remembering the time that I saw redditors convinced that the record taylor swift concert here in Australia had to be a CIA op because there was no way that the MCG could hold that many people, since there was no parking around it
Show & Tell
Lint Roller? I Barely Know Her
Keni
will byers stan first human second
taylor price
art blog(derogatory)
trying on a metaphor

pixel skylines
Cosmic Funnies

⣠Chile in a Photography âŁ
Not today Justin
i don't do bad sauce passes
h
I'd rather be in outer space đ¸
DEAR READER
noise dept.
dirt enthusiast

çĽćĽ / Permanent Vacation

Kiana Khansmith

seen from United States
seen from United States
seen from United States

seen from United States

seen from Malaysia
seen from United Kingdom

seen from Singapore

seen from United States

seen from United Kingdom

seen from Malaysia
seen from Netherlands
seen from United States

seen from Croatia
seen from Indonesia

seen from Chile

seen from Finland
seen from United States

seen from United States
seen from United States
seen from Germany
@talenlee
remembering the time that I saw redditors convinced that the record taylor swift concert here in Australia had to be a CIA op because there was no way that the MCG could hold that many people, since there was no parking around it

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KICK THE CAN!
Letâs play the biggest game of kick the can on the internet.
To kick the can, reblog it. I wanna see how long this can go on for.
the oldest reblogs for this post that i can find are from january 2nd of 2013. this can has been getting kicked around tumblr for almost 13½ years now
And yet somehow this is my first time kicking it!
Queer Games Means Anything
I think I write this blog post every few years and Iâm not particularly wild about it. Itâs still something that I think I need to revisit, because every Pride Month, the same thing feels like itâs happening.
I plan well ahead for my blog at this stage. Typically speaking, at the end of each month, the bulk or whole of the next monthâs posts are written, and maybe even made; the only articles that are made ânearâ to their posting are Dev Pile articles (meant to represent ongoing work) and the video posts at this point. At the start of the year, I had a few videos already lined up â and Iâve definitely considered âbelting some outâ for that category.
Lemme talk about âQueer Gamesâ as a category to talk about in Pride Month.
First of all, The Game Pile is an exercise in both playing games critically and about engaging with games in a way that I find interesting. It encourages me to play things, and it discourages me from just playing the same old things in a loop like my Dad who has sunk probably a full year of time into DOOM. Not that DOOM is a bad game or anything, but I want more. I want to have a full reasonable and interesting variety of work to look at. I want to understand the world of games with a great and wonderful variety. Right now there are some people who consider themselves really interested and informed of games because theyâve played all the Resident Evils and all the Dark Souls, while Iâm doing weird stuff like playing flash games and board games and games that came out a few years ago.
I also want to be playing games that I find interesting and fun. This means that I commonly want to play things that feel good to play, with an interface I can engage with readily, and with reasonable pace and playtime options. I donât have the time to sink into large JRPGs these days and I find visual novels an immense slog â just check out how my predominant feeling about Secret Little Haven was âdear god let me please speed up a little.â I was honest about it, which is frustrating in hindsight because the game seems really good! Reading the text out of context, itâs really charming and made me smile a lot even when it was sad, but the thing that stuck out to me as a game was that it was the friction, not the fiction, that stood out to me.
And then thereâs the way that âQueer Gamesâ is a term that with almost no effort, can be used to justify talking about almost anything. Any videogame of any size was made with the work of queer people; I know for a fact, for example, that Guild Wars 1 was made in part with the work of a wonderful trans woman, and I know that that work was then part of Guild Wars 2. I could use this narrative as a reason to talk about Guild Wars 2 in Pride Month, which is a cute trick but come on.
Come onnnnnnn.
I know a large body of games are made including a piece of middleware that I know a trans woman worked on, that doesnât serve as a transitory property! The idea of âlook at this famous well-known beloved piece of work, surprise, you support trans leftist queer commies!â is a cool trick but itâs not really worth doing twice. It is literally, a trick, and whatâs more, itâs a waste of space.
I have, typically, fifty two Game Pile articles a year. Of those, four or five are going to land in June. I am a bisexual boy who is happy to write about queer stuff all year round, which means anything that lands in June with the theme of Pride, should be putting something more specific, more intense, more clear up for consideration. I try to make sure itâs something that pushes against my own limits a bit, too; for example, Gay Sauna: The Board Game was not a game Iâd normally talk about, especially since I never had the option to play it directly.
That means that itâs not enough to have a game thatâs made by queer people, and if I wanted to talk about some cool or great game and then go âsurprise, youâre now an ally or else!â I could do that any time. Iâve done that before!
Hereâs parameters for what I think I want when I want to talk about Queer Games.
I want a game that is made by and with the involvement directly of queer people, and for those queer people to be open and publicly clear about being queer.
I want these queer people to be directive of the art and expressing something they want to, even if within constraints.
I want something I can meaningfully play and engage with in a way I find interesting.
These parameters are going to introduce some biases. For example:
If the game is to be made by publicly out queer people, itâs going to discourage me from any non-English game source. Itâs going to encourage me towards smaller indie projects being made by queer people who have access to an existing network that could get the game in front of me. Iâm going to be biased towards games that are made by my friends, for example.
If the game is being fundamentally directed by queer outlooks, itâs going to be biased towards games that are already favoured to queer folk and some of those game types may be ones made to be easier to play with, like Twine, RenâPy or RPGmaker. RenâPy and RPGmaker are both games good at making games whose genres donât appeal to me, which makes the search harder.
The desire to play games that I find for lack of a better term, engaging means that Iâm going to miss the deep, well populated category of queer art games, such as (for example) Anna Anthropyâs dys4ia.
These biases are not any kind of deal breaker. But they are biases, and itâs worth being mindful of them. Iâm just not interested in talking about visual novels or lengthy JRPGs. Iâm sure that some of the newer Atelier games may have some really cool queer potential, but I canât speak to the representation being derived from queer creatives, and thatâs got to be okay. You donât want me talking to you about queerness from Japanese media as if Iâm any kind of expert.
