once you realize you don’t actually need to sleep, you can really (stops talking abruptly and stares straight ahead for 4 minutes)
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@subretinal
once you realize you don’t actually need to sleep, you can really (stops talking abruptly and stares straight ahead for 4 minutes)

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wednesday night….the thinking man’s friday
Give'em the old razzle dazzle ✨
i’m sick of post canon stories about characters getting married and having kids and finding peace when they should actually be getting divorced and abusing alcohol and being suicidal NO MORE HEALING NO MORE RECOVERY YOU ALL NEED TO GET WORSE!!!!!!

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i feel like people aren't getting how dire ai is. we are running out of drinkable water. our brains aren't engaging as much with what we see and hear. people near data centers don't get clean water and experience electricity blackouts. it's being used to make pornography of underaged people and women. it often just lies. it affirms everything. it lies. it has made people kill themselves. it lies for gods sake. and people act as if im dramatic for being staunchly against it. 'now i KNOOW you hate ai and whatever, but look at this cute video' this isn't me being a new age puritan about internet videos, this is about the fucking earth and our future living on this planet. people are suffering now, people will suffer more, and my friends and parents will roll their eyes and think im annoying for despising ai so explicitly. we need to wake up because we cannot live like this
am i even mentally ill or am i just living in some kind of infinite torture chamber that would make anyone like this
HELLO ?
Help I got the Temu labiaplasty and now my pussy is on backwards
cave guy: sorry i was out hunting a mammoth with gog
fujoshi cave wife: and how was it.
wordle in 1: joyless. it is statistically inevitable that your go-to starting word will be the solution one day, and this is no more of an accomplishment than running a random number generator once a day until it gives you "1"
wordle in 2: misleading. you may think that this is the highest achievement, but it suffers from the same disappointment of a lucky guess that wordle in 1 causes. your second guess is a strategic choice, but ending the game this early just isn't interesting
wordle in 3: the peak. your starting word gave you some information and then your second guess contextualized that information into a solvable position. your sharp intuition and restraint is what truly separates you as above average.
wordle in 4: statistically average, par for the course, the baseline against which all other wordles are compared.
wordle in 5: you're sweating. you made a mistake at some point, or your starting word was effectively useless, and it took an extra guess above average to close things out. wordle in 5 comes as a relief.
wordle in 6: crushing humiliation. you have technically succeeded but at what cost. your thirty square grid will stare back at you like barrels of a firing squad. a failure in all but name.
wordle failure: never your fault. what kind of stupid word even was that like come on

