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@silverwolftales

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This is good information to know.
I might need to culturally appropriate the Asian greeting just to see how it goes.
pepper tries to woo peach…..bonus episode
highlights include peach’s “….anyway” and pepper looking to me for moral support.
bringing this back because i think this video helped a lot of people to realise that spiders aren’t all that scary. after posting this I got so many messages saying they love pepper and that he showed them that spiders are actually pretty cute, so hopefully this will help any new people who happen to come to this blog now. ♡
Oh my god, look how precious and sweet they are. Spiders are so gentle and sweet as a whole. They have such soft body language.
“What do I do now?”
My will to live is homemade.

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The parking attendant paused by the double-length bay. Intended for mobile homes and cars with trailers, it was currently occupied by a sleeping dragon.
No parts of it extended beyond the lines, and the paper ticket was clearly displayed, impaled on a horn.
The parking attendant moved on.
I was going to just queue it for later but then it stuck in my brain, and I decided to make it everyone's problem
@boltlightning
I don’t know what’s more detrimental to the health of TTRPGs as a medium, D&D5e players who think that TTRPGs are “collaborative storytelling” 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 “collaborative storytelling” but still think that the primary purpose of all TTRPGs is to be “collaborative storytelling” and that not being good for “collaborative storytelling” a satisfying narrative is what makes D&D bad. D&D5e is bad for other reasons but you’re complaining that a cheap toothbrush doesn’t 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 don’t see how it isn’t for “collaborative storytelling”, and I don’t even play D&D5e. The relationship between the GM and the players isn’t adversarial. All of them are players trying to have fun, and crucially in a healthy group that doesn’t come at the cost of someone else’s fun.
Collaboratively telling a story, in some form playing make believe with rules to simulate and constrain the ways we are playing, that’s. Just what a TTRPG is. Like. Categorically.
I think the rub here with the term "collaborative storytelling" is that it's coming across at odd angles. Like you said, almost everything can lead to a story. And there are multiple people there inputting into the machine and so clearly it's collaboration. But the same can be said of nearly anything, let alone just games.
What a TTRPG is for is, as what amounts to an analog computer, to take a series of inputs and give you an output combined with imaginative interpretations and creative narrative decisions in order to create the emergent property that is roleplay. In much the same that you can roleplay someone specific in a video game, games with immersive sim properties are much better at it because they give you the tools by which to more deeply express the internal agency you're applying to the game world. And even then you will be constrained by the game and its intents if what you are attempting to roleplay is not supported by the game. Deus Ex is much more conducive to roleplay than, say, DOOM. But even then Deus Ex still expects you to be Some Guy Caught Up In Conspiracy Nonsense. Meanwhile horizontal growth games like Ultima Online allow you to express a wide variety of permutations, the only game where my favorite class fantasy can be "real estate scammer" and the game and the way both the world and other players interact with it supports this. The important part about the commentary on ANIM's discussion of collaborative storytelling, which describes a specific attitude about how those stories are produced and not about their presence, is thus:
In a game where the primary analog input-output is the emergent property of semi-randomized mechanical interactions, it is very difficult to even attempt to generate the storybeats of, say, Lord of the Rings naturalistically. So you come expecting that every game produces A Fantasy Novel sort of storytelling and not something more in line with the often chaotic, often hamfisted, and meandering storytelling of, say, a weekly print comic that might have a roadmap or be partially planned but often just kind of jams in whatever needs to happen to keep things moving and ramp the drama. And even that isn't an adequate equivalent to this, as a comic can still successfully have internal rules like "The MC and his crush are not allowed to die", a thing which a ttrpg which has a mechanic about death can only do by rewriting the rules, one of the principal complaints in the entire essay. In order to create the kind of fantasy novel-esque story structure, an enormous amount of effort must go into bending, warping, and changing the rules so much that what you get at the end is at best a facsimile of the thing you went in to create, and if the efforts prove fruitless this is not the fault of either the game or of the expectations put on it to demand those efforts, but of the GM who failed to produce a game design degree via first principles.