Check it out on PRESS.exe to see it with images and links!
OK, listen, crotchety old devs:
I know modern UI practices are cancer and you like the speed and aesthetic of 1997 style websites. I agree on all three counts. There is, however, one advancement that is a significant improvement over the past, which is that text is usually constrained to a reasonable maximum width by default.
My monitor is 50cm wide and that's middle of the pack. I should not have to physically turn my head back and forth to read your text comfortably.
@charyou-tree
I shouldn't have to read size 11 text that spans half a meter and more than I'd read a book designed like this:
I have exposited on my preference for filling the screen with as much useful UI as is feasible in the past, but bad use of space is a far greater sin than not using space.
You can just set a reasonable maximum width! There's no reason tumblr couldn't double the current post width and let it shrink to accommodate available space. But text posts should not span the full width of my screen.
I just open a second browser window in a vertical split layout
You can just set a reasonable maximum width!
đ of note, we could have been doing this back in the day too, we just didn't know many people on such screens
đ i HAD to do it on my profiles on an old roleplay site somewhat recently to prevent myself going insane!
The Space Lesbian That Isn't
For All Mankind is a Show That Exists.
I watched a season and thought Iâd do a whole Story Pile on it. Put it in the hopper, had some plans, at least kind of, thinking about how Iâd address this show I was watching. I try to keep a pretty broad media diet, and quite frankly, I think NASApunk is a really cool aesthetic. Figured that there might be something to be said about alternate histories, and the very legitimate example of how America, a country obsessed with never being humiliated, might respond to not being the most special boys in the world. Itâs a pretty strong series and definitely worth talking about!
The problem is itâs boring.
For All Mankind is a series set in an alternate 1960s America, in NASA, which means, even with the work the story does to try and fight the homogenised White Guy With Buzzcut cultural milieu of the era, itâs still predominantly looking at a bunch of guys who my dad would think look like âproperâ TV stars. In the story, in order to try and get ahead of Womenâs Liberation movement politics, NASA takes up the task of training women astronauts, which involves the introduction into the story of the incredible Molly Cobb.
Oh and spoilers kind of for the first season of For All Mankind.
Molly Cobb is an arsehole. Just a real abrasive, hard-nosed, no-nonsense, tough-titties-cupcake kind of character of the era. Thereâs a lot of misogyny floating around in the passive environment of 1960s America, and Molly Cobb is a woman pilot who has succeeded in those spaces and in the process, become flinty and hard. Sheâs not without any thoughts to her appearance â I mean look at that blowback, sheâs obviously a very specific kind of gorgeous.
Sheâs cagey about her homelife, too, which is pretty significant in this time. Itâs not uncommon for the people in these spaces to talk about their homelives, which makes sense when part of the job of NASA astronauts is to self-isolate for a month or so at a time. Itâs pretty reasonable to want to make sure someone is mentally stable and being aware of their situation and home life is part of that, after all.
This caginess about her homelife did build in me the curiosity, then nary, the expectation that Molly was private about her homelife because she had something specific to hide. This is the 1960s, after all, thereâs a lot of homophobic legislation around things like whether or not you can fire someone âfor being gay,â and NASA are a public part of the government that does have problems with trying to be responsive to the public. The women astronauts after all, were being selected by Nixon (at first) to make sure theyâd be good for PR.
(Which in this case, Iâm pretty sure is that Nixon picked the hottest ones he could find in the dossiers. Thatâs just my impression of the kind of guy Nixon was, though. That guy seemed like a bit of a weirdo.)
Anyway, with this slow evasiveness about Mollyâs home life, her privacy and her containment of that whole situation, I did kind of expect that we were getting a pretty stereotypical story. Butch lesbian, gets as far as she can in a misogynistic, homophobic environment, then she gets outed, we see her leave the story, maybe they play a sad song over her collecting her things from her desk because we know sheâs being treated unfairly but there was no other way the story can go.
Anyway, then the show really abruptly shows Molly, in the bath, with her husband, Wayne. It is night and day with Molly; sheâs laughing, sheâs smoking, sheâs chilling out and heâs washing her back. Then, like sheâs reading my mind as a viewer, Molly says âThey think Iâm a lesbian at work.â
Now, that, on its own, is only so much to comment on. Itâs the response that surprised me. Wayne, taking the cigarette (so theyâre getting stoned, right?) leans back and contemplatively says âI do identify as a lesbian, politically, somewhat.â
Now, if that conversation comes up on Tumblr, this year, it wouldnât be totally out of place. But in the 1960s, that particular line of conversation coming from Wayne who weâre kind of meeting for the first time, itâs not just a surprise, it brings in a vocabulary type I genuinely wasnât expecting from this world of extremely tedious ordinary dudes. Dontâ get me wrong, itâs a speculative line of reasoning from the 1960s, but the actual conversations gender radicals and queer liberationists were having back then were denser than we in a post-MOGAI world may expect or even appreciate.
Basically, in the moment and the context, my reaction was: Wait, is this guy cooking?
We get to know Wayne after this point, even as a minor character whoâs kind of subordinate to Molly, a character whose importance slowly recedes over the course of the story. I like Molly a lot, but part of what I like about her is the way all her recontextualisation works to take her away from a stereotypical lesbian story and instead show that this character has a sort of extra layer of depth, and that sheâs connected to, or at least aware of, a defiance to a heteronorm. Sheâs not an honourary lesbian or anything by any means, Iâm not trying to present her as any kind of icon, nor Wayne, but it means that the story doesnât do it the way I was expecting.
Instead, Molly is an intense, driven, hard-nosed woman with an incredible technical skill, who loves and is married to and has a wholly emotionally resonant relationship with a sweet doughy guy whose primary income is from his work doing concert posters for bands in the 1960s.
The show does wind up introducing lesbians in space, clearly following the lead of The Locked Tomb. I understand it kind of winds up doing the same thing with the sad lady being forced to quit because sheâs, again, a lesbian, and maybe we get a track play across her collecting her boxes.
Or they blow her up in a terrorist attack, I donât know. I didnât watch that far.
Still, For All Mankind has Molly in it, and I kind of hope that if Molly as a character got to stick around, she and Wayne would wind up being those cool older couples that when kids in the 90s started to get really weird with genders and sexualities, would go âthatâs cool, yâall.â
Check it out on PRESS.exe to see it with images and links!

