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the self is a guy you made up to get mad at

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Werner Herzog
1998, Mama, Papa and Granpa Gengar with their little Haunter by Aya Kusube 楠部文, illustrations from ちいさなゴースト (The little ghost) in the series Pokémon Tales (ポケモンえほん Pokémon Picture Book)
Albrecht Dürer | Heavenly Body in the Night Sky , c. 1497
Deer Beds. Photographed by Katherine Wolkoff.

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Early 20th century Sutherland Macdonald tattoo.
Vincent Price playing ball behind the scenes of
Dr. Goldfoot and the Girl Bombs (1966)
‘Hands weaving magnetic-core memory, IBM, Poughkeepsie, New York,’ 1956. Photograph by Ansel Adams.
Hildegard von Bingen’s 23 litterae ignotae, letters for her constructed mystical language Lingua Ignota, ca. 1200.
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Path through the Woods (1874) by Pierre-Auguste Renoir
I don't disagree with the observation that a lot of folks in tabletop roleplaying spaces don't believe that game design is real (i.e., in the sense that they believe any GM should be able to achieve any experience of play using any system, and refuse to recognise that rules are opinionated about what sort of games they want to produce), but I feel like putting that at the forefront is confusing the symptom for the disease. A lot of folks in tabletop roleplaying spaces don't believe game design is real because they don't believe that games are real.
I've talked in the past about how Hasbro's efforts to deceptively market Dungeons & Dragons as universal entry-level game have fostered a culture of play in which any appearance that D&D isn't a universal entry-level game is regarded as evidence that you have a "bad GM", and how, in order to avoid being a "bad GM", it's necessary to treat it as a normal part of the GM's responsibilities to constantly monitor the outputs of the rules and quickly paper over any gaps between the game the rules want to produce and the game the group wants to play, like a cartoon train conductor frantically constructing the very tracks along which the train they're conducting is riding.
The trouble is that most players aren't stupid, and readily see through the act. They (correctly!) observe that the particulars of the rules don't actually seem to matter all that much, because most of the desired experience of play is the product of the GM's constant interventions, rather than the product of interpreting the outputs of the rules – but instead of identifying this as a problem, they conclude (again, quite reasonably, as they've probably never seen it done differently) that this is what tabletop roleplaying is. The GM merely pretends to be moderating a game; in truth, they're a pantomime-leader whose job is to maintain the illusion that we're playing a game with rules, when in fact what we're really doing is guided improv theatre.
And of course there's nothing wrong with guided improv theatre – it's a fine pastime, and one I've enjoyed myself on many occasions. However, it does put folks who really do want to play a game in a bind, because now there's this insurmountable communication barrier. You can say "I want to play a game, and these are the rules of that game", and receive what seems to be enthusiastic agreement with that premise; however, a significant portion of the people expressing that agreement think they're participating in a bit of kayfabe, like very dedicated professional wrestlers who stay in character even outside the ring.
Critically, nobody is necessarily acting in bad faith in this equation. The folks who don't bother to learn the rules because they think games aren't real mostly aren't fucking with you on purpose; they honestly thought they were yes-anding your improv prompt by pretending to care about the mechanics of play, and when they discover that you really do expect them to do all that fiddly dice math, from their perspective it genuinely looks like you were the one misleading them. It's just a fucked up culture of play garbling all the signals in both directions.
(Note that, while I've identified Hasbro's deceptive marketing as the ultimate source of this culture of play, indie RPGs are hardly innocent of perpetuating it. You only need cast a critical eye on the "Rule Zero" sections of many popular indie games to notice that their authors are all in on the idea that games aren't real!)
#ohhhh this is really good analysis #also i think large scale super professional actual play podcasts n shit are a big part of this #cuz imo that was a Lot of peoples main engagement with ttrpgs back in the day (about a decade ago) #and a lot of people thats still their Main TTRPG Experience #and like. those tend to be even less Game Like than the average dnd campaign #like a lot of that shit is in fact. scripted. and made to be more cinematic for the audience etc (via @st4rshiptr00per)
Yeah, big name "actual play" podcasts that pretend they're not scripted and workshopped to hell are a big contributing factor, though I wouldn't classify them as distinct from Hasbro's marketing apparatus so much as one of the most visible arms of that apparatus. The fact that Hasbro isn't paying them directly doesn't mean they aren't serving the brand.
(The weird part is that I get the impression that some of them don't even know it. Sometimes it seems like Brennan Lee Mulligan genuinely doesn't realise that best practices for running a game of Dungeons & Dragons as a kind of performance art for a paying audience are very different from best practices for running a game of Dungeons & Dragons for your three buddies in the GM's dining room.)
@hayeseveryone replied:
Maaaaaan. So I'm DMing two DnD 5e games at the moment. One of them is a high level combat focused megadungeon with very experienced players, while the other is more open and has more RP with a mix of experienced and new players. I always feel way more drained after a session running the latter game than the former. And I think you really helped me see why. I'm DEFINITELY having to do a ton of track-laying while running that game, because it's such an unfocused game. I feel way more like I have to be an entertainer who's always the one responsible for my players' fun, rather than expecting them to make their own fun using the rules of the game, like the players in my other group do.
Quite so – that's the central paradox of the rules-heavy-versus-rules-light debate: provided that the game the rules want to produce agrees with the game the group wants to play, a rules-heavy game may actually be less demanding to run than a rules-light one. A rigorous framework of play can be a very effective means of distributing the workload of making the game happen; if you play your cards right, the players won't even notice they're taking a load off the GM's shoulders by making their own rulings, because to them it just feels like drawing the obvious conclusions.
courtesy of @asimovsideburns
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Every fantasy setting needs a turtle island (Philippe Jouan, from "L'Ile de la Tortue," adventure for the French roleplaying game Animonde by Croc, aka Christophe Réaux, in Graal magazine 18, July-August 1989).
Someone has hidden 6 seeds of fast-growing plants in this floating city of 1000 people. Unless the party can remove all 6, in just 12 hours the irritating growth will force Gertrude the tortile, reluctantly, to dive deep into the lake for relief.
Hollywood Chainsaw Hookers (1988)

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Diane Arbus: Sword swallower, Maryland, 1970