And so the way that DnD is treated is often more like modding Deus Ex so that there is either no way to fail or die regardless of which path you take or else to mod it so that there is only one preconceived path which the game must take. When it became an increasing norm of the culture of play to demand that the GM ask permission for characters to be killed (a mechanic which the game has specific rules for for which there are not alternatives) rather than accepting that death is something both mechanically implemented and a story beat which will be generated by the semi-random output of the machine, enormous pressure came down to completely rework the machine from the ground up rather than exit the walled garden and engage with a machine which does not produce outputs which the players do not desire. The purpose of a machine is what it does, and what this machine does in its design does not produce conventional satisfying, novel-like stories. It creates a lot of emergent situations which must be handled, for good or ill, by semi-random, dice based mechanics. Unfortunately, people believe that that is not the purpose of the machine in spite of all evidence from the text due to their folkloric understanding of it and so view it as broken and anyone not able to fix it as having failed.
I think my biggest problem with the arguments A.N.I.M & simpleimple brought up here is how they are simultaneously too specific and too general.
You're talking about really broad stuff like people's expectations of games, wider trends in the TTRPG culture of play while arguing that those are mostly happening because people miunderstand the rules?
You seperate the text of the game from the folkloric understanding of the game.
The text is not the game.
What is happening during play is the game, which is heavily influenced by the folklore.
People can play this game very differently depending on experience and preferences with TTRPGs or games IN GENERAL.
Can you Imagine walking up to a group of people having fun and going "Pals, you are doing this all wrong, you could be having so much MORE fun" is madness to me ... MADNESS.
Im sorry but I feel like these arguments are really a gross misunderstanding on what playing TTRPGs is about for most people.
If you wanna try out different TTRPGs on the regular you need people in your group that find that exciting!
I dont wanna be antagonistic, I just feel these arguments are going nowhere really.
NOW if you wanna talk about how capitalism is turning TTRPGs into a commodity to own instead of play I am ALL EARS and sopping wet with guilt!
The folkloric understanding of what TTRPGs are and what they are supposed to do has, especially in the specific context of D&D and other very traditional challenge-focused RPGs, largely emerged from a culture of play that treats the text of these games as incidental. These games do exist as texts as well and when the culture of play around these games exists largely as divorced from these texts and it is effortless to also demonstrate that playing these games while adhering to the text does not result in gameplay that is inherently undesirable, it is in fact good to remind people that these texts should not be treated as incidental.
In fact, to your capitalism point, the ones who have the most to gain from an understanding of tabletop RPGs as just a set of folklore and vibes where the text doesn't matter are, in fact, the folks at Wizards of the Coast. Arguably a very large part of the marketing (not just from WotC but also from the industry that has sprung up around D&D) of D&D the game relies on the notion that D&D is good for collaborative storytelling (something it, as a text, doesn't actually primarily support) and that the rules ultimately don't matter. And when the rules of a game can be reduced to nothing but a set of vibes that are completely divorced from the game as a text this in fact mostly benefits the game that has already captured a large part of the hobby and industry.
And I don't think this should be taken to some extreme like "by actually taking RPG rules as texts worth engaging with instead of just sets of vibes that may or may not result in good gameplay you are actually doing an epic anti-capitalism," but tabletop RPGs do exist as books with rules not as an accident.
And to quote a much more eloquent person than I, the designer of Cairn: "Playing rules-as-written isn't obedience. It's literacy."
Nerds love taxonomy; it gives order to the world, and provides a meaningful sense of control. Of course, it's all an illusion. At best taxon
This also applies to analyzing games and the cultures of play surrounding them. For a culture of play that treats the text as secondary or incidental to gameplay and where the desired gameplay is actually orthogonal to the text, saying that the culture of play would actually benefit from engaging with the text as is or engaging with a different game altogether is the most charitable interpretation of what is going on.
