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check out my shrimp
eatingg a peaaa

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My feminist retelling of mango stickyrice that I'm calling womango stickyrice
As a penance for making this post my brain forced me to dream tonight about taking a test for Women's Studies class that was about 8-10 long answer essay questions and i spent my precious sleep world sweating over writing long paragraphs about how the woodcock (bird) represents the dual role of supporting fellow women but also upholding patriarchal values that women's communities can provide
They're calling me a bug on account of my hard carapace 😭 and 6 legs. Jealous much??!
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.
TLDR
So the just of the argument from Thydungeongal, simplesimple, and animm-trpg's is that the Text is written by an individual with the intent of giving a certain type of experience and that experience might run counter or against what you want from collaborative story telling. i.e. if you are playing a game like Mothership and a players character dies and they don't want their character to die you could ignore some of the death choice rules of the game orrrr you can acknowledge that the tone and intent of a game like Mothership is to cause or have many PC characters die and thus going against that rule completely ignores the text of the work.
I also think an important part of all of this, which if I am ungenerous I could take as disingenuous but even if I am being generous is at best ignorant, is the fun police accusation. I'm going to be real, learning to actually play a game, even if you continue to add in homebrew and additional rules, a thing which has always been a part of ttrpgs since the get go. Even with the white book you were expected to just go find rules somewhere to handle whatever issues you needed handled. Even if I don't bring up that you can have funny doing basically anything with your friends, the entire discussion hinges on that fact that, actually, quite a lot of people aren't having fun. At least half of this entire discourse arises from the fact that D&D is an analog Omelas that burns down GMs for everyone else's fun. That if you need to basically remake the game from scratch or pretend it doesn't exist as a text than clearly you're not having fun with it. That you are advised to treat the asymmetric player as the devil and the asymmetric player is advised to treat the others as petty pain constructs there to make things harder and worse. That effort must be put in to create story arcs, to manage character arcs, to not kill, to this, to that all to the satisfaction of the potential agency of the players to play out the story they came to the conclusion should, if not perhaps must, happen or the game was bad. Even if one accepts the kayfabe paradigm as engaging in good faith, it is very clear that an enormous amount of the friction created in the play space if from wanting to play checkers, not knowing checkers exists, and modifying chess on your way to recreating it. This isn't a "misunderstanding of the rules", a thing which would require you to have done something other than pass the buck off to your DM until they burn out, but an at-best contemptuous disengagement from the text in a manner that makes all of the folkloric "misunderstandings of the rules" of, say, Monopoly, look like nothing. The effort that goes into making D&D as it is under its own culture of play is enormous. You generally don't create what amounts to an effectively different game on top of the bones of the game you're claiming to play if you're having fun with the rules of the game and so the question, at its kindest, arises to ask "why are you playing it in the first place? Why put all this effort in?" I imagine if someone claimed to love a certain kind of cake but then told you that first you had to remove all the frosting, swap out two of the layers for different flavors, hollowed it out to fill with jam, and then reassemble it, refrost it, and then create fondant decorations on top and it was the baker's fault because they should have known that's what you just do with that recipe to make it good, others would probably not be in the wrong to say you don't actually enjoy that kind of cake.
And I would honestly call "the text is not the game" one of the most absolutely disingenuous statements to ever be made. Though I suppose given D&D's evangelical background is fully in line with the sorts of beliefs the author may have had about the interpretation of texts. The cherry-pick and embrace the cultural folklore approach is what creates the confusion. Especially since the approach creates so much strife. It burns out GMs, it causes people to quit the game over the expectations they have been told they should have not being met, it causes enormous amounts of efforts to be put in in order to force it to meet those expectations, and if it didn't create an enormous amount of friction, both between the large number of people who do read the text (even amongst the people whom I engage with who are not deep in the reeds like this, maybe half of them are locked in the 5e culture of play) but also with each other.
And on the anti-capitalism, the only people this benefits, for the same reason that copyright does, that remaking the same works over and over does, that walling the garden and putting all the inmates in the same asylum does, is that it only benefits the people who keep restarting the attempts to make every other ttrpg be D&D whether it's Gygax before his ousting, the WotC board with the original OGL, or now with the movement of D&D from being a game at all to being a lifestyle brand in the fashion of Disney (and that brand, worth more than everything else Hasbro controls combined, is the real reason) so that anyone and everyone can be included under the umbrella of what D&D is without question and with a minimum of options. In a manner of speaking, I'm here to play chess but half the people I run into are using the chess pieces to play quarters and are unhappy that the pieces aren't well sized or aerodynamic enough to land in a shot glass.
I think a good way to summarize it somewhat succinctly is:
TTRPGs are games (that's actually what the G stands for, random obscure fun fact!), and there are loads of people who like to try different RPGs because they like playing different games. Or hell, there are people who only play one RPG because they like playing that one game. And by "playing a game", I mean "engaging with a set of rules and mechanics". That's what's fun for them. If by doing so, they also tell a fun story, that's a bonus.
But then there are people who just want to tell fun stories, and often that also means telling stories that adhere to a specific structure. And then, for some reason, they choose a game with thousands of words worth of rules and mechanics to tell that story, and ignore or change every rule and mechanic that hinders the specific story they want to tell.
The first group plays a game to play a game, and is okay with that resulting in a story. The second group plays a game to tell a story and gets mad when the game tries to be a game.
this is by far the funniest jigsaw_quotes post i genuinely cannot stop thinking about the sight of like, jigsaw opening his wallet in the checkout line at the Death Trap Lowe’s and he has like two pennies and a dime in there. and he just sighs

