maybeiwasserious
maybeiwasserious
Or Maybe I was Kidding
172K posts
he/him. The invisible hand of the free market cannot be trusted; it keeps forming monopolies.
Don't wanna be here? Send us removal request.
maybeiwasserious · 27 minutes ago
Text
Tumblr media
8K notes · View notes
maybeiwasserious · 31 minutes ago
Text
The exchange deal is about to collapse and Netanyahu threatens to deal a very severe blow to Gaza... we don't want to live another hell Please help us and donate to us so that we can leave Gaza when the opportunity arises.
@rickybabyboy @valtsv @komsomolka @prisonhannibal @hotvampireadjacent @r0zeclawz @marxism-transgenderism @teaboot @boobieteriat @wolfertinger666 @3000s @ot3 @90-ghost @apas-95 @pitbolshevik @punkitt-is-here @b0tster @vampiricvenus @ankle-beez @dyrdeer @tamamita @omegaversereloaded @sawasawako @feluka @postanagramgenerator @memingursa @certifiedsexed @afro-elf @coughloop @spacebeyonce @dailyquests @neechees @beserkerjewel @beetledrink @spaghettioverdose @specialmouse @tlirsgender @grox @minmos @paparoach @slimetony @redbuddi @liberalsarecool @charlott2n @juney-blues @hollowtones @aflo @skunkes
115 notes · View notes
maybeiwasserious · 31 minutes ago
Text
"Hope Beneath the Rubble"
Amid the destruction, Musab stands holding his twin daughters, while Lina clings to his clothes, fear in her eyes. Their home is gone, and safety is just a memory. With no shelter or income, he desperately seeks a way to get his wife and daughters to safety.
Today, he asks for help to save his family. Donate now and be their hope for survival.
Tumblr media
733 notes · View notes
maybeiwasserious · 31 minutes ago
Text
Thank you for helping Nader & his family reach 95% of their goal!!
Tumblr media
Please, let's push through the remaining 5%! They are so close! 💖
Just a few dollars can make the difference between mere survival and reaching safety ❤️💚
They need your help to travel to safety and find medical treatment for Nader's father & neice!
Vetted #4 by @gazavetters
Currently they are staying in Northern Gaza, where water and electricity infrastructure have been destroyed, along with Nader's home 💔
Tumblr media
Please continue to donate and share!!! 💖
598 notes · View notes
maybeiwasserious · 1 hour ago
Text
Tumblr media
10K notes · View notes
maybeiwasserious · 2 hours ago
Text
Tumblr media
10K notes · View notes
maybeiwasserious · 3 hours ago
Note
I'm your #1 fan!!! Plsplspls draw more smitten I LOBE UR ARTTT
teehee thankyou 🤭 forgive me for answering a bit late
eventually I needed to come up with a design for HEA smitten, since I find his role in this chapter really compelling!
Tumblr media Tumblr media Tumblr media
I certainly don't condone his actions in this chapter, but I don't find them evil enough to demonize his character.
The way I see it, Smitten is devoted to coexistence, and to the preservation of their bond. Nothing horrifies him more than the princess disliking us.
300 notes · View notes
maybeiwasserious · 3 hours ago
Text
guy who got lost for a thousand years in a mystic forest of fog voice: that reminds me of the time i got lost for a thousand years in a mystic forest of fog
643 notes · View notes
maybeiwasserious · 3 hours ago
Text
I don't trust anyone who hasn't acknowledged their capacity for evil.
150K notes · View notes
maybeiwasserious · 4 hours ago
Text
Tumblr media
Siberian Tiger
6K notes · View notes
maybeiwasserious · 4 hours ago
Text
Tumblr media
Alley Rain
4K notes · View notes
maybeiwasserious · 4 hours ago
Text
I know, I know, gatekeeping the outdoors, that's supposedly bad, right, but I think if you show up to do a hike and you brought a portable speaker with you to play music while you hike, I think, like hear me out, there should be a gate, and someone at the gate should keep you from doing the hike.
81K notes · View notes
maybeiwasserious · 6 hours ago
Text
I’m watching a (3hr) discussion on megadungeons as a concept for modern d20 games on a youtube channel called Knights of Last Call, and I’m enjoying it a lot, because it does explore a couple of points that I’ve been very much looking for. Namely, the idea that megadungeons should be there to enable and reward exploration. Which means, among other things, there can’t be a time-pressure meta plot (you have to get to the bottom of the dungeon to stop the lich before he destroys the world), and that the game/DM needs to explicitly reward (with xp, magic items, etc) the act of exploration, not the act of killing things while exploring.