The question I'm always asking myself is, what IS the ttrpg that would match the folkloric gameplay of d&d. What is the game all those people actually want to be playing - because I think the desired gameplay DOES converge on something
I think some of the better designed PBTA games mostly fit this bill off the top of my head, but then again now that I say that, I realize they would have to read the rules of those games to play them right, and the rules often have a lot of serious effects on the story and characters, which these kinds of players don't like under any circumstances.
What might fit this idea is something that has, like, a lot of established options, enough to build a sorta intricate character sheet, but then hardly any rules at all for in-session gameplay. Like, "so-and-so can throw fireballs" but the game has no rules for what that actually does or how powerful it is vs certain monsters and armors and stuff, effectively becoming freeform RP with a GM and extremely, extremely light scaffolding. There are TTRPGs that work sorta like this, but I couldn't name them at this time off the top of my head.
I remember seeing Quest advertised as trying to fill this gap of "the game that people who don't actually want to play D&D actually want to be playing". It's rules-light, doesn't have stats, all rolls are an unmodified d20 with degrees of success, but it also has classes with a fairly extensive list of abilities that are nevertheless not that crunchy.
Very interesting read.
Re: the question about which ttrpg could in fact match the folkloric vibe, has Daggerheart been brought up or analysed in this light?
It is a recent publication from Darrington Press/Critical Role, which introduces itself specifically as a collaborative storytelling ttrpg. Their rules also seem to support this, but I am not expert enough in the ttrpg to actually assess this.
Anyone able to lean in?
1990 ACURA NSX
comms on! VGen/ Skeb
saw this post
this has probably already been articulated better by some respected sociologist somewhere but i would argue that congruent with the ableist denial of dignity of risk is this refusal to conceive of certain demographics and individuals as capable of meaning, or even comprehending, their ability to do harm. and this denial of what i call "dignity of intent" is used to effectively isolate and punish anyone who can be determined a danger to themselves and/or "society" by severing the ties of cause and effect; of choice and consequence, while maintaining the illusory integrity of the status quo. people are dangerous not as a result of any conditions placed upon them that define them as such, but simply due to an inherent flaw in their nature - an immutable moral failing; weak, worthless flesh that cannot be molded or taught. if someone cannot accept that they pose too much of a potential threat to the social order be allowed free range, then they cannot be trusted to act autonomously, so they must be caged and leashed or put down like an animal with a bite history.
"innocence" is a rhetorical device used by the repressed comfortable to oppress the disturbed. there is no action, behaviour, or ontological state of being that begets punishment, and no amount of moral or ethical purity that can defend one from suffering, even if it were achievable. the concept of an "innocent victim" is akin to a bladeless knife with no handle - a thought exercise in pointlessness.

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reading this deposition that just got dropped where someone sued musk and ohhhh my god it is this funniest thing ever . i can see why his lawyer tried to keep this confidential . they’re both maybe the biggest idiots . this is like ace attorney
Musk is being sued for falsely suggesting a 22-year-old Jewish man was part of a neo-Nazi brawl.
Elon Musk was deposed in a recent lawsuit for falsely linking a 22-year-old Jewish man to a neo-Nazi brawl. Musk, who attempted to keep the
PLEASE read this
bankston is my HERO he’s tearing these people apart
damn
HE LEFT
????
oh my god
KILL HIM
he is DONE.
HELP ME .
wow. ok.
genuinely first two pages he says that he thinks ben’s lawyer is the one who is actually suing him and admits he has no clue what the lawsuit is about .
doing a reread now this is so cunty
goddamn .
fun fact: the Mr. Bankston here is Mark Bankston, the same lawyer who absolutely ruined Alex Jones during the Sandy Hook trial.
how in the fuck did the muskrat's attorney pass the bar
Mark Bankston is gonna make me fucking SWOON.