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Hanamusa, Explained
There is a nonzero chance if you follow me on tumblr, youâve seen the term âHanamusaâ attached to something I shared. Itâs probably also some super cute art of Delia Ketchum and Jessie Teamrocket, and you may wonder what is going on and also, why is there so much good art of this.
Hanamusa as a term derives from the Japanese names of the characters â Hanako and Musashi. If youâre into shipping name structures, Hana-Musa implies that Hanako is the seme and Musashi the uke, but I donât think that holds for all use cases of the type of terminology. Itâs a ship. Itâs an AU ship, as in an âalternate universeâ ship, where the two characters are presented in a context outside of the normal context of the anime presentation of them.
The Hanamusa ship as I understand it is set at some point after Jessie and James stop chasing Ash around, and Jessie settles down into a relationship with Delia. Thereâs tension about her history with Ash and the confusion about finding Your Personal Villain dating your mom, but mostly itâs about showing a sweet domestic life between two characters you know very well in a format I kind of see as like, Comedy-Sabot Romantic 4koma. Like, Hanamusa content is funny (and it is VERY funny) but it doesnât need to be funny, because the main thing itâs about is showing these two characters and their relationship as they do cute things together.
Itâs why people watch shows like K-On basically.
As for where this idea comes from, (EDIT: Slightly wonky wording here, I should have phrased âthis current fandom pushâ - I donât have any reason to believe Mai INVENTED the ship, just that when you go looking youâll wind up at her work) it seems to have its genesis with the work of one Kiana Mai, who developed this ship some time ago. Kiana Mai is also an extremely skilled artist, and one of those skills seems to be focus, creating these extremely clean-line excellently structured scene vignettes with no unnecessary content in them but also no need to rocket along. Itâs amazing, engaging work that uses every part of the small format amazingly well. Which makes sense because one of the things Kiana Mai does is storyboarding work for Disney animated TV shows, a task at which I am sure she no doubt excels.
What I think is the most interesting aspect of Hanamusa, to me specifically, is that it manages to combine three things I donât actually care about, in a way that doesnât interfere with something I have unexpectedly strong opinions on. I do not watch Pokemon, and I have not shed a tear for Team Rocket and Ash Ketchum wandering into the sunset. That is a show that is not for or about my interests and that is okay. Indeed, imagining that it should be about what interests me is baffling. I think if I stopped watching a show twenty years ago, I have lost all right to act like Iâm entitled to expect it remain the way it was all the way back then.
But I do have opinions on Jessie and Jamesâ character voice. Not their voice acting â I mean, I know for a fact theyâve had to change over time and no voice actor should be obligated to kick it in the same role for what could be their entire career. I mean the way they talk about things and the words they use and kind of emphasis they put on words when they talk. About the way they voice their ideas, or the way they express who they are in the way they talk to one another, that stuff. Itâs about affordances and persona, about the kind of people you project being by what words you choose to use and the affect when using them.
Itâs why when, if a picture of a character is underneath it, you can read some dril posts as being âappropriatelyâ voiced by a character, even if itâs describing a candle situation that Francis Crozier did not have opinions on.
Jessie has a voice.
Jessie, in my head, is someone capable of moments of tenderness and friendship that is normally overwhelmed by an incredible confidence in ability she does not have and mere reality will never be given permission to infringe on it. Jessie is unassailably unstoppably sure of herself, thoughtlessly stupid in a way that doesnât mean she is stupid, but which exists in a context of someone who has relentlessly pursued excellence in her job which is also the equivalent of being a late night 7/11 manager. She is the Girlboss that is Gaslighting herself into thinking she has something to Gatekeep.
Delia Ketchum by comparison is a very nice piece of wallpaper. Every appearance of her in my mind is someone Very Nice who is Very Patient and Very Supportive and has managed to keep literally all emotionally challenging conversations from happening around Ash, which can be perhaps easier when you remember that he, too, is an idiot. I donât know how Delia Ketchum talks, but I do know that there are ways that Delia Ketchum does not talk.
This is interesting! Itâs interesting because it presents a character where I am very sure I know what she does do when she does it, and a character about whom I can only be sure wouldnât do some things. It creates a character space, and it creates expectations of affect and performance within that space. Ash and other characters show up as well, but because they get to interact with this already-defined space, you get treated to this really lovely kind of resonance. Would Ash call Jessie âdadâ? Maybe, to bug her. He was good at being a twerp. Wasnât he? I mean I remember it that way, he seems to work out that way, but⌠how would I know?
I know more of this AU where Jessie is studying to be a Pokemon Doctor and Ash wears glasses than I do of the source material any more. And if youâre wondering âhey, do Jessie and Delia ever meet in the source material?â Like, yeah, for a few seconds. What, the point is creating something new.
If you want to check out Hanamusa stuff and read the comics, I recommend going and clicking on the hashtag on tumblr.
Check it out on PRESS.exe to see it with images and links!
#Anime #Media
why on god's earth is everyone i'm playing against today (poorly) using perish song teams
wolfey con perish
one genre of fanfiction that seems to have mostly disappeared since i became an adult is shenanigans-type fics. like not exactly crack but just "the gang goes to 7-11" type, extremely low-stakes plot stories. the beach episodes of fanfiction. i just feel like i don't see those around so much anymore. whered they go. i miss them :(
