Great photo from birds facing forward
@gallus-rising
h
$LAYYYTER
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we're not kids anymore.
KIROKAZE

Kaledo Art

roma★
One Nice Bug Per Day
Peter Solarz
YOU ARE THE REASON
I'd rather be in outer space 🛸
Monterey Bay Aquarium

Love Begins

Origami Around
Alisa U Zemlji Chuda

Product Placement
he wasn't even looking at me and he found me

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d e v o n
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@shaaknaa
Great photo from birds facing forward
@gallus-rising

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Folks who joked that I was a 'man' in high school for not conforming to standards of femininity suddenly SUPER conscriptive of gender in regards to genitalia.
the she-ra reboot makes this video relevant again which means we are in the best timeline
the kids these days dont know this masterpiece…they will learn
the Masters of the Universe remake makes this video relevant again which means we are in the best timeline
Rage Induced by the Machine
I don't really use Facebook anymore. It's an open tab and an app on my phone, so I check it periodically out of habit, but it's not part of my basic rotation. I'm a millennial, so I started using Facebook in college, when it was limited to college. I didn't at all mind it expanding to "everyone" -- hey, I was graduating too -- and for quite some time it did exactly what I wanted it to do: served as a convenient vector to keep up with friends who had flung themselves around the country. And that would still be a nice use today -- I'd love to know what people are up to these days. So many cute babies! But alas, these days Facebook is essentially worthless. No, that's too tame -- it's actively malignant. When I open Facebook, it defaults to an algorithmic feed that maybe shows an actual friend's post once in every half a dozen. The majority of posts are either AI slop history lessons or, more often, polarizing political ragebait. The irony is there isn't a clear side to the ragebait, though for me it's mostly Israel- and antisemitism related. But it's invariably someone angry about something and expressing their position in the most inflammatory way possible. Every time I click through to read more, I feel myself becoming a worse person. And that's not even the bottom of the pit. God help me if I read comments. Even on the rare occasion I get a basically neutral news article or press release, the comments are just full of people being their absolute worst selves. In the wake of the San Diego shooting, here are some of the comment categories that stood out to me as repeated themes: On posts by Jews or Jewish institutions condemning the shooting, ostensibly Jewish people blasting the condemnation because Muslims have it coming and Jews should never defend them even from terrorist violence. On posts about how the shooter harbored antisemitic views, non-Jewish people blasting Jews for "making it all about you" (what?). On any post by anyone, saying this all traces back to Israel. Again, these were not isolates -- these were categories. I'd see comment after comment like this. The inescapable feeling was grief, anger, and despair over how awful my fellow humans are. It took effort to remind myself that this is not in fact all humans, it is a very limited and non-representative subset. But it was, again, damaging me to keep reading these. When one is swamped with instances of people being terrible, it makes you more terrible too. Even though I know that most people's responses to San Diego shooting are normal, it hacks your brain into thinking that this is how the world is. That's what Facebook is these days -- an algorithmic machine that tries its level best to make people the worst versions of themselves because that sort of person will engage more. Such a price would be too much to pay even if Facebook was useful as a catch-up tool with old friends -- which it isn't. And sure, to some extent this is a problem with all social media. But not like this. I actually like Bluesky, and Reddit has been decent since I stay away from politics. Facebook really seems to be in a category of its own (perhaps along with X/Twitter, which I don't use at all anymore) in terms of the intensity with which it pushes awful messaging. (It's one saving grace right now is that my reel algorithm is mostly handing me standup comedy clips from comedians I actually like. But to by honest, I suspect most of those clips are stolen bot reposts -- not the least because they're increasingly cutting off before the actual joke gets told. Even when you find something good, Facebook finds a way to make it awful). via The Debate Link https://ift.tt/KH2vxoG
Facebook has kinda embraced what this 2015 video is talking about. It explains *Why* angry arguments last *forever*
my problem is if i enjoy something enough i will be nitpicking. i Will have things to say about where and how it failed. out of nothing but love straight from my heart. unfortunately this often makes me indistinguishable from a hater who has never experienced joy or kindness. such is the amateur critic's burden.
all of my favourite things are like beautiful racehorses that trip over their own feet a hundred times. but they get back up again. and goddamn, you should see them run.

