so did pjackk say anything before he got bload up again or did his corpse just kinda roll through here like a tumbleweed

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@solarvh
so did pjackk say anything before he got bload up again or did his corpse just kinda roll through here like a tumbleweed

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i'm in a group for people who own those 12 foot tall home depot halloween skeletons (i do not own a 12 foot tall home depot skeleton; do not tell on me). the skeleton owners post daily about how they're decorating their skeletons seasonally to circumvent local ordinances about "seasonally appropriate" outdoor décor. they post anonymous fan & hate mail neighbors leave in their mailboxes which appear to be 100% genuine and a number of people are regularly posting updates as they pursue litigation against HOAs and entire cities to defend their rights to keep their 12 foot skeletons standing outside year-round. with lawyers and everything. it's a look into the lives of people who have money to spend on things i can never imagine, but i am compelled by their conviction.
you'd like to imagine the outcome of the bitter legal warfare might have knock-on effects that allow people more freedom in self-expression on their own lawns in general, but mainly it seems to be exclusively about the 12 foot tall home depot skeletons. and what a world.
if you were dating someone you met online and felt deeply in love and had amazing chemistry but had never seen their face, and you were beginning to feel suspicious that they were winston the gorilla from overwatch, how would you feel? what would you do
@porthavens masterful insight
Dahling you simply must read this book! It’s all about this devious little caterpillar who simply gorges himself on all manner of divine things

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due to the activation of the dark gem's power all animals are now 'hell animals' and have been moved to the enemy team
Mobster, pointing a gun at my head: Any last words kid
Me: I actually like to use women's deodorant because the stuff for men dries out my skin and smells like harsh chemicals
*BANG*
(3 hours later, at Walmart)
(Mobster holding Dove Advance Care in the deodorant aisle)
Hmm...
there’s tens of thousands of people on here who do not know who “Jin Kazama” is, the main character of the tekken franchise, but will happily talk to you about Prototype Jack, who is perhaps the most unpopular and reviled character in the series
Ok but why are the suckers and losers trying to kill me today

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The fucked up thing about bringing pjackk back is 1. No one wanted it, not even pjackk, it's way funnier to weekend at bernie's the corpse, and 2. Just more ironclad proof that they can bring all the old blogs back that were deleted due to transphobia. And they won't.
Happy pride.
Dont be very woried about me since i deserve all of this
Scientists estimate by 2030 pjackk will be dying and coming back every ten seconds
Damn! i want mintchimp icecreamo
Omg pjackk you're back!!
HUH??? pjackk was just unbanned and then immediately banned again!?
THEY KILLED HIM AGAIN
women love my charm, grace, ogres strength, ogres club, ogres sentiments and ogres body

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Did you play AD&D? I can't remember how old you are, so hopefully that's not too offensive. If so, was a typical game really as hostile as people say it was?
That's one of those question where the answer hovers somewhere between "no, with a couple of massive caveats" and "yes, but not in the way most people think".
A lot of AD&D 1st Edition's GMing practices are pretty hardass by modern standards; however, they need to be understood in the context that the game's authors were writing for a target audience who mainly played the game in college wargaming clubs, where players would frequently transfer between groups and group sizes tended to be very large – six players per GM was considered a bare minimum, and up to a dozen player characters in a single party was by no means unheard of!
In particular, players would often bring their character sheets with them when hopping between groups, and it was considered a faux pas for a GM to reject an incoming player's existing character or request any substantive changes be made, so managing expectations could be quite challenging; even as late as 2nd Edition, the Dungeon Master's Guide contains extensive discussion of how to gracefully handle players bringing existing characters with them who aren't necessarily a good fit for the present game's tone or resource economy.
The upshot is that the culture of play these iterations of Dungeons & Dragons are targeting inherently obliges the GM to take a much firmer hand to keep things on track than a pickup game that draws players exclusively from within the GM's established friend group might – and to be sure, some GMs abused these expectations to act like petty tyrants, but some contemporary GMs do that, too.
A big part of the modern perception that 1E and 2E were extraordinarily player hostile, meanwhile, has nothing to do with the previously discussed GMing practices; rather, it emerges from the transition away from that culture of play in a slightly unexpected way.
In brief, back when D&D was mainly played by wargaming clubs, it was fashionable to run pre-written adventure modules competitively at conventions; the competition wasn't between players, but between parties, with multiple groups running the same adventure in parallel to contend for prizes. Tournament play sometimes chose its winners based on the fastest real-time completion of the module in question, or set specific objectives within the module which would award points when completed, a bit like speed-running or achievement-hunting in a video game (though neither practice existed yet at the time).
It was the survival module, however, that quickly emerged as the most popular tournament format. In a survival tournament, each player would provide or was furnished with a binder containing a fixed number of pre-generated character sheets, switching to the next character sheet in the set as each preceding character died; the winning group was the one whose last surviving character's corpse hit the dirt furthest from the dungeon entrance.
Many of 1E's most popular adventure modules, including the infamous Tomb of Horrors, were originally written as survival modules to be run at tournaments in conventions. As such, they were designed to kill off player characters both quickly and efficiently, so as to reduce the likelihood that the tournament would run overtime and get kicked out of the convention venue. When they were later cleanup and repackaged as commercial adventure modules, their text rarely bothered to explain any of this – who doesn't recognise a survival module when they see one?
The answer to that question, of course, is kids who didn't come up through the mentorship system of the college wargaming clubs, but taught themselves how to play D&D from first principles using books they bought at their local hobby stores – and when D&D's popularity unexpectedly exploded in the early 1980s, there were suddenly rather a lot of them!
These kids purchased the repackaged survival modules along with all their other D&D books; having no frame of reference, they assumed that these represented what a "standard" D&D adventure was supposed to look like – and since they weren't experienced players with whole binders full of pre-generated backup characters at their fingertips, the result was a lot of seemingly unfair total party kills, and a lot of kids concluding that the previous generation's GMs must have been objectively insane.
There is an additional amusing point of order here, which is the answer to the following two questions. I once had a discussion with someone in Gary Gygax's gaming group, who was involved in early TSR work a bit. Allow me to paraphrase my questions and his answers.
Why publish survival modules as your primary format of published adventure?
"Because that's what we had -- they were already laid out for publication. Why not publish them and make some money off it?"
Did it ever occur to you at the time that publishing adventures like these would shape the larger D&D culture's expectations of what play was supposed to look like?
"No, why would it?"