I don't think Mark can ever top "INDEED, MR. JONES, INDEED" and "AND THAT IS HOW I KNOW YOU LIED TO ME" from the first Sandy Hook trial in Texas (not to be confused with Chris Mattei, the attorney in the Connecticut trial), but this part
MR. SPIRO: Do you give these lectures at all of your depositions? MR. BANKSTON: I do, and you can watch them.
is ESPECIALLY hilarious to me having listened to multiple depositions Mark has had to take in the Sandy Hook case, where he has needed to lecture EVERY. SINGLE. ATTORNEY. at some point in the case about how they're violating Texas Rule XYZ, because they all, to a one, did something seriously ethically questionable during the deposition.
like, YOU CAN WATCH/LISTEN TO HIS DEPOS. HE DOES HAVE TO GIVE THOSE LECTURES EVERY TIME. IT'S NOT EVEN A JOKE.
So! This is a perfect case study in situations where you should be wary of misinformation.
Take a moment and ask yourself, a project like this requires a lot of time, money and dedication of resources, why would scientists dedicate that time to something that could just be done by a tree?
The answer is they wouldn't. So that means this claim requires further investigation!
This project is called LIQUID 3, and it's not meant for cities with wide open spaces, it's meant for cities like Belgrade in Serbia. These cities are densely populated and heavily polluted, to the point where pollution actually chokes out current trees and makes creating green spaces difficult.
Liquid 3 was a PhD scientists answer to these problems. The microalgae tank is intended for spaces where you either:
Don't have enough space to plant full trees, or
Don't have enough time to plant trees and wait for them to grow up.
The tank is extremely efficient when you consider the amount of space needed compared to the amount of CO2 turned into oxygen. The tank can operate throughout the winter. And most importantly, it can be quickly set up in areas that desperately need relief from air pollution NOW not in 10 years when trees are done growing. Children currently suffocating on polluted air can't wait for trees to grow, they need to be taken care of now, and Liquid 3 is one of the ways to take care of them. Depending on the species of microalgea used, a number have shown a pretty amazing capacity to pull heavy metals out of the air which is something trees can get choked up by.
The tanks aren't just tanks either! Liquid 3 have solar panels placed on top, they have lighting and mobile phone charging, and they work as public benches. The designers of it want to encourage green spaces where there's room, but where there isn't room or time, Liquid 3 can step in. Realistically, this isn't a replacement for trees. It's replacing boring metal city benches with new, cooler benches that also clean the air (and have at least some heating during the winter).
Not only that, but the microalgea that grows is native to Serbia and all that microalgea has a ton of great uses! It makes for great fertilizer, compost, wastewater treatment, cleaner biofuels and even for helping create new tanks for further air purification. They only require a quick algae divide once a month, and the produced algae can be carted off to where ever it's needed. This makes them effective solutions for areas that can't sustain complex installations.
So yeah, there's actually quite a lot of places that would like these. Lots of people currently breathing in terrible quality air would much rather have their boring city benches replaced with really fucking cool algae tanks that clean the air and can be used to help create + sustain future green spaces in cities. I dunno about you, but I'd take that over a dumb metal bench any day. Put these at every bus stop and I'd be delighted.
can ppl pls reblog this version
Serbian here living in Belgrade! This is all true and I've actually seen some of these around the city a few times. They're amazing at what they do and really cool to watch up close because you can see pretty swirling inside them. It's not only functional but aesthetically pretty nice as well!
My first video essay is now on YouTube. It's about my experience with a "cozy" game called Wanderstop. Please check it out. Thank you.
rave reviews
Phantomarine is updated - ch 7 p 58
The interrogation begins.

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If you can’t find a place on your blog for Patrick Stewart in a bathtub dressed like a lobster, then your blog probably doesn’t deserve such majesty anyway.
It has returned to my dash and I cannot fight the compulsion to reblog…
the patrick lobster appears only once in a thousand years, reblog for good luck