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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@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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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 it’s 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 “remission” on a higher dose, which I cannot be prescribed because of market conditions; and if I weren’t 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
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 – 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 – indeed, arguably this is the only thing that rules can meaningfully express opinions about! – 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 – or even that those rules exist – 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 – at least, not without a lot of special equipment – 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!)
“There aren’t enough hours in a day.” 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, “8 hours” 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, there’s 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. “Just wake up earlier” “Just meal prep”… these are ok short-term, individual solutions, but the broader, systemic issue is obvious. We aren’t built for this. There’s no work-life balance. Genuinely, I think if our culture could normalize a shorter work week, many individuals’ biggest problems would simply evaporate.

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The best "online-ageism" rebuttal I think I've ever seen
Check this out.
...Gotta adapt this for myself to include CompuServe and Fidonet. :)
Reblogging for "I have usernames older than you".
This username is older than a lot of people on Tumblr. I've been vaspider online since 1998.
My username can not only vote and drink, that bitch can rent a fucking car.
…I have posts on USEnet that are older than a lot of people on Tumblr. (I posted on rec.games.roguelike.nethack back in the mid-to-late 90s.)
not sure they're still around, and they'd be under my deadname, but I'm sure someone has archives of that newsgroup around that period…
mostly I remember overhearing my parents talking about their news provider misunderstanding one of my YAFMs ("You hit the evil mother-in-law! You destroy the green slime!") and complaining to them about it.
(YAFM: "Yet Another Funny Message"; Nethack narrates player actions, and hallucination is a condition that can result in misidentifying monsters both visually and by name. consequently, you can get some pretty hilarious message sequences.)
The best "online-ageism" rebuttal I think I've ever seen
Check this out.
...Gotta adapt this for myself to include CompuServe and Fidonet. :)
Reblogging for "I have usernames older than you".
This username is older than a lot of people on Tumblr. I've been vaspider online since 1998.
My username can not only vote and drink, that bitch can rent a fucking car.
Okay, so there's a scene in Project Hail Mary (book) not long after Grace and Rocky meet when Grace leaves to sleep while Rocky is absent from their tunnel and leaves the amount of time he'll be gone taped to the wall between them in popsicle sticks. Grace then oversleeps and is gone more than two hours longer than he said he would be. He wakes up and Rocky is tapping on their divider wall loud enough to be heard in the crew quarters and he's very upset when Grace reappears, hitting the wall and the numbers and pointing to his clock and shaking his fist. And the first time I heard that I went "lil guy why are you so impatient" but after hearing the rest of his story it hit me:
Rocky lost his entire crew to an unknown illness and has been alone in space for forty six years. Lil guy wasn't impatient he was freaking frantic that something had happened to the only other being he'd met in the past fifty years and relieved and understandably worked up when Grace reappeared and was just fine but oh my word, can you imagine? You've been alone for so long and you don't even know what killed your crew or why you survived and you finally, finally meet another person and they leave you a note for when they're gonna be back AND THEN THEY DON'T SHOW UP ON TIME?! where are they question?! are they okay question?!
And all you can do to ask, "hey are you okay over there question?!" is bang on the wall between your two ships and HOPE that this person you met didn't just die or have a horrible accident. FOR TWO HOURS. Headcanon that those two hours were when Rocky came up with the idea for the zenonite ball so he could come into the Hail Mary because he HAD to be able to make sure Grace was okay, even before they were friends, he could not lose anybody else, even this weird alien he just met, this is the first time he's had HOPE in almost FIFTY YEARS. It's no wonder he insists on watching Grace sleep as soon as they have the words for it. ;-;
Conservation groups say work has begun in protected coastal area, while prime minister insists project will bring jobs and investment
these are getting weird
one that drives around near where i live has a massive bumper sticker that says “I NOW DRIVE THIS IN SHAME” in big bold red text

