it's literally my birthday today
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let's talk about Bridgerton tea, my ask is open

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@sklarissa
it's literally my birthday today

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Fact or Fiction
“Try to pretend like you understand what’s important.”
Artist: Matt Cavotta TCG Player Link Scryfall Link EDHREC Link
It’s laundry time
I didn't think that it could get any worse after google decided to show jermasus as the main image result for searching "jerma" but clearly I've been proven wrong because the new image is truly much much worse
what the fuck
yuri of the week
What if birds could actually speak English and we were speaking bird the whole time. Like really how weird would that be?
the geese are back? God I hate them so fucking much.
what the fuck is this newspaper
Those are sisters
and they fuck. Happy pride month

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“I’m a nobody.” -Max Dillon “You’re not a nobody, you’re a somebody.” -Spider-Man
“I had a friend once; it didn’t work out.” -Electro #AmazingSpiderMan2
Hurtful words
i never shouldve borrowed money from invincible feral pig mutant brothers

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your car: *bounces back and forth, defeated, its hood swinging by a mere thread*
my car: *triumphantly leaps six feet in the air, spraying hubcaps in victorious fervor*
What?
Spider-Man has got more than special powers– Peter Parker has an uncanny ability for science.
POV you're ejected from imperial court
English added by me :)
The Elder Scrolls Zero??
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!
I believe that this is brushing right up against (and partially overlapping) the Rules Elide blogpost-and-subsequent-years-long-conversation, which I was chewing on again recently after hearing about the GUNFUCKERS tweet (deleted, reproduced)
I don't think I agree that "rules elide" is universally true, but I do agree that a system can have hard rules; rules that are (theoretically) quick to resolve, aren't particularly interesting to consider, and leave no room for creativity or negotiation. Stuff that you could hand over to a computer to resolve without skipping over any decision points.
Example: Boot Hill. Also relevant: [the blog post about using boot hill for a political intrigue game.](https://www.chocolatehammer.org/?p=5773)
My new experimental stance: hard rules are a short-circuit, a strict A->B; they move cognitive load off themselves and onto the decision points (or conversations) around them, because they present fixed points to let people think about whether to use those hard rules or not. In effect, hard rules will be located right next to (or may be within) whatever your system is "actually about" but themselves will not be it.
There's also the whole issue that you can have 6 people at the same table all playing different games - you could have one player trying to keep their team fiscally solvent, another trying to finish quests, a third playing a dating simulator, the next trying to tame every monster, etc. But a ruleset (and the system that it "wants" to be) still has qualities of its own; the ultra-subjective framework doesn't seem to be giving me any interesting tools to work with.
Perhaps it can be examined by what the players are thinking about between sessions or how they'd summarise the last session they were in?
Within that lens, PF1 is actually about character-building and showing off what it can do...
I'm familiar with the thought exercise, and I've never found it terribly interesting because it's an obvious rhetorical sleight of hand. Neither Dragons & Damsels nor Gunfuckers are "about" convincing dragons to free princesses in any meaningful way. The former is so uninterested in convincing dragons to free princesses that it abstracts it all the way down to a single essentially non-interactive roll of the dice, while the latter simply has no opinion on the matter. There's nothing about Gunfuckers in particular that produced the described outcome; any premise or framing device which took the possibility of fighting the dragon off the table would have sufficed, and claiming otherwise is, at best, giving an essentially unrelated text credit for your GM's labour. It's falling prey to the same mentality that insists that Dungeons & Dragons is "about" all sorts of things on which its text is silent because you saw a podcast where the GM made something up.
(In fact, I'd go so far as to say that a hypothetical tabletop RPG which consists of absurdly hyper-lethal combat rules and nothing else is an objectively badly designed game, because the only thing its text has opinions on is what the game isn't about. I can get experiences of play that aren't about things anywhere!)

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i’m serious i need sexually violent things to happen to me immediately
um actually there's nothing wrong with letting cats be outdoor pets. your cat is depressed locked inside forever. it's animal abuse. let it outside. more cats should be let outside more often. especially overnight.