please stop sending me asks regarding financial assistance; I will delete them. it's not that I don't care, it's that I don't have the spoons/energy or time to verify that they are legitimate. I'm sorry.
wallacepolsom
noise dept.
todays bird

tannertan36
hello vonnie
Xuebing Du
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TVSTRANGERTHINGS
ojovivo
KIROKAZE
Stranger Things
Aqua Utopiaļ½ęµ·ć®åŗć§čØę¶ćē“”ć

blake kathryn

Andulka

⣠Chile in a Photography ā£
sheepfilms

#extradirty
Sweet Seals For You, Always
tumblr dot com
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@vulpineamethyst
please stop sending me asks regarding financial assistance; I will delete them. it's not that I don't care, it's that I don't have the spoons/energy or time to verify that they are legitimate. I'm sorry.

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So... We might be on the verge of another war. I don't know anything anymore except just a couple of things. That they may cut off our internet again (soon), that all the regimes and all the political figures around are evil and tyrants, and that no one cares about Iranian people. IRGC will keep on oppressing and slaughtering us, neither USA nor Israel nor the entire fucking world will give a damn.
repeat after me. humans are not inherently evil humans are not like a virus on this earth humans do not ādeserveā to go extinct or anything like that. we are living breathing animals that deserve space just like every other creature on this planet. thereās just a tiny amount of us that have a fuck ton of money and power and they really suck
neurodivergent ppl with a diagnosis, was it hard to get?
yes
kinda?
no
mid getting a diagnosis, it's hard
mid getting a diagnosis, kinda
mid getting a diagnosis, no
the process is too hard/complicated for me to get one
not really thinking about getting a professional diagnosis yet
I'm not sure
i don't need a diagnosis/I'm neurotypical/results
I follow the "leave nothing but footprints take nothing but photos" rule of state/national parks yeah because conservation. But also because when I was 11 i read a short story about a girl who went to a museum and stole a bandage flake off a mummy on display with the mentality of "im just one person one piece won't be missed" then at night she was visited by the mummy and it plucked a single hair from her head and then the next night a different mummy took another hair and she realized that there were only so many pieces to her before there would be nothing left and that story was forever wedged in my brain. Anyways leave cool rocks where you find them or the mummies will get you
#indigenous teachings #unironically #š¤·āāļø shoulda listened the first time via @alwayswasalwayswillbeourland

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actually pigs shouldn't be at pride even outside of uniform. fuck those guys
if you decide to become a police officer then that outweighs any other marginalised identity you can rustle up like. not sorry, who asked you to willingly become a pig
I have heard of black people warning their kids that the race of a police officer is cop and you should not expect solidarity from them. The same applies to other types of minorities.
The sexuality of a police officer is cop.
The gender of a police officer is cop.
When you become the enforcer and protector of capital, you are making the deal to be slightly favored by the system over others like you, in exchange for being its servant. Your solidarity is with the system that you serve, even if it hates you.
If you want solidarity with those the system hates, you cannot be the system's servant and defender.
Oh, to be granted the power to speak to animals for just like 38 seconds, so that I could tell this pebble-brained feathery fuckass that nobody is impressed that he started singing earlier than anybody else. There's no bird pussy available at 2 am. The dames can sense your desperation. Stop screaming for at least three more hours.
how many times do you think celegorm's been woken up at 2am by a distraught brother asking him to tell the birds to shut up
Three times a week for 2,000 years
Statement from the Fire Brigades Union on the transphobic EHRC code of practice š„š„š„
news about pcos today
Decades-long campaign powered by patient perspectives results in switch from PCOS ā a name that caused confusion and undue suffering ā to PM
a health policy paper has been published saying the name is officially updated to polyendocrine metabolic ovarian syndrome (PMOS)
polyendocrine= multiple endocrine factors
metabolic = affecting/affected by metabolism
ovarian = from the ovaries
essentially, instead of using the symptomatic term (many people with PMOS do not develop cysts) the new term widens the diagnostic area and makes it easier to diagnose, treat, and do research on people with PMOS (even atypical types, such as no cysts).
it may seem like a waste of time to change a name instead of focusing on research, but for a lot of medical professionals a name can be associated with a hard set collection of symptoms, so the name needs to change to acknowledge that the disorder is not well understood and has a broader, subtler, and often missed set of symptoms. for example ADD is considered an antiquated/unused term, and now comes under the ADHD umbrella. in healthcare names and terminology changes all the time, and this is a positive change. your local healthcare professional may not know about this unless theyre really up on the news though!
in case you want to read about the name change process that was published in the Lancet (one of the most impactful and well respected medical journals):
Polyendocrine metabolic ovarian syndrome (PMOS), previously named polycystic ovary syndrome (PCOS), affects one in eight women. However, the
Hey mutual ? What the fuck. Shirley temples are for EVERYONE
#grown ass man enjoying a fancy ginger ale and having some reason not to drink alcohol how dare