I've been out of the loop for a while but I imagine it's probably because of fanfiction being pushed towards a seriousness and significance, which means Playin Around With It is less encouraged.
The games of divinity are Exalted converted to 5e
Game Pile: Crisis, by Mitch Schiwal
Crisis is a tabletop role-playing game of superheroes and their limitations. The system is designed to run without any kind of gamemaster or storyteller steering the overall plot, and Iâve seen some describe it as a âdicelessâ role-playing game. Building on Avery Alderâs Belonging Without Belonging tabletop roleplaying game system, Crisis is a game which seeks to take that systemâs perspective of the marginalised building communities outside of an existing power structure, and employs it in telling stories of superheroes protecting a city in a time of, well, crisis.
Itâs an indie TTRPG available on itch using an established system to present a bunch of tables, and it wants to talk about superhero characters as marginalised identities. Of course I was going to talk about this once I found it.
Mitch Schiwalâs itch.io creator page says theyâre actively interested in reviews. Well, Mitch, I hope this is what you wanted!
You might not be overly familiar with the Belonging Without Belonging system. Iâm not fantastically familiar with it, despite having talked about Balikbayan and Sleepaway in the past, so if thereâs anything I describe in this âhow the system worksâ part thatâs wrong, thatâs on me, not on the system.
Belonging Without Belonging is a system where players have access to specific âmovesâ that do things in the story. Moves are divided into two basic categories; there are âeasyâ moves, which provide you with points, and there are âhardâ moves, which cost points. Easy moves often are things that make your life more complicated, and hard moves are often things that let you prevent or protect problems. The simplest version of this system is a sort of improvisational narrative where every cool thing is balanced with a painful thing. However, sometimes there are times when a player canât do a hard move (no points) and they donât have any easy moves that would work (because theyâre hardly universal) which means players have to turn to the universal easy move, the all-purpose release-valve and story-progressor, âinvite the Crisis to advance.â
This is one of the places where the game escapes the need for a storyteller. Inviting the Crisis to advance means taking the top card of a deck of playing cards, looking at it, and then incorporating that into the story. This is a whole deck of narrative prompts, broken up by genre into expanding setting information, creating tension and dread, indirect damage, and direct suffering. Basically, you have a one-in-three chance pulling a card from this deck to get a prompt that says âand then, things get worse.â
Where Sleepaway used its index cards to create a sort of conspiracy board (that I liked), Crisis has players making index cards that symbolise things that are places, people or things around the city. Thereâs also a setup for the overall story, which involves rolling some dice and using that with other players to come up with the surrounding material, which in turn, is maintained through the use of those cards that make up the tableau.
Thatâs the basics; moves-based action, prompts from a deck when youâre out of ideas, and some setup prompts. It is a system that works and, I think, for a particular kind of improvisational group, really strong. The game has a natural pull towards an end-game state, a specific genre it wants to express, and a clear idea of how it wants to do that. It is, as with many such games derived from a functional engine, a very functional unit of game.
There are ideas I like in Crisis. Some ideas I think Iâd like better if they were handled differently, mind you, but the idea of it is by no means bad. It seems a good system for a campaign-based playspace, where the city can be built up, over time, and different heroes come to play in the same space the players built over time, to create a kind of universe or continuity that the players can learn to love. That is something I think is really cool, though I, again, have problems with it. When building up locations with cards laid out in front of players, itâs very easy for me to see that as the creation of an actual city, an aesthetically representative relationship of places in a bigger place. It is a city. When people and items are treated the same way, it dissolves that sense of relationship between them, and feel like that dilutes it. Could there be ways around this? Of course. I think Iâd just cut any index card thatâs meant to represent a person in half, so that it can be moved around, can rest on top of index cards that represent places, similar to objects or landmarks.
The idea of using a system for marginalised spaces in storytelling about a trope commonly discarded as a thoughtless power fantasy is, I think, cooking. I think very highly of the superhero as a character storytelling trope not because of its relationship to the significance of myth but because of its much more important relationship to creativity. Every superhero is expressing an identity, and if theyâre not, then they really lose the identity of being a superhero. Just Some Guy In A Jacket is the worst superhero type, but a mask, a cape, a design, an aesthetic choice, thatâs the person being creative.
The book has a sidebar on the superhero as a marginalised identity, and I want to argue with this panel for hours. I think itâs genuinely correct in that superheroes are a marginalised identity, and I think itâs completely wrong in how it explains the superhero as a marginalised identity. The idea of them being ânot like usâ is part of the problem: Superheroes that arenât âlike usâ arenât superheroes, they are the mythic heroes, the uncreative sorts. They all eventually become Homelander or Apollo or The Plutonian because being able to maintain and have a normal life that makes you âlike usâ is what keeps these powerful characters from just eventually becoming gods.
Look, the superhero is, in its heart, the fantasy of a really powerful person who can do things that obviously need doing in an immediate sense that isnât limited by the systemic rules of âyou canât.â Itâs the leftist fantasy that when given immense power, we wouldnât abuse it, and we would find ways to confer it on people around us, âgiving it away.â When Superman stands in the way of a bullet, heâs not doing that so you think him stopping a bullet is dope, heâs doing it because he wants the person behind the bullet to not be hurt by the bullet.