Because the thing I always found enchanting about the idea of massive dungeons and complexes was the idea of going in to see what’s down there. Not being forced in for a plot, but just … because I’m curious, and I want to see what’s there. And he discusses how modern d20 games like Pathfinder and 5e can actually be better for that than OSR-type games because characters are more powerful and sturdy and can survive doing that. You can explore, and (most likely) have a decent shot of surviving said exploration. You can take risks because you’ll survive a broader range of risks.
The thing with a megadungeon is that it’s there to be explored, and so to encourage, enable and reward exploration for people who want to play that kind of game in the first place, you have to a) not penalise taking risks and going exploring by making it instantly lethal to try and go anywhere, and b) actively reward going exploring by making it the main way your character gets more cool things, such as magic items and/or new abilities from levelling up.
(And, he’s less explicit about this, but also making the rewards self-contained to the dungeon, things you find and gain in the dungeon, and not things you’d have to bring outside the dungeon to benefit from. So cool items you can keep and use, experience to level up, knowledge that would allow you to access new areas, etc, not things like gold where you’d have to go back outside to spend it, or quests that you have to go to external parties to be rewarded for).
The discussion goes into some detail about potential ways to do this, and potential problems with various methods, but overall I just really like the tone of the discussion. Because that very much is a thing I’ve been looking for for a long, long time. A game that rewards the simple desire to go somewhere and see what’s there. I don’t want to explore a massive underground complex because there’s a bad guy down there and I need to stop him, I want to explore it because there’s rumours that there’s a vast underground sea down there where creatures that haven’t been seen in aeons are rumoured to still live (blame reading Journey to the Centre of the Earth as a kid), or to discover why there’s a massive dungeon down there and learn who built it, or just because it’s a big strange space and I just want to see what it looks like.
He does talk about how you make dungeons interesting enough to justify that, things like thematically-distinct areas (like the underground lake, or the weird sunless forest, or the ghoul town, etc) so that it’s not one endless slog of ‘10ft wide corridors and stone rooms’, and to make it interconnected so that the players have full choice of where they go and what risks they want to take (enabling them to skip ahead difficulty levels, or retreat if need be, or escape areas that they’re not enjoying). And to possibly put in some distinct … not end goals, but capstone events, like a boss monster very deep down, that might feel like an ‘ending’ if the party wants to ‘finish’ the dungeon. Not something that will ‘burst out and destroy the world’, but something contained to the dungeon that a party could triumph over if they want a ‘final challenge’ sort of feeling. But one that’s optional, a challenge they can take up if they want to, not a prerequisite for getting out of the dungeon or completing a large goal, but just a challenge that exists if they want to take it on.
Because, and I do agree, a lot of the problem with exploring in D&D is not necessarily that there’s no mechanical support for it, in terms of things like skills, etc, but because there’s no reward for it, and in terms of structured adventures, there’s often either narrative or mechanical punishment for it (running out of time on the baddie, or running into something too lethal for your party to handle with no option to nope out). A megadungeon as a concept is a cool environment where exploration is the whole point, and the only point, and if you take care not to put an external pressure on it (‘kill the lich or else’), then then party has time to poke around and decide what they want to see and what risks they want to take (or nope out of). Especially in something so big that there’s no real chance of finishing it, so there’s no ‘100% completion’ pressure, just a big buffet of options for people to pick and choose from.  
(There are so many things in 5e that would be excellent for an exploration game, especially in terms of spells and magic items, but because combat is so much the driving force of the standard mode of play, people are reluctant to ‘waste’ spells known/prepared and/or items attuned on things like Alarm or Water Walk or Purify Food & Drink or non-combat items like Candles of the Deep or Foldable Boats or Slippers of Spider Climbing when those slots could be used for combat spells/items instead. But if exploration gets you XP, and if you can nope out of combat as required because there’s no massive stakes/story riding on it, then you’ve got more room for these things).
There’s also an in-depth discussion on ‘game balance’ and CR, and why megadungeons might not necessarily require them, for the simple fact that everything in the dungeon is optional and not required to forward the story/plot, so you can try challenges way above your level if you’re feeling frisky that day, and just nope out and go a different way if it starts really not working for you. Which I feel is a fun point.