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it still makes me go insane that somehow no social media site bothers to implement interleaved text and images. Fediverse cannot support it broadly, Bluesky can't handle it, Facebook can't do it, Twitter can't do it, fucking, LinkedIn doesn't do this, somehow only Tumblr has this, and it barely even counts as a popular social media site.
well you see we're the new pdf
sincerely useful phrases for dealing with intrusive thoughts:
"wouldn't that be fucked up or what?"
"anyway I'm Rod Stirling."
"and what if the world was made of pudding?"
"calm down edgelord."
"kind of cringe, not gonna lie"
"not canon"
Join Patrick Diedrich for a look at the Covert Physical Surveillance class hosted by OPTEMPO Training Group.
Covert Physical Surveillance (CPS) is a powerful tool, often employed by law enforcement to gather intelligence, monitor suspects, and pursue criminals undetected. ... Understanding how CPS operates ā and more critically, how to counter it ā is vital not only for those in law enforcement but for civilians, too.
every single person at kurzgesagt needs to be dragged into the street and subjected to torments dredged up from the depths of hell itself
i am going to turn into an infinite whirlwind of blades.
Ozempic is a diabetes drug with a side effect of weight loss that is now rarely able to be prescribed for diabetes because of the value it possesses to the medical weight loss market, leading to the development of Mounjaro, a diabetes drug that has a less effective weight loss side effect, which is now under restricted prescription in the uk because it has become valuable to the medical weight loss market, driving the price up.
I am diabetic, I am on Mounjaro, and itās done better for my HbA1c (blood sugar average) than any medication in the previous ten years of treatment, and would likely push me back into effectively āremissionā on a higher dose, which I cannot be prescribed because of market conditions; and if I werenāt already on it from the NHS trial period, I would likely not get it now.
This kind of misinformation OP complains about above kills people.
everyone get more normal about casual sex right now. it's not morally wrong. sexual attraction is not evil. take a deep breath