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there’s a common myth that languages get simpler over time, which on the face of it, seems like it would stand to reason. Languages is a tool of communication, so logically the simplest and most easily understood systems should be selected for, right?
well, what researchers found when studying the history of our languages is, well, no. there isn’t a noticeable trend towards simplicity in language.
and the reason why is because language is not just a tool for communication. it’s also for fun
#one of the biggest driving forces for change is language is slang#it’s just peol being silly and telling jokes with words#and about words#case and point#the word butterfly#it was originally ’flutterby’#but then at some point in time a population of people thought it would be funny to call them butterfly’s instead#and it caught on like wildfire#it was like a medieval meme#(or whenever it changed I don’t actually know)#everyone was like ‘omg hilarious. we should all start doing this’#and now here we are#language
Where'd you get that one from? Butterfly most definitely originated from Old English buterflēoge which in turn came from Dutch and German.
Of course, one of the other fun things to do with language is (and always has been!) inventing etymologies for words and phrases and then presenting them as if they’re unshakable truth 😅
I can't believe home depot literally produced a wildly successful science fiction musical and we all just pretend it didn't happen. on one hand yes it had a boring white guy main character but like.... home depot just... Made it? And it had shit ton of box office sales? and no one even talks about this. this is like avatar (2009) all over again
OK so. After a lot of frantic googling I realized this was all a dream. home depot did not in fact produce a wildly successful science fiction musical. I was on allergy meds and took a nap and my brain simply prophesized this. slightly disappointed because I wanted to watch it.
(by @galwednesday)
title of this is just ‘lesbian sex’
#reminds me of essential dykes to watch out for! #meant compliment-wise #i love this so much #op do you have these as prints or anything.....maybe a sticker perhaps......
I do now :)
ain’t that just the way it always goes • Millions of unique designs by independent artists. Find your thing.
title of this is just ‘lesbian sex’
lot of terfs have been reblogging this so I may as well publicly state that the woman on the right is modeled with permission after my transfemme friend. if you relate to it as strongly as many of you claim in the tags I urge you to reflect upon that with empathy and compassion about the depth of experiences you truly do share with trans women.
otherwise fuck off I guess. my art is not fuel for your hatred.
Tried to tip a tumblr blog at 1am and it was such a suspicious transaction it immediately put a full fraud freeze on my account
Fortunately, banks no longer just ask 'did you make that transaction' they want to make sure you weren't scammed into making that transaction and 5mins after their call will give away all your money anyway.
This is an honest to goodness life saving movement and I cannot be happier banks are adopting it
Unfortunately, it meant I had to have the most embarrassing financial call of my life
-
Me: Ah yeah I was just trying to tip a tumblr blog
Cash: right and were you directed there by a Facebook link? An Instagram advert?
Me: no I was just on tumblr...on purpose
-
Caah: and this person asked you for money?
Me: oh no they just had a funny story, which happened to be about money and I thought, "wouldn't it be funny if I tipped them"
-
Me: * covering a reblog by reblog update on the adventures my mutual was having *
Cash: okay I don't think that can actually happen though..
Me: It might not have, but i was happy to tip them just because it was funny
-
Cash: and how well do you think you know this person?
Me: *considers explaining how much I know about a beloved mutual without ever knowing their name or face* ... I have no idea who this person is
I think in the end Cash decided there was no saving me from myself

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I can't remember where I read it last week, but the person discussed how when we think of chattel slavery in the US, we tend to think of massive plantations of cotton or tobacco, with one very rich white master or mistress with lots of land and lots of enslaved people. But we very rarely think of the many families that had just one or two slaves, in smaller homes.
Because it's not like you had to pay them, so once your family owned someone, they owned them and their descendants indefinitely. Could you pay and eventually free em- sure! You could also send them anywhere you want for any labor you want, could have an enslaved woman bred for more children, or maybe save up and buy new slaves and sell the old. Like cattle (thus, chattel slavery).
So it's interesting that many people go "oh well it's not like my family owned slaves!" Because like, one, how do you know that? Have you ever actually asked your grandmas about their grandmas? How many of your family members grew up with mammies? Have you ever asked? I wonder how many people have actually done the digging for the truth (or was it easier to just benefit). Because I've talked to my grandma, who picked cotton in the sea islands. She had to have been doing that for someone in the 1930s and 40s!
And two, it's easy to think that because your family (or someone else's) didn't own sprawling stolen land and generational blood money like a plantation owner, that it wasn't as important. But... It was. That was still someone's entire life. That was a person, whose labor benefitted and saved a family money that could be used in other ventures. How often do we think of them?
Transcript from image:
From pics community on reddit
You can fight ICE by annoying them
Mess up their food/drink orders- Lose their tickets/reservations
Overtighten lug nuts, strip spark plugs
Give them incorrect but real-sounding information
Record them with your phones
Disrupt them with loud noises (car alarms, music, banging metal) and bright lights (flashlights, headlights)
Shame them
(fuck yeah)
The fascists want complacency.
Do not give it to them.
(fuck them white supremacists )
It is your right to make "Mistakes"
It’s important to note that this is a poster on a glass window. It’s very important to note that the (fuck yeah) and the (fuck them white supremacists) have been written in with a pen by someone on said poster.
Anyways fuck fascists and white supremacists