There is a point that this is a specific mode of play and not meant to be the point of the game in general. It’s specifically for people (like me) who want exploration as its own point and reward, without needing a quest or storyline attached, and for whom combat is an element/hazard/complication but not the point. But. If you are specifically doing a MEGADUNGEON, it’s an interesting look at things to consider and what people might want out of a massive self-contained dungeon that’s going to be the whole point of the campaign in and of itself.  
Where he loses me is when the discussion moves to how to prevent the '15 Minute Adventuring Day', where people go in, do a room or two, and then go back out to rest and heal and resupply, instead of staying in the dungeon to keep exploring. And for some reason allowing healing is bad for this? If you want them to stay in the dungeon, how is it bad to let them heal in the dungeon? Set up factions to trade with and potential base camp locations in the dungeon to let them heal and resupply and set up safe areas so that they can stay in there potentially infinitely? Though it’s possible that I missed something about his point there.
But yeah. I love the idea of megadungeons, vast areas to explore just because they’re there, and I love the idea of game modes with all the cool abilities and spells and powers of D&D BUT where the thing that’s rewarded is exploration and interacting with the environment rather than combat.
(There’s also … I think this also reminds me of the story arc vs episodic discussion regarding TV, where I genuinely like episodic series equally to story-line driven ones, and I think that in games it also works, where there’s a BIG SETTING and the point is to go out and have episodic adventures in it. A loose sandbox like a megadungeon where there’s no plot, you’re just exploring and seeing what you encounter day to day (and possibly developing plots as you interact with individual areas/factions and then connect them to other ones) is also an excellent way to play a game).
Anyway. Forgive the sidebar ramble.
112 notes · View notes
maybeiwasserious · 6 hours ago
Text
I’m watching a (3hr) discussion on megadungeons as a concept for modern d20 games on a youtube channel called Knights of Last Call, and I’m enjoying it a lot, because it does explore a couple of points that I’ve been very much looking for. Namely, the idea that megadungeons should be there to enable and reward exploration. Which means, among other things, there can’t be a time-pressure meta plot (you have to get to the bottom of the dungeon to stop the lich before he destroys the world), and that the game/DM needs to explicitly reward (with xp, magic items, etc) the act of exploration, not the act of killing things while exploring.
Because the thing I always found enchanting about the idea of massive dungeons and complexes was the idea of going in to see what’s down there. Not being forced in for a plot, but just … because I’m curious, and I want to see what’s there. And he discusses how modern d20 games like Pathfinder and 5e can actually be better for that than OSR-type games because characters are more powerful and sturdy and can survive doing that. You can explore, and (most likely) have a decent shot of surviving said exploration. You can take risks because you’ll survive a broader range of risks.
The thing with a megadungeon is that it’s there to be explored, and so to encourage, enable and reward exploration for people who want to play that kind of game in the first place, you have to a) not penalise taking risks and going exploring by making it instantly lethal to try and go anywhere, and b) actively reward going exploring by making it the main way your character gets more cool things, such as magic items and/or new abilities from levelling up.
(And, he’s less explicit about this, but also making the rewards self-contained to the dungeon, things you find and gain in the dungeon, and not things you’d have to bring outside the dungeon to benefit from. So cool items you can keep and use, experience to level up, knowledge that would allow you to access new areas, etc, not things like gold where you’d have to go back outside to spend it, or quests that you have to go to external parties to be rewarded for).
The discussion goes into some detail about potential ways to do this, and potential problems with various methods, but overall I just really like the tone of the discussion. Because that very much is a thing I’ve been looking for for a long, long time. A game that rewards the simple desire to go somewhere and see what’s there. I don’t want to explore a massive underground complex because there’s a bad guy down there and I need to stop him, I want to explore it because there’s rumours that there’s a vast underground sea down there where creatures that haven’t been seen in aeons are rumoured to still live (blame reading Journey to the Centre of the Earth as a kid), or to discover why there’s a massive dungeon down there and learn who built it, or just because it’s a big strange space and I just want to see what it looks like.
He does talk about how you make dungeons interesting enough to justify that, things like thematically-distinct areas (like the underground lake, or the weird sunless forest, or the ghoul town, etc) so that it’s not one endless slog of ‘10ft wide corridors and stone rooms’, and to make it interconnected so that the players have full choice of where they go and what risks they want to take (enabling them to skip ahead difficulty levels, or retreat if need be, or escape areas that they’re not enjoying). And to possibly put in some distinct … not end goals, but capstone events, like a boss monster very deep down, that might feel like an ‘ending’ if the party wants to ‘finish’ the dungeon. Not something that will ‘burst out and destroy the world’, but something contained to the dungeon that a party could triumph over if they want a ‘final challenge’ sort of feeling. But one that’s optional, a challenge they can take up if they want to, not a prerequisite for getting out of the dungeon or completing a large goal, but just a challenge that exists if they want to take it on.
