#Pissposting
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it's fishposting tuesday everyone !!
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randomly had the thought of someone pissing in a dog bowl in front of me while I’m on my knees before shoving me toward it and holding my head down using their boot.
Stepping on my head while calling me a filthy mutt and telling me how much of a slut I am while forcing me to drink their piss out the dog bowl.
#puppy barks#puppyplay#pup pl4y#water sports#watersp0rts#degrading k1nk#degradation k1nk#trampling#boot kink#boot k1nk#piss k1nk#piss play#pissposting#p1ss k1nk#p1ss kink#p1ss play#p!ss k!nk#p!ss kink#p!ss play
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while fascism easily produces justifications for colonialist & imperialist violence, & fascist states in history have engaged in such violence before, it is not the originator of colonialist or imperialist violence, nor is it the only ideology capable of justifying the deployment of colonialist or imperialist violence
if u wanna critique the usa for the violence its built upon, u need to acknowledge that that violence was wrought in the pursuit of life, liberty, and property; u also need to acknowledge the historical relationship between liberalism & fascism, where fascist groups run a final defense for the nation's capital against encroaching socialist movements (michael parenti's blackshirts & reds digs into this if u wanna learn more)
to call any state that has done massacres as simply "fascist" is to water down the utility of it as a meaningful descriptor of an ideology, & gives leeway to other ideologies that have had genocides & ethnic cleansing done under their banner; genocides & ethnic cleansing done throughout the world & for several centuries even, in the case of liberalism
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pro tip: make your subs beg to choose between being able to cum or being able to relieve themselves, it's so so humiliating
#she barks#posts about him#omorashi#pissposting#doubly so btw if your sub isn't into piss. just making it worse for it in general#if you overstim/tickle torture it while you ask btw it becomes even better
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Call me a fire hydrant the way uhhh
well I
ummm, I'd rather not say
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smoked that shit that made george so curious
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Is it still dry humping if you piss yourself while doing it or does it just become something separate.
And hotter.
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always remember to pee after sex. or during sex. i don't really care it’s not like i’m the one fucking you.
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last day of no vember november rb if you made it the whole month without vembering
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The drive is long, and in the middle of nowhere. The driver stops, he needs to piss. He parks the car and goes around to pop the trunk. Inside the trunk, curled on a dog bed, is just an obedient little puppy. He doesn't say a thing to the pup, just pulls his cock out. The pup obediently and excitedly perks up and wraps her mouth around her daddy's cock. She doesn't suck, she simply seals her lips around it and waits, until Daddy starts to piss into his puppy's throat, using her like a good little toilet. He finishes, she swallows it all, he pushes her back into the trunk and closes it. They need to get back on the road, after all.
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tabletop roleplaying games as a medium have been described in a myriad number of ways—"collaborative storytelling", "half game, half storytelling, half social activity", "folk art", etc—and none of them are any good. either they put constraints on what the medium is capable of or they harken to other mediums in place of defining ttrpgs on their own terms; ultimately being shit for making and analyzing ttrpgs
there is however a description that has found enough utility in online ttrpg spaces to be integrated into our own nerdtongue: "system". "system" is the collective noun for the game mechanics of a given ttrpg, the various ludemes & rules & procedures that describe how playing it works; it's also used as a synonym for a ttrpg. this is the key to the theoretical model that the scene's been missing—ttrpgs are systems, actual systems, bodies of interacting processes that turn inputs into outputs
so let's break that down:
I) inputs: what goes into the system. the first thought might be the player, but they're only the holding place of these inputs. the actual inputs are the player's ideas, thoughts, sensibilities; that psychic substance that fuels the creative endeavors they engage in, prameya (moran, 2009). prameya comes from the mind, but also from outside (the world and what goes on in it, other minds, other media including other ttrpgs) and the line between is very blurry. each ttrpg requires a certain, qualitative load of prameya to function, but it's not harvested from the player; they must share it, willingly, out of interest, and they can share more than necessary if they so desire
II) processes: how the system transforms inputs into outputs. these are typically understood as the "crunch" of a ttrpg, the ludemes and rules and procedures involved in play. most ttrpgs also involve other elements—setting, tones, feeling, aesthetics—grouped together as "fluff" or "flavor", the soft to contrast the hard "crunch". these elements are oft deemed not necessary for play; that reskinning doesn't have any real effect. of course if that was true, why reskin at all? some circles recognize this, but only go as far as saying certain ttrpgs have play depend on and/or are affected by these elements (which they label under "fiction")
the reality is that the fluff-crunch dichotomy is a shadow along the cave wall; all elements of a system contribute to the alchemy of input to output, just in different ways and in different amounts. this is true in ttrpgs too, this alchemy being the act of play itself. the player facilitates the narration, dialogue, decision-making, problem-solving, making shit up, and various other processes that transforms prameya into the output. the ttrpg's elements are how they do that; they establish pretexts for what can happen and provide directions on the flow and presentation of what does happen—if the player goes along with it, the alchemy occurs without a hitch. however not all elements contribute the same amount to the processing; some elements can be more easy to change-out without significant effects to the output, while others harder
the key thing is that a system's elements cannot be easily reduced to "fluff" and "crunch", not without causing confusion and argumentation, and the dichotomy is really just not that useful for understanding the component parts of a system. most "fluff" are simply elements that direct presentation, most "crunch" are elements that direct flow, and both can establish pretexts but either one could do the other's job; apocalypse world is the most pertinent example, with moves that direct flow and presentation at once. likewise, the easy-replaceability of certain "fluff" owes to how little they contribute to the experience, but crunch is like this too—D&D5e's weight system is part of its dungeoneering experience but almost everyone ignores it and without massive effects on the output
III) outputs: what goes out of the system—for ttrpgs, that's very obvious. the output is the form of play that the player is intended to go through; the desired experience. theres an innumerable number of ways this can look, and a ttrpg usually lays this out in an introductory section. while outputs are the end-result of the process, they're also in a way the beginning; descriptions and depictions of the output (however specific or sparse they may be) are how systems catch the player's interest. and if they hold that, the player will volunteer the prameya and facilitate the processes for transformation, and they will keep doing this so long as it's being held
all this may paint the role of the player in this model as a passive and will-less element; they may facilitate the processes (and thus, play) but under directions from the elements of the system, not based on their own impulses. and this is true, only if the player is interested in the experience that the game is offering. their involvement in every step is completely voluntary, and they could put a stop to it whenever they want. if they disagree with how a given element or process works, they can always use their prameya to construct replacements, which the space has put into terms like "reflavoring", "refluffing", "house rules", "homebrew". the system functioning as intended is entirely based on how willing the player is to go along with it
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