New post, gonna use this to document my journey as a trans woman
Going to the store
𓃗

#extradirty
official daine visual archive
One Nice Bug Per Day
★
let's talk about Bridgerton tea, my ask is open
noise dept.
Doug Jones

tannertan36
🩵 avery cochrane 🩵

bliss lane
I'd rather be in outer space 🛸
KIROKAZE

@theartofmadeline
Not today Justin
Aqua Utopia|海の底で記憶を紡ぐ
NASA

izzy's playlists!

Kiana Khansmith
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@thydungeongal
New post, gonna use this to document my journey as a trans woman
Going to the store

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Do you think its possoble to recreate the kind of enjoyment one gets in video games from searching/farming for resources or other semi-repetitive tasks, but in tabletops? Or, if not that, how one could take an interesting setting and/or plot idea which relies on repeatedly scavenging areas for resources, and make it work in a tabletop setting?
I don't think it's entirely impossible, but I think it's worth thinking of why it's so fun in video games: in video games the process of farming/grinding and other repetitive tasks is often very predictable to the point of the player being pretty much able to go on autopilot and not have to be at a 100% at all times. Tabletop RPGs differ in the sense that many of their mechanics are based on conversation and it's sort of expected that the mechanics only be brought in once the right conversation is done.
But now like tabletop RPGs aren't the only tabletop games out there and there are in fact heavily mechanized solitaire games where playing them can be heavily automated. Completing a puzzle can be a solitaire tabletop game, as can be a playing a game of the card game Solitaire, etc. and I feel those games can hit the same kind of spot as "doing a repetitive task in a video game that still feels rewarding and fun."
So like: if you want to model it through the traditional tabletop RPG framework of "two players in conversation and once the right conversation happens the mechanics are brought in and then the procedure is followed" then I think you might struggle with making repetitive tasks fun and rewarding in a tabletop. There's too much friction there, when the reason why those activities can be fun in a video game is due to them being almost entirely frictionless. However, if you accept that one of the modes of play in your "tabletop farming sim" could literally be "a player literally plays a bean-counting mini game on the side as an abstraction of their character being involved in the bean-counting side of farming and collecting resources and so on" and just let them do that, then yeah. Maybe.
Now this is very high level and abstract but I could see the potential in just making some parts of a TTRPG automated and not necessitate a GM and it could work and be fun. :)
i think there's something to be said about incorporaitng it into a Meta-Game that's composed of different systems or games each representing different facets of the whole, such that someone could be engaging with such tasks and it feed into the broader game. to give an awful example: someone sitting doing a farming minigame as a solo ting that provides resources for another game but that they're part of a broader group for
Do you think its possoble to recreate the kind of enjoyment one gets in video games from searching/farming for resources or other semi-repetitive tasks, but in tabletops? Or, if not that, how one could take an interesting setting and/or plot idea which relies on repeatedly scavenging areas for resources, and make it work in a tabletop setting?
I don't think it's entirely impossible, but I think it's worth thinking of why it's so fun in video games: in video games the process of farming/grinding and other repetitive tasks is often very predictable to the point of the player being pretty much able to go on autopilot and not have to be at a 100% at all times. Tabletop RPGs differ in the sense that many of their mechanics are based on conversation and it's sort of expected that the mechanics only be brought in once the right conversation is done.
But now like tabletop RPGs aren't the only tabletop games out there and there are in fact heavily mechanized solitaire games where playing them can be heavily automated. Completing a puzzle can be a solitaire tabletop game, as can be a playing a game of the card game Solitaire, etc. and I feel those games can hit the same kind of spot as "doing a repetitive task in a video game that still feels rewarding and fun."
So like: if you want to model it through the traditional tabletop RPG framework of "two players in conversation and once the right conversation happens the mechanics are brought in and then the procedure is followed" then I think you might struggle with making repetitive tasks fun and rewarding in a tabletop. There's too much friction there, when the reason why those activities can be fun in a video game is due to them being almost entirely frictionless. However, if you accept that one of the modes of play in your "tabletop farming sim" could literally be "a player literally plays a bean-counting mini game on the side as an abstraction of their character being involved in the bean-counting side of farming and collecting resources and so on" and just let them do that, then yeah. Maybe.
Now this is very high level and abstract but I could see the potential in just making some parts of a TTRPG automated and not necessitate a GM and it could work and be fun. :)
Dude
Aborted girlfriend.
Hamas killed her gf