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never do any sort of collaborative storytelling with your friends youll get addicted for life
I've had a couple of people ask for a digestible version of the whole "the real problem with Dungeons & Dragons is false advertising, not anything that's present in its text" thing I keep alluding to, so here's the bullet point version of that argument:
Dungeons & Dragons is owned by Hasbro. Yes, the same Hasbro that owns Monopoly and My Little Pony.
Hasbro wants D&D to be the only tabletop RPG that anyone plays.
In order to accomplish this, Hasbro needs D&D to be a universal entry-level game.
D&D is not a universal entry-level game.
All game rules are opinionated about how the game ought to be played, and as tabletop RPGs go, D&D's rules are more opinionated than most. This is not a flaw, but it's not what Hasbro needs.
D&D is also on the high end of complexity as far as tabletop RPGs go, and it's complex in a way that strongly rewards system mastery, so it's pretty far from "entry level".
Hasbro could produce a version of D&D that's at the very least less opinionated and more entry-level than it presently is, but they don't want to, because they've determined that certain rules features which run counter to both of those goals are critical to D&D's brand identity.
They also don't want to produce multiple versions of D&D tailored for different audiences, because they want every single D&D group to be a potential purchaser of every single D&D product; they'd be effectively competing with themselves for their own customer base if the published game was actually modular in any meaningful way.
So how does Hasbro square that circle?
Simple: they lie. They insist that D&D is in fact a universal entry-level game in spite of all evidence to the contrary, and back their advertising up with sponsored thinkpieces and podcasts and such to "prove" it.
Further, they've spent decades fostering a culture of play which conceals the gap between the game they're advertising and the game they're selling by ascribing any appearance that D&D isn't a universal entry-level game to the incompetence or malice of individual GMs.
The game the rules want to produce disagrees with the game the group wants to play? Nonsense – even the rankest beginner should be able to produce any experience of play using any set of rules, and if your GM can't, they're a Bad GM.
The game is hard to learn? No, it isn't – your GM is merely gatekeeping you. This wouldn't be a problem with a Good GM.
The upshot is that the published rules are more or less irrelevant with respect to achieving the desired experience of play, because they're operating within a culture of play which dumps 100% of the work of making that desired experience of play happen on the GM.
Indeed, much of what modern D&D presents as GMing best practices are really methods of working around the fact that the rules you're using disagree with you about what kind of game you're playing.
(It's not a coincidence that D&D's entrenched culture of play also insists that it's normal for GMs to be miserably overworked and treats GM burnout as a big funny joke, then turns around and loudly wonders why there's a constant GM shortage.)
The trick is, because you're still at least notionally using the rules of D&D, the fruits of all that GM labour are perceived as the product of "playing D&D", not of the GM's hard work.
In essence, Hasbro's business model for Dungeons & Dragons is selling you your own GM's labour with a D&D sticker on it.
It's a very neat trick, if you can pull it off.
Now, at this point some readers may be asking: well, sure, but not all GMs are doormats. What about "killer" GMs who do gatekeep and railroad their players and otherwise act like complete tyrants? I hear horror stories about them all the time.
That's the second trick: these are not opposites. The GM as human Xbox and the GM as tyrant of the table both represent the GM doing all the actual work of making the game happen. The latter isn't the outcome that Hasbro wants, but it's a logical conclusion of the position they want the GM to be in.
I've seen a few folks in the notes respond "okay, but if that's true, why is D&D so much more flexible than most indie RPGs?", and the answer is that it's not. That's part of the sleight of hand I've talked about where the GM's labour is framed as part of the product. To break it down:
As noted above, all game rules are opinionated about what kind of game they wanted to produce. This isn't just a matter of setting (though setting-neutral games are often misleadingly called "universal" games), but also a matter of the basic structure of the narrative which emerges when you follow the rules.
The rules of Dungeons & Dragons are not less opinionated than those of your average indie RPG, and in fact are more opinionated than most. (Again, having strongly opinionated rules is not something that's wrong with D&D; it's merely something that's inconvenient for Hasbro's marketing goals in a way they're unwilling to address.)
In brief, D&D really, really wants your game to be a sword and sorcery dungeon crawl. If the GM is using the framework of play furnished by the rules at all, or if the players are responding to the rules' player-facing incentives even a little bit, it's going to squish your game into something dungeon-crawl-shaped.
(This should not be surprising; it's literally in the name!)
The rules of D&D being opinionated in this way tends to fly under the radar for a couple of reasons, one less problematic and one more so.
The relatively benign reason is that many popular RPG premises are not done any great violence by being squished into the shape of a sword and sorcery dungeon crawl.
A cyberpunk smash and grab caper? Basically a dungeon crawl already.
A special forces op in a modern military game? That doesn't need to be shaped like a sword and sorcery dungeon crawl, but it can be shaped like one and remain intelligible as what it's supposed to be.
Gritty logistics-driven survival horror? Not inherently dungeon crawl shaped, but the two genres are compatible – a game can be both at the same time, as video games like Fear & Hunger and Look Outside demonstrate. (Indeed, Look Outside's apartment building follows the structure of an old school D&D megadungeon nearly beat for beat!)
Thanks to D&D's pervasive cultural influence informing what people expect a tabletop RPG to be, as long as this kind of compatibility is present, many folks won't even notice their intended premise is being squished into the shape of a sword and sorcery dungeon crawl.
If your chosen premise isn't compatible in this way, or if the group notices what's happening and decides to push back against it, though? That's where the sleight of hand I alluded to above starts to come into play.
Remember: a Good GM™, even a total novice, ought to be able to use any set of rules to produce any desired experience of play, right?
So get to work!
i.e., just as much of the game's putative approachability is the product of Hasbro selling the players their GM's labour in a D&D-shaped box, much of D&D's putative flexibility is the product of the GM being sold their own labour in a D&D-shaped box.
To be clear, this is not militating against homebrew content or rules. Homebrew is perfectly cromulent, and certainly, some games are more or less structurally amenable to it (though modern D&D tends to fall on the "less" side).
The problem is that what we've got on our hands is a culture of play that wants to have its cake and eat it too: when doing extensive homebrew is treated as part of the GM's basic, entry-level responsibilities, it's easy to fall into the trap of thinking of the product of that labour as merely being a feature of the game.
Which is, of course, exactly what Hasbro's marketing ghouls want.
(I feel I should emphasise for the folks going "yeah, D&D sucks!" in the notes that at no point in either of these breakdowns have I said anything for or against D&D as a game. These problems would still exist even if D&D was the best game in the world at being the kind of game that it is!)
my body is not a soft animal you dumb asshole i need amphetamines
sexualising a blade sliding between the gaps in plate armour
yes it's obviously penetrative imagery but it's also + more importantly about the intoxicating, terrifying helplessness of being violently reminded of the limitations of your attempts to defeat your own vulnerability

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the female half of my soul is always fag hagging for my male half that's why i am such a balanced individual
none of you are attaining enlightenment
I will lock in tomorrow like nobody has ever locked in before