Because, and I do agree, a lot of the problem with exploring in D&D is not necessarily that there’s no mechanical support for it, in terms of things like skills, etc, but because there’s no reward for it, and in terms of structured adventures, there’s often either narrative or mechanical punishment for it (running out of time on the baddie, or running into something too lethal for your party to handle with no option to nope out). A megadungeon as a concept is a cool environment where exploration is the whole point, and the only point, and if you take care not to put an external pressure on it (‘kill the lich or else’), then then party has time to poke around and decide what they want to see and what risks they want to take (or nope out of). Especially in something so big that there’s no real chance of finishing it, so there’s no ‘100% completion’ pressure, just a big buffet of options for people to pick and choose from.  
(There are so many things in 5e that would be excellent for an exploration game, especially in terms of spells and magic items, but because combat is so much the driving force of the standard mode of play, people are reluctant to ‘waste’ spells known/prepared and/or items attuned on things like Alarm or Water Walk or Purify Food & Drink or non-combat items like Candles of the Deep or Foldable Boats or Slippers of Spider Climbing when those slots could be used for combat spells/items instead. But if exploration gets you XP, and if you can nope out of combat as required because there’s no massive stakes/story riding on it, then you’ve got more room for these things).
There’s also an in-depth discussion on ‘game balance’ and CR, and why megadungeons might not necessarily require them, for the simple fact that everything in the dungeon is optional and not required to forward the story/plot, so you can try challenges way above your level if you’re feeling frisky that day, and just nope out and go a different way if it starts really not working for you. Which I feel is a fun point.
There is a point that this is a specific mode of play and not meant to be the point of the game in general. It’s specifically for people (like me) who want exploration as its own point and reward, without needing a quest or storyline attached, and for whom combat is an element/hazard/complication but not the point. But. If you are specifically doing a MEGADUNGEON, it’s an interesting look at things to consider and what people might want out of a massive self-contained dungeon that’s going to be the whole point of the campaign in and of itself.  
Where he loses me is when the discussion moves to how to prevent the '15 Minute Adventuring Day', where people go in, do a room or two, and then go back out to rest and heal and resupply, instead of staying in the dungeon to keep exploring. And for some reason allowing healing is bad for this? If you want them to stay in the dungeon, how is it bad to let them heal in the dungeon? Set up factions to trade with and potential base camp locations in the dungeon to let them heal and resupply and set up safe areas so that they can stay in there potentially infinitely? Though it’s possible that I missed something about his point there.
But yeah. I love the idea of megadungeons, vast areas to explore just because they’re there, and I love the idea of game modes with all the cool abilities and spells and powers of D&D BUT where the thing that’s rewarded is exploration and interacting with the environment rather than combat.
(There’s also … I think this also reminds me of the story arc vs episodic discussion regarding TV, where I genuinely like episodic series equally to story-line driven ones, and I think that in games it also works, where there’s a BIG SETTING and the point is to go out and have episodic adventures in it. A loose sandbox like a megadungeon where there’s no plot, you’re just exploring and seeing what you encounter day to day (and possibly developing plots as you interact with individual areas/factions and then connect them to other ones) is also an excellent way to play a game).
Anyway. Forgive the sidebar ramble.
112 notes · View notes
maybeiwasserious · 6 hours ago
Text
has anyone else ever had a fanfic that just... haunts them? like it's been months and maybe even years since you read it, but it just lingers with you and you can never truly leave behind the imprint it made on you? and maybe it's just a single line, one sentence that you can't shake off, that takes up residence in your mind and stays there, feeding into your psyche and subtly influencing your brainspace and maybe even your writing or other works?
57K notes · View notes
maybeiwasserious · 6 hours ago
Text
Being an actor keeps me sane. Yeah I have to work a day job but know what? When my day job is stressful and I want to scream I get to go hey wait. I have a scream scheduled at 7:30 tonight. Gotta save up. And then I go back to what I was doing.
44K notes · View notes
maybeiwasserious · 7 hours ago
Text
Tumblr media Tumblr media
happy glorious 25th of may
137K notes · View notes