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excerpts from erin in the morning's article on the ioc's ban on transgender women and sex testing policy
Do you think this is ASMR?
going over to my minimalist girlfriend’s house and she apologizes profusely for the mess and there’s just a single perfect, fresh pea on the floor of her living room
Blue Lois
can i help you
Red Marge
jesus christ. I Am Under Fucking Attack
World Heritage Post
i deserve a medal for this post. not because i was particularly funny but because i survived an onslaught of nearly one hundred gimmick blogs in the wake of this post popping off, and the fact that i didn’t try to track any of them down and snuff them out with my bare hands is a testament to my immeasurable strength and should be rewarded. at one point i had “the official letter h” add on to this post. you wanna know that blog’s gimmick? the really funny and original and worthwhile gimmick the official letter h blog had? yep you guessed it they just gave me the god damned letter H and then fucked off. only jesus knows the suffering i endured over that harsh winter, and he wept for me
My cousin from New York, Brooklyn Steve, is known for his famous catchphrase "Hey, I'm goblin here!"
I'm about to become a viral sensation. That's right, the doctor said I'm infectious
I'm in your computers
Uh oh
imagining @goblin-steve like this
Check it out, it's Gremlin Steve!

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Dumbstruck, adjective derived from dumbstrike, my cool special attack
She hit me with her dumbstrike, and then I lost the ability to do basic math. She said she'd give me a million dollars to make up for it, but I can't count any more so I have no idea how much money she actually gave me. I'm pretty sure it's more than five, but no clue beyond that.
Dumbstruck, adjective derived from dumbstrike, my cool special attack
I was just reading the ask about modifying eureka to have a masquerade and it got me thinking, does the team have any license or interest in licensing for expansions? I tend to think the OGL ended up being kind of a disaster, but I think it would be cool to be able to be able to a) be able to add extra options for settings/groups/etc and b) support y'all with it and c) be able to see a metaphorical stamp of approval that this splat doesn't fuck up the base game
Legally, we own a copyright for Eureka but practically speaking we don’t have an army of lawyers to enforce that and don’t love most copyright laws even if we did. The most serious thing is that like, we ask that nobody that’s not us host any official A.N.I.M. product for download anywhere. (There’s no point in pirating it, you can get it for free on itchio.)
We do allow people to make their own Eureka stuff, and in fact we especially encourage it when it comes to adventure modules. More adventure modules is something Eureka will always need. We even have a semi-formal approval process where we read, consult, and edit on people’s Eureka stuff to make sure it is up to our standard and if it is we will even link to it on our itchio page and in the rulebook itself. We don’t get any profits from this, you keep any money you make, but it still benefits us because having more adventure modules increases the overall playability of Eureka and it lets us play our own game.
(We are actually running a mystery module jam right now.)
This is a lot of extra work for no direct pay though, and that is part of why Trait supplements and stuff like that get much lower priority than adventure modules. I am personally much, much more anal about what is allowed in terms of Traits and stuff. (And I don’t think Eureka even needs any more Traits, a bunch of the existing official Traits have barely even been used.) If anyone wants to do any extra Eureka thing, I urge it to be an adventure module. There is a very comprehensive guide on how to make a good Eureka adventure module in Chapter 5 of the rulebook.
If anyone was interested in doing a, like, alternative setting, like one where there is a VtM-esque “masquerade,” or one where there is still no “masquerade” but monsters are relatively known to science, then actually I recommend that this be part of an adventure module too. Because well, like, there is little point in an alternative setting if there is nothing setting-specific for the PCs to do in this setting.
Such a supplement would introduce itself, explain the differences in setting and subsequently game rules, explain how this would likely affect the types of characters or types of behaviors and attitudes they would have, etc., and then it would give you the adventure module taking place in that alternative setting below that.
If we don’t like your Eureka project, we won’t sue you, we’ll just not acknowledge or promote/approve it. Granted, making Eureka supplements or whatever that go against the design principles, themes, intentions, etc. of Eureka will personally probably really upset me, but it’s not illegal.
Oh, to be a little kitten who just got vaccinated and then taken to a high-end restaurant and tasted the best food the chefs could offer and then fell asleep in a basket.

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my notifications are once again devolving into a spirited debate about the ethics of actions that could potentially make someone uncomfortable, and at risk of sounding like someone about to get a lot of irate anons I think we're frankly giving way too to much moral weight to hypothetical discomfort
the thing about discomfort is that it's an extremely nebulous category that can be triggered by virtually anything and that's far too broad a category to have any inherent moral quality to it. like. my mom was mad uncomfortable when I stopped shaving. that didn't mean I was doing violence against my mom it just meant she needed to get over herself. many such cases it must be said.
there's not a single example I could give that's better than this
the qord argue is just the word agree if somebody fucked it up really bad and awfuls, which is deep
the world Sever is just theSevere without an e. which is kinda nnothing ar all or ever will be
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