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at some point yall just gotta join a religious group and preach bc im tired of yall acting like sex/porn/poly/etc is bad every fucking month. we are one discourse cycle away from ‘sex before marriage is bad’ like go be a mormon and gtfo
They could go make their own Gay Cult and figure out why their views are impractacle via praxis. But they won't.
@ goodgoodgoodco
https://wigreenfire.org/wp-content/uploads/2026/01/Big-Tech-Unchecked-Toolkit_final_rev19Dec25-resized.pdf
Link to the pdf of the tool kit
Love you guys, stay safe!
what would a ttrpg that prioritizes roleplay and actually functions as such look like? i've played a few that claim to be "rp forward" and every time the mechanics meant to facilitate roleplay ended up impeding it - and meanwhile i've had perfectly rewarding rp experiences in crunchier systems with no mechanical social encounter support at all. is there really a way to build rp into a system that works, or is it just a unicorn idea?
"Proiritising roleplaying" doesn't mean anything – it's a piece of vacuous marketing text targeted at people who've constructed their identity politics upon arguing about the correct way to pretend to be an elf.
The basic problem is that the term "roleplaying" is, itself, not well defined; in practice, it means whatever the person trying to sell you something wants it to mean. Here, for example, by invoking the presence or absence of "mechanical social encounter support" as the distinguishing feature of self-styled "RP forward" systems, you seem to be implicitly defining "roleplaying" to mean "set-piece encounters in which a player character attempts to persuade an NPC to do something for them without resorting to violence". Is this justified? Is playing out the process of hitting each other with sticks not "roleplaying"? Why not?
What most people mean when they toss the term "roleplaying" around in the context of tabletop games is something in the vicinity of "roleplaying is when we do things I'm interested in doing, and not-roleplaying is when we do things I'm not interested in doing". As all game rules are unavoidably opinionated about what player characters ought to spend their time doing – indeed, arguably this is the only thing that rules can meaningfully express opinions about! – the question of "does this system 'prioritise roleplaying'?" is typically reducible to "does this system agree with me about what kind of game I'm playing?". Games are then sorted into "priorities roleplaying" and "does not prioritise roleplaying" based on which side of the answer to that question they fall on for the person doing the sorting.
This is the ultimate root of a lot of this "the best sessions I ever had never touched the rules at all" stuff. For a variety of reasons, many people have genuinely never experienced playing a tabletop RPG whose rules agree with them about what sort of experience of play they ought to be having, and in some cases they can't even imagine what that would look like. If you and the system you're using disagree so badly about what kind of game you're playing that "engaging with the rules" and "engaging with my desired experience of play" are mutually exclusive activities, it's not surprising that ignoring the rules entirely would be your best play.
In this light, your question of "what would a system that really prioritises roleplaying look like?" translates to "what would a system that actually agrees with me about what kind of game I'm playing look like?", and that's not a question I can answer unless you're willing and able to get a lot more rigorous about what you mean when you say "roleplaying".
Here, for example, by invoking the presence or absence of "mechanical social encounter support" as the distinguishing feature of self-styled "RP forward" systems, you seem to be implicitly defining "roleplaying" to mean "set-piece encounters in which a player character attempts to persuade an NPC to do something for them without resorting to violence".
well, no, i was actually thinking about scenarios like navigating a ball/gala type event and exploring the plot through verbal conversation, but i suppose i didn't say that, so fine, egg on my face
i ask this because i've been thinking a lot about why i keep bouncing off games like Blades in the Dark and Monster of the Week, both of which like to bill themselves as "rp forward". there's a lot of tools and toys to play with in terms of social encounters for both of those games, to be applied in heist and monster mystery situations, respectively, so i think we can safely say that we're aware of what the rules want to be doing in this instance, and are broadly in agreement with them.
but in practice, i often forget that i even have those tools, or the conversation regularly grinds to a halt while people review their abilities lists, and it's just.... weirdly exhausting. and i keep thinking that surely there must be a better way, but i'm not a game designer, so fuck me if i know what that better way might look like. hence, asking an expert.
i suppose we do need more precise terminology, because yeah "roleplaying" is technically applicable to any aspect of game engagement you can think of. "navigating social situations" is slightly narrower, but maybe just "having a conversation" is what we're after. and maybe part of the problem is that most people are already halfway proficient at having a conversation? in ways that we're not proficient at the aforementioned hitting each other with sticks. so we can just Do It without needing to abstract parts of the process into dice rolls and hit points, because we can just observe what the other guy says and then decide how our character feels about it and how they want to respond.
so is the answer to this just "roleplay is a fake category, and none of it matters"? surely that can't be it. surely someone must know what they're doing here, and can come up with a framework to gamify Having A Conversation in a functional and satisfying way.
There are a couple of big issues here:
You've settled on defining "roleplaying [mechanics]" as "gamifying having a conversation". What does it mean to gamify having a conversation? In what way, and to what purpose? My previously proposed summary of "[having rules for] set-piece encounters in which a player character attempts to persuade an NPC to do something for them without resorting to violence" is one way of gamifying having a conversation, but you've said that's not what you mean by that; so, what do you mean?
If you're having trouble remembering what the rules for a particular thing are – or even that those rules exist – that's often a good sign that engaging with those rules isn't fostering your desired experience of play; however, it doesn't tell us anything about what that desired experience of play is, other than "not that". (Also, it's worth examining whether this is actually a domain-specific issue; many groups find it necessary to frequently stop and review the rules in many contexts, but this tends to be seen as more tolerable in turn-based frameworks like combat than in contexts that lack such a framework.)
Maybe I'm missing the point, but here's my thing: you're playing a game that is played by talking. Why, then, do you need detailed game mechanics about talking (the thing you're already doing)? Why not just talk, and save the game mechanics for all the stuff that you can't just do for real at the table (e.g. hitting each other with sticks)?
That's definitely a reasonable perspective, though it depends on a very particular notion of What Game Rules Are For.
Suppose, for example, that your tabletop RPG character has occasion to play a game of Texas hold 'em. There are two basic ways this could be played out:
Roll some dice to decide who wins, and based on the outcome of that roll, produce a description of your character having played a game of Texas hold 'em.
Pick up a deck of playing cards and play a round of Texas hold 'em, you in the person of your character and the GM in the person of your NPC opponent, making all relevant decisions in character as your respective roles.
We certainly wouldn't say that the second one less constitutes "roleplaying" than the first. Some in-character activities, however, are less amenable to this sort of step-by-step acting out – at least, not without a lot of special equipment – and one of the functions of detailed frameworks of rules, such as the prototypical "combat system", is to furnish a game-mechanical proxy through which this sort of fine-grained IC decision-making can occur.
(Hell, if you were feeling mischievous, you might even argue that a game with a crunchy combat system is more "RP focused" in this sense than one which simply produces produces a description of your character having had a fight, in the sense that it both obliges and enables you to act out the process of actually making all those nitty-gritty IC choices.)
From this perspective, one might easily conclude that the purpose of RPG rules is to furnish such game-mechanical proxies; by extension, when no proxy is needed because sitting at a table poses no obstacle to acting things out in detail, game mechanics need not enter into it.
That's not the only possible perspective on What Game Rules Are For, though. Take me, for example: from my perspective, game rules are toys. They're made of methods and procedures rather than metal and plastic, but they're toys all the same, and I want to mash their faces together like a kid making their action figures make out. Whether or not a game-mechanical proxy is strictly required in order to play out the activity in question just isn't terribly relevant to me, because that's not why I want the rules to be present in the first place.
This being so, if somebody comes to me asking how best to address or model a particular activity in a framework of rules, I'll assume that they likewise have a reason to want such a framework to be present. I've got nothing against freeform RP, but I'm going to do you the courtesy of assuming that you've already considered and discarded that option and aren't just wasting my time!
While I personally define Role Playing as "time spent in character" I find for other people it's "players making memorable snippets" which has gotten me into conflict.
How you get the first involves everyone Knowing The Rules well enough that they can review them during other people's turns, a strong Sense for The Character, and Trust between everyone that you're Not Cheating. This minimizes the amount of time deliberating and squabbling out of character. You can have great role play moments mid-combat because people know their characters well enough to bounce off each other. But I'm not sure that *can* be gamified.
However, I have, on a couple occasions, made a character better at diplomacy than I will ever be. Like... what does a +20 to diplomacy even look like? And instead of minimizing time spent deliberating, rolling the dice to get to the good part, the DMs wanted me to act it out. *My* autistic ass. I would need several hours (maybe days) and *way* more information about the NPC I'm persuading to do anything approaching justice. And they did this thinking it would be Fun and produce Good Story instead of just embarrass me into oblivion. Let me have a power fantasy where my numbers are bigger than theirs, we have the mechanics!
the among us show being a total gorefest on par with john carpenter's the thing is a really fun choice
the among us show having a gay orgy in the middle of it is another really fun choice
realizing many people don't know about infinity train creator owen dennis' among us show from years ago, which has been trapped in unreleased limbo all this time and was just dumped on streaming this morning with no advertisement. they don't even know about its weirdly stacked cast
oh I know how to make a poll's results look like the letter E watch this
what is the rightmost digit of the number of responses this poll has right now? (it should be visible before you vote.)
0, 1, or 2
3
4 or 5
6
7, 8, or 9