Batman dresses up like a bat and tries to scare people because he thinks that would work on him if he wasnât Batman. His idea of ways to change and guide people is through fear, and that fear is exerted by looking like a bat, because Batman responds to fear and is afraid of bats. Itâs a simple example of a character whose identity explains ideas about his character. Bruce Wayne, the identity he normally has, is the most privileged person in the world; typically, a white affluent old-money and entrenched beneficiary of the systems of Gotham. Batman is not Bruce Wayne, which means he does not have those systems and is not allowed them â heâs Batman, heâs a guy the police shoot at on sight. To play the created identity, to do what the identity is meant to do, he has to take on an identity divorced from the âproperâ way for him to do things and exert power.
And then the only common point superheroes have â by default â is that theyâre united in secrecy. They canât know one another and donât know one another â or at least have to say that. The identity is put on to engage with the community, which has a lot of parallels to other forms of marginalisation. Itâs really interesting!
This is a good choice!
Now, Iâm going to complain about Crisis a bit but any reader should bear in mind that:
I havenât played it.
This is obviously a project made by maybe, like, three people, and the scope of what they can do is very different to a larger team.
First of all, Crisis is not a searchable pdf. Instead, all the text is embedded in images. I think this also makes it unreadable by screen readers, which is pretty annoying. I know I did a lot of stuff with embedded images turned to pdfs, I know Iâm not blameless here, but this isnât good and there are better ways to format a page.
This book is difficult to read. Not because itâs a challenging text, itâs not full of concepts that present a struggle to answer but rather the book is itself materially, difficult to read. It structures its information in a series of blocks, with a dense, heavy font that makes me feel like itâs the boldface of another, more readable font, and just left on. The result is that paragraphs sort of form spiderwebby blocks, undifferentiated from one another making it easy to lose place on the page, especially since all the pages are structured in very similar ways.
Thereâs very little use â I would really say âbasically noneâ â of layout, diagrams or art to break up or characterise the flow of the book. Thereâs almost no in-book visuals beyond some chapter title pages, and art and diagrams serve great purpose for tabletop roleplaying game books. Itâs one of the tricks of game art signifying in rulebooks â they help players leafing through to find things theyâre looking for.
I feel like this is a game that was predominantly playtested with the creator in the playtest group. The way the book is structured and written makes me feel like itâs got to be the product of someone who knows how to play it and just isnât good at clearly or usefully conveying that to me, a mere bozo who has never played it. The prompts are so thin, things I know I could work with, but which I feel would leave someone who say, doesnât have twenty years of tabletop roleplaying game experience under their belt really struggling to know what to work with.
Thereâs also a tenuousness the system, where the game system present things that seem like they should be specific, reliable rules, with the same structure as things that seem like they should be vague, aesthetic preferences. The rules encourage players to ignore things they donât want to do, but I feel like doing that a lot runs the risk of depriving the system of any of the feeling of being present at all. When? How much? Should it perhaps be a pre-decided thing, a systemic way to opt out of things, or is the gentleness of this system that also wants to talk about the defender as a fundamentally suicidal urge just something that a player is expected to deal with?
Crisis is available on itch. I think itâs a really cool idea, and I think itâs got good ideas. I donât know how playable it is to people of varying skills, to people who arenât already vibing hard on the idea of a superhero narrative space. For me and my friends who are in a superhero narrative space the unfortunate and immediate follow-up is âwhat does this system get me?â Do I need it? What about this game encourages me to play it?
Thereâs a really cool conversation the game implies about the philosophy engine of a superhero story. The archetypes are described by this authorâs idea of how these archetypes should work and what that means, and what those characters even should look like, and thatâs all interestingly encoded, but with a sort of sighing, trailing gasp of âwell, if you want to, I guess.â
Oh, and let me be clear, this isnât about the safety tools. Those are great, and the specific, personal way of describing it as never wanting to hurt a player is I think a good value statement and rules parameter. Itâs more the way the rest of the rules are suffixed with âor you could not, if you wantâ that strikes me as a sort of design fumble. Maybe make the deck design more of an explicit, shared experience? Talk about ways it can be done, or what removing cards could do? After all, many of the prompts are detail-light and nearly consequence-free; players might be trying to pull cards to avoid Easy Moves and have that bite them on the bottom when a crisis card comes out they canâ t fluff away.
I find myself less wanting to play this game than I want to encourage its designer about superheroes, to offer them ideas for the next thing, for ways to improve this thing. I hope it plays as well for the fans of the system as I want it to, for the ideas that itâs trying to deploy.
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FROM LEGOS TO POLICE CORRUPTION: The Bricks and Minifigs, Reckless Ben and Stolen Lego situation in a nutshell.
Ok. So it all started when a guy named Bryan Mansell went to a lego reseller store called Bricks and Minifigs to sell his 80+ year old fathers lego collection so he can pay for his fathers medical bills. Mind you, this lego collection is all OG Star Wars legos all the way down and worth aprox. 200k.