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what would a ttrpg that prioritizes roleplay and actually functions as such look like? i've played a few that claim to be "rp forward" and every time the mechanics meant to facilitate roleplay ended up impeding it - and meanwhile i've had perfectly rewarding rp experiences in crunchier systems with no mechanical social encounter support at all. is there really a way to build rp into a system that works, or is it just a unicorn idea?
"Proiritising roleplaying" doesn't mean anything ā it's a piece of vacuous marketing text targeted at people who've constructed their identity politics upon arguing about the correct way to pretend to be an elf.
The basic problem is that the term "roleplaying" is, itself, not well defined; in practice, it means whatever the person trying to sell you something wants it to mean. Here, for example, by invoking the presence or absence of "mechanical social encounter support" as the distinguishing feature of self-styled "RP forward" systems, you seem to be implicitly defining "roleplaying" to mean "set-piece encounters in which a player character attempts to persuade an NPC to do something for them without resorting to violence". Is this justified? Is playing out the process of hitting each other with sticks not "roleplaying"? Why not?
What most people mean when they toss the term "roleplaying" around in the context of tabletop games is something in the vicinity of "roleplaying is when we do things I'm interested in doing, and not-roleplaying is when we do things I'm not interested in doing". As all game rules are unavoidably opinionated about what player characters ought to spend their time doing ā indeed, arguably this is the only thing that rules can meaningfully express opinions about! ā the question of "does this system 'prioritise roleplaying'?" is typically reducible to "does this system agree with me about what kind of game I'm playing?". Games are then sorted into "priorities roleplaying" and "does not prioritise roleplaying" based on which side of the answer to that question they fall on for the person doing the sorting.
This is the ultimate root of a lot of this "the best sessions I ever had never touched the rules at all" stuff. For a variety of reasons, many people have genuinely never experienced playing a tabletop RPG whose rules agree with them about what sort of experience of play they ought to be having, and in some cases they can't even imagine what that would look like. If you and the system you're using disagree so badly about what kind of game you're playing that "engaging with the rules" and "engaging with my desired experience of play" are mutually exclusive activities, it's not surprising that ignoring the rules entirely would be your best play.
In this light, your question of "what would a system that really prioritises roleplaying look like?" translates to "what would a system that actually agrees with me about what kind of game I'm playing look like?", and that's not a question I can answer unless you're willing and able to get a lot more rigorous about what you mean when you say "roleplaying".
Here, for example, by invoking the presence or absence of "mechanical social encounter support" as the distinguishing feature of self-styled "RP forward" systems, you seem to be implicitly defining "roleplaying" to mean "set-piece encounters in which a player character attempts to persuade an NPC to do something for them without resorting to violence".
well, no, i was actually thinking about scenarios like navigating a ball/gala type event and exploring the plot through verbal conversation, but i suppose i didn't say that, so fine, egg on my face
i ask this because i've been thinking a lot about why i keep bouncing off games like Blades in the Dark and Monster of the Week, both of which like to bill themselves as "rp forward". there's a lot of tools and toys to play with in terms of social encounters for both of those games, to be applied in heist and monster mystery situations, respectively, so i think we can safely say that we're aware of what the rules want to be doing in this instance, and are broadly in agreement with them.
but in practice, i often forget that i even have those tools, or the conversation regularly grinds to a halt while people review their abilities lists, and it's just.... weirdly exhausting. and i keep thinking that surely there must be a better way, but i'm not a game designer, so fuck me if i know what that better way might look like. hence, asking an expert.
i suppose we do need more precise terminology, because yeah "roleplaying" is technically applicable to any aspect of game engagement you can think of. "navigating social situations" is slightly narrower, but maybe just "having a conversation" is what we're after. and maybe part of the problem is that most people are already halfway proficient at having a conversation? in ways that we're not proficient at the aforementioned hitting each other with sticks. so we can just Do It without needing to abstract parts of the process into dice rolls and hit points, because we can just observe what the other guy says and then decide how our character feels about it and how they want to respond.
so is the answer to this just "roleplay is a fake category, and none of it matters"? surely that can't be it. surely someone must know what they're doing here, and can come up with a framework to gamify Having A Conversation in a functional and satisfying way.
There are a couple of big issues here:
You've settled on defining "roleplaying [mechanics]" as "gamifying having a conversation". What does it mean to gamify having a conversation? In what way, and to what purpose? My previously proposed summary of "[having rules for] set-piece encounters in which a player character attempts to persuade an NPC to do something for them without resorting to violence" is one way of gamifying having a conversation, but you've said that's not what you mean by that; so, what do you mean?
If you're having trouble remembering what the rules for a particular thing are ā or even that those rules exist ā that's often a good sign that engaging with those rules isn't fostering your desired experience of play; however, it doesn't tell us anything about what that desired experience of play is, other than "not that". (Also, it's worth examining whether this is actually a domain-specific issue; many groups find it necessary to frequently stop and review the rules in many contexts, but this tends to be seen as more tolerable in turn-based frameworks like combat than in contexts that lack such a framework.)
Maybe I'm missing the point, but here's my thing: you're playing a game that is played by talking. Why, then, do you need detailed game mechanics about talking (the thing you're already doing)? Why not just talk, and save the game mechanics for all the stuff that you can't just do for real at the table (e.g. hitting each other with sticks)?