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so was talking with my flatmates about project hail mary, and the whole Big Adrian fandom consensus thing came up
which like i have no problem with big adrian! but the thing i find funniest about it is the fact that book grace did complain about the airlocks on rocky's ship being too small for a human to get through, meaning everyone else on rocky's crew was also that small
so big adrian either means that adrian is more of a behemoth than the majority of the species
or as one of my friends joked it was actually their version of the coma resistance gene! eridians very heavy. more weight harder to fly spaceship. our astronaut crew must therefore only be composed of little guys
Well... the Eridians had external robots for repair and Rocky is crafty. We literally see him make an airtight tunnel on the fly. As such, there's no reason to believe the airlock existed prior to finding The Hail Mary. And if he didn't need to worry about anyone else coming through... why would he make it bigger?
Of course, this raises the question of Corpse Disposal, but we don't even know if Rocky would *do* that. He might've crushed them into a powder as an equivalent to cremation.
*However* you are correct that given the physiology of Eridians, the physics problems of space travel, and the square cubed law, there would be a definite preference towards Little Guys.
Are you ready to die for the bit, ryan gosling?
I THINK THAT IF YOU PUT A CERTAIN HASH TAG THEN THE HEART IS AUTOMATICALLY THAT FLAG. IM GOING TO USE THE LESBIAN FLAG AS A TEST RUN SO PLEASE ANSWER THE POLL HONESTLY.
IF THE ANSWER IS NO, TYPE WHAT FLAG YOU GOT INTO THE COMMENTS
DID YOU GET THE LESBIAN FLAG?
yes
no
just got a red heart
PLEASE PLEASE REBLOG THIS SO MORE PEOPLE CAN TEST MY THEORY🙏