Bricks and Minifigs, which I will call BAM for ease of time, is a franchise and the store he went to was located in Utah. The owners of said location, Benjamin and Chrys Gorman are not BAM at large, they are just people who signed a contract to go into buisness with BAM under their name as a franchisee.
The owners put those legos of Bryans up on consignment. Meaning Bryan still owns them, but the store gets a cut of that money for selling the legos themselves. It is explicitly stated in their contract with BAM that they can sell things on conisgnment.
Corporate BAM comes in once they learn of the lego collection and takes the store away from the owners. The owners previously had decided to move country for Benjamins job so they had contacted BAM about selling the store. BAM just fucking took it. They sent a guy named Brandon Best (more on him later) to get the keys and kick the owners out. They didnt let the owners take any of their personal property out of that store. Not even their fucking bird. But in the process of this, Brandon does say, on camera, that he is going to take on the liability of the consignment. BAM then puts new people in the management spots of that specific location. Josh Johnson and ...well lookie there....Brandon Best.
The store then starts selling those legos and not giving the money to the old man who owns the legos, saying that they dont DO consignment.
In comes Reckless Ben (Ben Schneider) who is an investigative youtuber. He goes all out to try to get these legos back to the family. Even suing the two new owners in small claims court to get that money back to the family. Which he won BTW. Meanwhile the CEO of BAM ,Ammon McNeff, threatened the old owners of the store, which they have recorded, saying that if they take BAM to court, BAM will drag out the court case out so they can drain money away from the old owners. Even ending the conversation with "if you think this is a threat...well...it is."
His words, not mine.
So Reckless Ben wins the court case. Josh and Brandon now have to pay that money back. They don't pay that money back and in fact, Josh threatens Ben on the phone (recorded) that if he persues this, he will claim Ben stole the legos and SWAT him.
Again, His words, not mine.
BAM, Josh and Brandon close that store so they can get out of paying for those legos.
Ben, not to be deterred, files a second lawsuit. He can't get it to go through until he can prove that he has spoken to both Josh and Brandon about getting the situation resolved. So he does.
He goes to Josh's house. The cops are already there. They pull him over for failing to stop correctly at a stop sign, despite having evidence on their own cop car dash cam that is available to the public saying otherwise. They ash for Ben by name. Ben is NOT driving.
They get off with a threat and a warning.
They then go to Brandon's house. Brandon comes out but says nothing. He looks like hes on fucking queludes or something this man is GONE. He sticks around for a few minutes and then fucks off back into his house.
That part of the court case is accepted. They tried to have a conversation, it failed. Got it in one.
Now they gotta go try to talk to Josh again to get everything sorted out.
This is where shit starts to really go down.
They get to his house. Cops are there again. They get pulled over on suspicion of HEROIN possession. Obviously the cops don't find anything but they break shit and threaten this kid anyway. Hours later, Ben gets home. His lawsuit is accepted. Now he has to serve them papers personally.
He goes to Josh's house again and tries to get the papers served. Four times the cops came by, three times they were like "Oh are these papers real? You arent doing anything illegal. Carry on". Until the fourth time where they, ON CAMERA, confirm with the court system that yes, the papers are real and yes they needed to be served.
So they arrest Ben for tresspassing.
Ben gets off on bail after a week.
He decides to do a go fund me for the family. He brings a huge banner for it and puts it up on the public sidewalk across from Josh's house.
The cops are called again. They know its not illegal to do what they are doing. The cops go back to their car, talk it over, admit its NOT illegal, poorly redact the body cam footage saying that and come up with a convoluted reason to arrest Ben again. So they do on suspicion of stalking.
They try to keep him in jail for a month, no bail. A judge went over the order and decided that it was crazy to do that and changed the order to let him go with bail again. Ben goes home.
THEN THEY SWAT THE PLACE HE IS STAYING ON SUSPICION OF HIM HAVING STOLEN THE LEGOS! Remember that threat that Josh gave Ben? Well, it came true. Ben was arrested again. This time they dislocated his shoulder and sent him on his way when they didnt find anything of note. Still, The kid gets harmed, threatened and bullied for the crime of...making an enemy of this company and those people.
And then the cops issue ANOTHER warant for Bens arrest. This time with no chance of bail at all.
So he flew to Mexico and is right now, currently in Mexico while he confers with lawyers over his situation.
The most fucked up part of the whole thing. Every cop and judge that harrassed him was Mormon. The CEO of BAM and Josh And Robert are all Mormons and every single one of em donate hella money to the Mormon church. Like, crazy amounts of money.
I am not making any of this up either. Like there is body cam footage, there are doccuments, emails, arrest records, court orders, dockets, contracts ETC that tell the story better than any words can.
I am not shocked at all by the corruption happening here, but I am hopefull that this is a thread that can be pulled to its source, that something good might come of how exposed these people and their crimes are by their own blatant assgrabbing tomfuckery.
But holy shit. What a development in the lego collection sphere. BAM seems to be going full force into destroying any credibility they have. Because if they can do this to anyone, they can do this to you too. How do you know if the legos you are buying arent stolen? How do you know theyre going to honor your consignment deal? How do you know theyre not gonna send the cops to break your fucking legs if you express any wish to get your rightfully owed money back from them?
This shit is heinous. Unspeakably heinous.
A Grungler On Crossdressing
I think a lot about crossdressing, for a guy who doesnât do it or go looking for it or interact with it at all.
