killed by a Spy right when we run into the enemy. Through a little luck and seizing the initiative in the fight though, I, as Medic with only a crappy melee weapon, overcome the odds to kill all three enemies.
Hereβs a short TF2 clip why Iβm playing as Spy and sneak behind a Sniper to backstab him, but he keeps moving even though he doesnβt know Iβm there so I keep comedicly missing.
Hereβs a short TF2 clip where I join a match to play Spy and turn invisible to sneak behind the enemy team only to get immediately killed in one hit by an enemy rocket that hit me completely by accident.
All of these are fun little stories, but they donβt have a plot or character arcs or anything like that, and all the other events of the matches they took place in, while very fun in the moment, arenβt really anything worth telling a story about after the fact, so I didnβt save the footage.
This is the kind of story that most TTRPGs produce. Hereβs a similar one thatβs actually from a TTRPG, where the party had to somehow get a dog down a sheer cliff at the top of a mountain.
(And TF2 players are collaborating, even if theyβre on different teams. Cooperating or competing, theyβve all agreed to participate in a game where the rules of TF2 apply.)
This kind of TTRPG also can natively produce plots and character arcs and stuff that are very satisfying in the same way a well-written book or movie would be, I can think of several that happened over the course of AD&D and Eureka adventures, but this isnβt the norm nor the point. Itβs a rare occurrence and not something they should be expected to do because it isnβt what theyβre built for. If I logged on to TF2 with the expectation that I would experience the plot and character arcs of an action war movie on Upward, or even for the sole purpose of getting those clips to show my friends, I would come away very disappointed from most matches and probably tell you that TF2 is a bad game. This is the situation with TTRPGs and the phrase βcollaborative storytelling.β
So you are saying, in order to get the best experience, we should view TTRPGs as mechanics-driven games. Even though most adventures are built up the same way a story would.
Yes, TTRPGs are mechanics-driven games, even the ones where the mechanics are actually intended and properly geared towards producing a conventionally satisfying narrative. But most TTRPGs which take after D&D in any capacity at all do not have mechanics geared towards conventional storytelling.
The reason "most adventures are built up the same way a story would" is because of the rise of the treating TTRPGs as "collaborative storytelling" foremost instead of being games which may produce a story has increasingly encouraged a playerbase who does what I described above, and that playerbase is making the adventures that are plots rather than situations, and having the "linear story with a plot" style of adventure marketed to them by WotC, whose marketing pervades every inch of the space even outside of D&D itself. When you play the kind of adventure that a particular game's rules are in sync with, it will click and you will have a fun time going with the flow of the rules. In D&D's case, its -and all descendants of it - rules are most geared towards "sandbox" adventure modules* with preset environments and situations not plots.
"The PCs will defeat the evil wizard by going to the six temples and having specific interactions with NPCs at certain times and places in a certain order and develop particular planned relationships with them" is a plot. "The PCs are in the town of Bumbleshire. There are two abandoned castles to the north and south, and some NPCs who can give XYZ information are located here, here, and here. The layout of each castle is this and this and the traps and monsters can be found in these rooms" is a situation.
*and I always have to clarify, an "adventure module" does not necessarily mean "linear scripted plot," WotC has just been putting out linear scripted plot adventure modules for 20 years because they want to keep tricking the "collaborative storytelling" people into playing their game even though it does nothing that they desire, which has unfortunately tanked the reputation of "adventure modules" because these kind of adventure modules just do not work with D&D.
I have a couple of posts where I explain these concepts further.
π¬ 7Β Β π 241Β Β β€οΈ 275Β Β·Β Different Design Frameworks of TTRPGsΒ Β·Β A lot of the ineffective discourse surrounding TTRPGs, and way more importantly
π¬ 29Β Β π 2230Β Β β€οΈ 2900Β Β·Β Yeah many people just plain do not know that an adventure module can be something other than a completely linear scr
and just as a disclaimer, in the second post, because I didn't expect it to go anywhere, I made the mistake of saying "TTRPGs" when I should have said specifically "traditional challenge-based TTRPGs which share any DNA* with D&D."
*sharing DNA with D&D here doesn't just mean being a fantasy dungeon crawler, as will be explained in the first post I linked. Call of Cthulhu, Cyberpunk, Delta Green, Shadowrun, Mothership, Eureka, Laner, etc. just off the top of my head all have huge amounts of D&D DNA in them even though none of them are fantasy dungeon crawlers (though Call of Cthuhlu is still pretty dungeon-crawler-y).
My followers will probably remember me complaining about the time my character died in my most recent D&D game (which was a while ago now). The thing is, the way that my character died (getting comboed by unfortunate monster synergy) was frustrating, but not to the point that I should still be thinking about it over a year later. What actually made the character death so hard to stomach was that the DM had set my character up as the primary protagonist of the story he wanted to tell, about an ancient sorcerer king who was reborn to the opposing faction. If we were just playing D&D as a fun game that happened to generate a story, then that session would have been a story about a dragon-man who got in over his head and paid for it. But because the DM wanted the story to come first instead of the game, it meant we had a major problem and needed to figure out how to resolve it so that the story could continue.
You'd think "don't use a fictional creature as an allegory for oppressed minorities and as a horde of vile automatons that it's always okay to kill in the same work at the same time" would be a no brainer, but roughly 70% of all works featuring goblins and/or robots demonstrate otherwise.
thanks to lactation efforts
go on
I get this feeling I shouldn't
My dash performed a miracle
that is a genuine honest to god miracle
the best part of the worldcup is people traveling and experiencing new things the world cup is just an unfortunate needed first step

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Ceruledge commission
IMPORTANT
the wasps are bullying me today by keeping me inside my house but i must be nice to them its be nice to bugs day
gift ideas for the holiday season:
giant inflatable Lugia that barely fits in the house
π¬πππππππππ πππππ ππ ππ ππππ
Until Then OST is now on Bandcamp and Youtube!πΆ
Bandcamp: bit.ly/UntilThenOST... YouTube: bit.ly/UntilThenOST...
Finally. Normal porn is back on this website.

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.
Free to watch β’ No registration required β’ HD streaming
you've heard of nicknames and nicholasnames. now, get ready for what i've been calling reagan names. where you take a bastardization of a name and keep going. tip: you need to be very stupid to think this is funny
examples:
max -> maximilian -> mr million
conrad -> connie -> confirmation bias -> propaganda -> the proper gander
rolan -> rolan vehicle -> grand theft auto -> san andreas -> andy -> supermandy -> the superbowl
thanks to lactation efforts
go on
I get this feeling I shouldn't