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I love touchy Simon and Grace fics but I have yet to see one where a-spec Grace has a crisis over if this is Simon flirting with him or if he's just a touchy guy
Like say Simon does the hand on the lower back thing when he passes Grace in tight quarters and alternates between grabbing Grace's hand or hooking on his belt to physically pull Grace places. He pushes his one real hand under Grace's shirt to touch his skin when they cuddle (because thats a thing that happens now). Simon has not hidden the fact he likes resting his head in Grace's lap as Grace helps him with the knots he cant get out of his hair one-handed and grabbing on to some part of Grace when one of them is sitting and the other is standing
This is wonderful but also very unusual amount of touching for a grown man from the USA. The last time someone touched Grace like this was his last girlfriend. And girlfriends means dating so A + B = Simon is trying to get in his pants?! Maybe not... Simon's from a different culture. Maybe Grace is overreacting and this doesnt mean that and they dont have to stop?
Simon has lived on a Station since he was a child. *And* he was in a Cult. It is quite probable that his physical contact default is one of the extremes. Either physical proximity was so close it was considered polite to avoid it unless absolutely neccessary... or, for the purposes of the above, physical contact is considered polite *and* the level Simon is used to is *way* higher than American Standard.
Assuming this, that means the touch starvation is hitting him *hard.* He's got this urge to climb inside Grace's skin and he doesn't know if that's the eel, or... well. He probably knows about Touch Starvation. Much like how people in extreme conditions (polar, ocean, desert) have basic knowledge of how to help starving people, space is much the same. Hell, Solitary Confinement might have been the ultimate punishment on Eden.
So. Simon is trying to Not Be Weird so he's defaulting to Polite Levels Physical Contact. Warning Grace about his presence with a hand on his back. Zero G means pulling people around. If you're cuddling it's only polite to get skinship going. If someone is helping you via grooming, it's polite to try and fulfill his needs as well. If anything, Simon is being standoffish.
Meanwhile, Grace is like: (book)Stratt warned me about this. Is there a way to bring this up and turn him down without causing so much drama they kill each other.
the english language is truly a wonder
all hail william the werewolf, proto-enby
Diversity win! The werewolf in your village goes by þei