Let me clarify: Kind of. Not really. I donât think about it very often, itâs not a thought that occupies me a lot of the time, but it is a thought that when I do try and think about it involves thinking an awful lot, in a way that necessarily involves constructing not just âwhat I thinkâ but multiple related models about what it even means to do this thing we call âcrossdressing.â At a certain point the models break down.
If youâre not here to hear a cis guy talking about crossdressing as a practice with which he has nothing to do, then you might wanna go elsewhere today!
First of all, crossdressing is a term with a simple-sounding definition that I feel opens up a lot of weird doors. Crossdressing, ostensibly, is wearing the clothes of the opposite genderâs. Except, and this is the annoying thing, this doesnât really mean anything, because there are no opposite genders. Also, people donât really care about women wearing pants (unless theyâre real freaks that Iâm related to). As with many of these âqueerâ discussions, what people really mean is âmen doing something that isnât men-appropriate.â
You can find this if you ask people about gay rights, inevitably you find the conversation gravitates towards gay men and then somehow, no matter what you start the topic onto, they want to bring up buttsex and poo and cocks. Now thereâs a whole conversation around how thatâs fundamentally because homophobia (and antiqueerness in general) is built around disgust responses and thatâs why they try to bring up gross stuff.
When I talk about âcrossdressing,â bringing up like, Janelle Monae in a suit isnât in the conversation. Nor should it be, really, because Janelle Monae isnât a woman in a menâs suit, itâs a nonbinary person in their own suit, but the people who are mad about crossdressing include people who would absolutely see that as âprobably fineâ because theyâre parsing it as a woman wearing a menâs suit in a way that still nonetheless makes them look really hot.
Point is, step one: Crossdressing is, in one space, an impossible action and instead is just about patrolling the ways men shouldnât dress.
Letâs assume, though, that crossdressing exists. Letâs assume then that itâs about some kind of simplified gender binary thingy thatâs kinda silly, itâs a thing people can do when they wear the âwrongâ gender of clothes, or clothes that are âwrongâ for their gender. Iâll isolate it down to a specific example: Men wearing womenâs clothing, and this is bad. From there Iâll discard the people who are mad about it for the obvious transmisogyny angle.
Instead, what about the trans people who donât like crossdressing.
Now, for this in this context, I want to make it clear, I am neutral on what the opinions of these people should be and I do not think that anyone should have a particular opinion on this cultural practice. There are these two positions:
Men crossdressing is generally, bad or tasteless, because it enables transmisogynist people who are willing to play with gender enough to dress out of type, but are not actually engaged with the experience of being that gender.
Men crossdressing is generally, good or okay, because it enables people who might want to play with gender a place to do so that does not necessarily require deeper commitment and therefore, present those ideas to people, even those who are not necessarily the crossdresser.
This to me feels as much like an argument about drag specifically, and about drag culture in the specific, high-prominence American Excess. It feels like RuPaul. It feels like a conversation that isnât about crossdressing, itâs a conversation around specifically some high-profile crossdressers who are probably also transphobes. It isnât how it was phrased to me, though and I donât want to speak over the conversation.
It is a challenging conversation to grapple with because I donât want to act like itâs something anyone should have to put up with. I think that every community slice has bad actors in it, and I think that every single form that can take is going to feature shitheads that suck. I tend to think that any given practice that does enable those people should be addressed in a way that the community can, like, you know, by not tolerating them and kicking them out, and refusing to give them platforms and voice. I donât think that means the practice of crossdressing is âbadâ in any way.
I do understand though that Iâm not part of that conversation. I just donât find myself compelled by the idea that guys wearing skirts creates some kind of greater structural problem that wasnât already there, and would be there, even if the guy wasnât wearing a skirt.
I kinda remember someone saying something like âfemboy aesthetics are appropriating transfemininityâ which is just close enough to a joke silly opinion that Iâm not sure it isnât one. Like, if a guy wants to try transfeminine aesthetics, isnât that a good thing? Shouldnât transfeminine aesthetics be more present and more available and more seen as good and desireable things for people to engage with?
And the thing is, in with all this: I have no interest in it! Crossdressing isnât something Iâve ever found interesting to do at all! Iâve worn a skirt a few times in the vein of âwell, itâs whatâs in this house and I can wear it,â but I havenât been left with any feeling of the experience afterwards like Iâm delighted that Dress Goes Spinny. Itâs just clothes, and I find people who get really mad about what other people are wearing tend to be silly. Itâs one of the reasons I find hijab bans or the like a serious sign of someone being untrustworthy, because itâs so unserious to be a person mad about a hat. I know that hat is very significant to the person who wears it, but if Iâm not invested in those reasons, itâs just a hat to me, and being mad about someoneâs hat seems deeply unserious.
Honestly, this whole line of conversation, with my own complete antipathy towards the promise or threat of gender exploration is one of the reasons Iâm nervous about watching I Saw The TV Glow. What if I watch it and I think itâs just fine and donât have a full-blown gender crisis about it?
Check it out on PRESS.exe to see it with images and links!
If you're the kind of anxious where you want people to reach out to you because you can't bring yourself to make first contact, I have a pro tip for you when someone does:
respond?
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Dev Pile: What Value Story