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insane how people think i can just do things. "can you mail me this?" and get killed by the post office desk workers?????!!!?
For added context, people who don’t remember the 1980s, there were a serious of deadly shootings carried out by postal workers against their coworkers.
It was mostly covered by the media as a joke, as I recall.
post office scary
Look I love unconditional devotion love stories as much as the next person, but there's really something so deliciously raw about conditional devotion.
I have served you and I have loved you for decades, but I will not give up my principles for you. You cut out part of my heart and took it with you down that path that you insist on walking, but you walk it alone. Even when the bleeding, gaping hole you left in my chest kills me, I will not follow you.
me everytime one of my seemingly non-specific homoerotic text posts breaks containment
oh my god and it's a Canada Goose so this is the equivalent of befriending a small demon
OP you're wrong. Duck, duck is the most perfect name for a goose, ever.
This makes me so happy every time I read it. Especially the bit where Guy makes DuckDuck smoothies of all the good stuff he’s meant to eat.
This is the best buddy comedy-drama ever.
Official ornithology post
let's form structures with mamas
these are hyraxes! they're not rodents or canines or anything like that. they belong to their very own order known as hyracoidea. their closest relatives are elephants and manatees, and these mamas and babies have FREAKY teeth
also important to note that the
and:
People die on the job every summer. Remember that water and shade breaks are crucial when working in the heat, and calling emergency services for signs of serious heat illness (fatigue, nausea/vomiting, headaches, dizziness, clammy skin, confusion, agitation, slurred speech, high body temperature, rapid heart rate, etc.) is entirely appropriate. If you’re afraid to call 911 for reasons such as being undocumented, you’ll need to get very familiar with how to prevent, recognize, and treat heat illness. If you are symptomatic and not allowed a break, water, or medical treatment, walk out. No matter how broke you are, your job is not worth your life.

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good morning to the beaten and the damned only
doing the "we are the daughters of the witches you couldn't burn" thing in a catholic country making it somewhat unclear what I'm getting at
Trying to parse whether this reblog is making:
An extremely inaccurate assumption about how widespread witch trials were in the early modern period
An extremely specific point about the prevalence of different execution methods (most accused witches in Britain were hanged, not burnt)
A radical claim about the ontology of nations (technically the “United Kingdom” wasn’t created until the 1800 Acts of Union, therefore nothing prior to that date happened “in the UK”)
this is an excellent question but your phone may have a concussion
anyway they should invent a global food system that doesnt rely on slave labour
If you become friends with someone they might offer you shelter or sources of protein
These pescatarian birds are directly exposed to PFAS contamination due to the island's position near the St. Lawrence Seaway.
Over fifty years of data show a peak in PFAS (also known as "forever chemicals") content in seabird eggs in the 90s, followed by a decrease as regulations went into effect. The most recent findings show a 70% decrease of most common PFAS.
While continued vigilance a regulation is needed, this data indicates that regulations are working to reduce PFAS concentrations in marine ecosystems.
Yes!!!! I did a review of literature on PFASs in human drinking water about half a year ago, and there is a lot of really good progress! Please celebrate this, please don't let this solution be forgotten (at least so quickly) as the ozone layer or acid rain.
We are making genuine progress! Producers are dramatically altering how much they use PFAS and how much gets released in effluent, but also there's a lot better understanding of how to remove PFAS from the environment!
Environmental problems CAN BE SOLVED.
One of the most important things to remember if you care about the world is that the propagandizing of "it's too late to do anything about the environment/climate change" is coming from the same people who pitched "climate change isn't happening". They don't want us banding together to make good things happen.

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Hearing about Book Drama wherein somebody's publisher or whoever pushes to market their book as romantasy because it's #marketable and then romantasy readers read it expecting it to be romantasy and are understandably shocked and confused when it's Not. On like a semi regular basis. And I'm starting to thuink maybe we should aim for people who would "actually want to read it" instead of "demographic that makes the most money for the publisher"
Now, the "falsely advertised not-romantasy book" in question typically also has Other Problems making people Hate It. But. Yknow. Maybe the false advertising set it up for a Not So Good reception. I think we need to start hunting publishers for sport. This is not to say I am fond of Authors. Frankly the written word is of the devil
New question: would it be funny if I started lying about my own work being romantasy. It is sff and technically involves relationships between characters. Scaring the hoes would almost certainly be detrimental to, like, everything. But it might be funny to call it that. Like saying Alien (1979) was a romcom
Read my sci-fi horror """romantasy""" short story They Colonized Mars in which nothing bad happens (sic)
[ID: a screenshot of the itch.io page for They Colonized Mars. The blurb has been edited to read "His name is Atlas, and he is OK (thumbs up emoji)". The description "A Martian warehouse worker takes his surveillance bot out for drinks" is unchanged. /end ID]
@little-tiny-raccoon-hands and I have been lying about Rabbit Heart being a "cozy fantasy" and it certainly hasn't hurt our numbers. genre deception is okay when it's funny.
Everyone says @derinthescarletpescatarian 's writings are normal and maybe contain new adults, so it has to be true. Copy|Paste especially should be New Adult (a genre that apparently exists).
Good point! Copy|Paste contains so many new adults!
Lies. I read it and it only contained one adult.
But she was new so many times
evicted a very cute visitor