That's definitely a reasonable perspective, though it depends on a very particular notion of What Game Rules Are For.
Suppose, for example, that your tabletop RPG character has occasion to play a game of Texas hold 'em. There are two basic ways this could be played out:
Roll some dice to decide who wins, and based on the outcome of that roll, produce a description of your character having played a game of Texas hold 'em.
Pick up a deck of playing cards and play a round of Texas hold 'em, you in the person of your character and the GM in the person of your NPC opponent, making all relevant decisions in character as your respective roles.
We certainly wouldn't say that the second one less constitutes "roleplaying" than the first. Some in-character activities, however, are less amenable to this sort of step-by-step acting out ā at least, not without a lot of special equipment ā and one of the functions of detailed frameworks of rules, such as the prototypical "combat system", is to furnish a game-mechanical proxy through which this sort of fine-grained IC decision-making can occur.
(Hell, if you were feeling mischievous, you might even argue that a game with a crunchy combat system is more "RP focused" in this sense than one which simply produces produces a description of your character having had a fight, in the sense that it both obliges and enables you to act out the process of actually making all those nitty-gritty IC choices.)
From this perspective, one might easily conclude that the purpose of RPG rules is to furnish such game-mechanical proxies; by extension, when no proxy is needed because sitting at a table poses no obstacle to acting things out in detail, game mechanics need not enter into it.
That's not the only possible perspective on What Game Rules Are For, though. Take me, for example: from my perspective, game rules are toys. They're made of methods and procedures rather than metal and plastic, but they're toys all the same, and I want to mash their faces together like a kid making their action figures make out. Whether or not a game-mechanical proxy is strictly required in order to play out the activity in question just isn't terribly relevant to me, because that's not why I want the rules to be present in the first place.
This being so, if somebody comes to me asking how best to address or model a particular activity in a framework of rules, I'll assume that they likewise have a reason to want such a framework to be present. I've got nothing against freeform RP, but I'm going to do you the courtesy of assuming that you've already considered and discarded that option and aren't just wasting my time!
I believe that this is brushing right up against (and partially overlapping) the Rules Elide blogpost-and-subsequent-years-long-conversation, which I was chewing on again recently after hearing about the GUNFUCKERS tweet (deleted, reproduced)
I don't think I agree that "rules elide" is universally true, but I do agree that a system can have hard rules; rules that are (theoretically) quick to resolve, aren't particularly interesting to consider, and leave no room for creativity or negotiation. Stuff that you could hand over to a computer to resolve without skipping over any decision points.
Example: Boot Hill. Also relevant: [the blog post about using boot hill for a political intrigue game.](https://www.chocolatehammer.org/?p=5773)
My new experimental stance: hard rules are a short-circuit, a strict A->B; they move cognitive load off themselves and onto the decision points (or conversations) around them, because they present fixed points to let people think about whether to use those hard rules or not. In effect, hard rules will be located right next to (or may be within) whatever your system is "actually about" but themselves will not be it.
There's also the whole issue that you can have 6 people at the same table all playing different games - you could have one player trying to keep their team fiscally solvent, another trying to finish quests, a third playing a dating simulator, the next trying to tame every monster, etc. But a ruleset (and the system that it "wants" to be) still has qualities of its own; the ultra-subjective framework doesn't seem to be giving me any interesting tools to work with.
Perhaps it can be examined by what the players are thinking about between sessions or how they'd summarise the last session they were in?
Within that lens, PF1 is actually about character-building and showing off what it can do...
I'm familiar with the thought exercise, and I've never found it terribly interesting because it's an obvious rhetorical sleight of hand. Neither Dragons & Damsels nor Gunfuckers are "about" convincing dragons to free princesses in any meaningful way. The former is so uninterested in convincing dragons to free princesses that it abstracts it all the way down to a single essentially non-interactive roll of the dice, while the latter simply has no opinion on the matter. There's nothing about Gunfuckers in particular that produced the described outcome; any premise or framing device which took the possibility of fighting the dragon off the table would have sufficed, and claiming otherwise is, at best, giving an essentially unrelated text credit for your GM's labour. It's falling prey to the same mentality that insists that Dungeons & Dragons is "about" all sorts of things on which its text is silent because you saw a podcast where the GM made something up.
(In fact, I'd go so far as to say that a hypothetical tabletop RPG which consists of absurdly hyper-lethal combat rules and nothing else is an objectively badly designed game, because the only thing its text has opinions on is what the game isn't about. I can get experiences of play that aren't about things anywhere!)
āThere arenāt enough hours in a day.ā There are actually. The problem is that we think 40 hour work weeks are an unavoidable fact of life.
The problem is that everyone has to work 8 hours, pretty much no exceptions, and with getting ready time + (unpaid) lunch + commute, ā8 hoursā is actually anywhere between 9 and 12, every single day, with more work to do when you get home because our society and culture was built around having one member of the household home full time and nothing has changed now that almost everyone works.
No wonder Americans are reliant on DoorDash and fast food, thereās no time or energy to cook. No one wonder mental and physical health are in shambles, many just spent all day sitting in fluorescent lights with little to no stimulation. āJust wake up earlierā āJust meal prepā⦠these are ok short-term, individual solutions, but the broader, systemic issue is obvious. We arenāt built for this. Thereās no work-life balance. Genuinely, I think if our culture could normalize a shorter work week, many individualsā biggest problems would simply evaporate.