Hereâs an academic concept, presented in plain language. I think that every game requires stuff to play it with, rules for how it plays, and a fiction for what youâre playing. In the more academic way, I say that all games are the nexus of an abstraction, an entanglement and stuffness, which are each things that create and present limitations and boundaries on one another. Even an attempt to have minimal forms of one or the other creates stressors on the others.
A not-uncommon question that follows from this from people who hear and engage with it, which is largely, people I work with who want me to explain more and are doing me a favour by asking, is âwhat about X? it doesnât have a fiction, right?â and the X in question is something like Checkers, Chess, or Tennis. The solution to that question is that these games have fictions, because, and this is important: You canât avoid it.
People use stories to explain sequences of events with related experiences. Naturally speaking, any game creates the structure of a story, with rising action and a conclusion because games necessarily are made out of the structures of play that pull the game towards its conclusion. That means that necessarily any given game is going to have an outcome, a product, that the experience of its play forms a story, a sequence of events, in which, if the game has engaged its players and given them reason to care about what is or is not happening, then they are going to structure as a story.
This fiction is going to be informed by the game experience, and that game experience is going to be shaped, again, by rules and play pieces. The fiction of any given game can be found therefore, in examining the parts that make up the game, and is related and expressed by those two other elements.
First things first, games have representations. There are things that are representations of abstractions in the game rules. An example is the all-purpose tally of âscoreâ â a score is used to represent the skill or difficulty of the things the scorer succeeds at. In basketball, three-pointers and two-pointers and penalty shots are all worth different amounts, and those different amounts create a valuation, in the narrative of the game, as to what commensurate tasks are comparable to one another. For example, two teams with scores of 81 are considered to be as good as each other in the fictional test of the game, even though one of those teams got 40 2-pointers and a penalty, while the other got 27 3-pointers.
Game pieces represent the things in the fiction, and the terms used to represent them are in turn, part of the creation of a fiction. In Checkers, the pieces have one major differentation â that they are one colour, or the other; this creates the fiction that the opposing forces are almost identical, but arenât quite identical, and theyâre placed on a board which is representative of some kind of space of relationship that the checkers pieces are capable of âmovingâ across. In chess, pieces are representative of army units, and the board represents another space, which is necessary to explain how those pieces move.
These representations can bring with them implied information and values as well. For example, there is one piece on the board of Chess that has a feminine-gendered name (the Queen), and there are three pieces with masculine-gendered names (the King, the Bishop, and the Knight). I know you may think lady knights are cool as hell, and those terms are losing their gendering, but they absolutely were not ungendered when they were first used. The implication is that in Chess, power and authority to act and win is commonly in the hands of men, but sometimes in the hands of women, and also, that women need to be exceptional to be on the battlefield alongside even the lowliest pawns.
Similarly, the relationships between things in rules creates fiction. Say we have a game of pieces that move over a distance. If I have a piece that moves 1 square, and a piece that moves 5 square, the natural assumption of how to express these movements is that the 1-move piece is âslowâ and the 5-move piece is âfast.â This is without calling the movement ranges âspeedâ or anything, but just the natural consequence of how these rules are reasonably expressed.
Thereâs also something important to how game rules use fiction to both maintain coherence. Describing game pieces in ways that make sense to a fiction makes it easier to explain why pieces work together. Many simpler games donât bother to try and enforce this; games like Snakes and Ladders or The Game of Life use entirely random pieces that are incoherently connected to the fiction; the dice arenât something, theyâre not doing something, theyâre just a game piece that creates a game action that the players enact in the name of the game. The fiction of either is about random options happening to the player, who then has to make the best of the narrative of how they experience those events.
On the other hand, to compare to a game which uses a lot of fictional coherence tools, in Magic: The Gathering, when an attacking card is marked with a quantity of interaction points equal to or in excess of their secondry primary attreibute, the card is put into a discard pile, and cards that check whether that card was put there in this way, then trigger. Except what the game says in its fiction is that if a creature is dealt too much damage, it dies, and itâs too much damage if itâs equal to or higher than its toughness. When it dies, it goes to the graveyard, and getting the card back is then fictionally themed as digging up a grave, or raising the dead.
These ideas make Magic: The Gathering much more easily handled despite its immensely complicated fiction! And that means that by treating the fiction of the game seriously, and enmeshing the rules and structures of those rules with the fiction, and using the stuff of the game to represent that fiction, the game is better and easier to play.
Itâs important to understand Iâm not saying that your game âshould have a fictionâ, Iâm saying you canât prevent your game from having a fiction. It might be ill-formed and vague, but necessarily, thereâs going to be something that the play experience creates that the mind is going to observe like a sequence in a story. Itâs not that your game âshouldâ have a story, itâs that it canât not, and that means that the story is a thing that you need to actively consider when creating the rest of the game.
Check it out on PRESS.exe to see it with images and links!
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