#i miss blindspot
Explore tagged Tumblr posts
llmsos · 4 months ago
Text
Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media
257 notes · View notes
laotwormz · 7 days ago
Text
not having any panels together won't stop me. who do you think i am
32 notes · View notes
gwensy · 6 months ago
Text
are there any other sam chung playlists or is it really just the one
8 notes · View notes
shadylightknight · 2 years ago
Photo
Tumblr media
💙🦝🍤 They are all I think about nowadays and @Princ3Ch4rml3ss is only fueling my obsession
87 notes · View notes
redmandm · 2 years ago
Text
Tumblr media
This is a WIP but I'm using it as an opportunity to inform you all that when Marvel makes a throwaway character I start frothing at the mouth
63 notes · View notes
ask-blindspot-aesop · 2 months ago
Note
A letter for blindspot has arrived!
Dear Aesop,
It's been a while since I've last wrote you. How's life going? And how's school? Surely you've found more kind people to talk to. You are a good kid, after all.
As Christmas is just around the corner, I couldn't help but wonder how you celebrate. Do you like the festivity? Surely there's something you'd wish for Santa to give you, so don't forget to write him a letter!
— Sincerely, Four
"O-Oh..! H-Hello again.. Life's been.. S-Surprisingly very quiet.. T-There hasn't been anything much going on recently. Ah, d-do you really think I'm a good kid..? Do good kids usually get bullied relentlessly..? One would think not, that it would be the bad kids who get bullied.. S-So I must really be bad, to them at least.."
"A-Ah, Christmas.. I-I do like the holiday, yes, a-although I get nervous around all the quests mother invites.. A-As for what I want from Santa Claus.. I'm.. N-Not sure if he could grant it.."
6 notes · View notes
lucreziaces · 1 year ago
Text
i miss hosie (not legacies, just hosie)
20 notes · View notes
15lehna · 2 years ago
Text
Tumblr media
AIMEE??
Tumblr media Tumblr media Tumblr media Tumblr media
This is gold
33 notes · View notes
bmpmp3 · 8 months ago
Text
and you could call me a vocaboomer because ive been into this stuff since i was single-digit aged and I have a lot of very old favourites and you could also call me a vocazoomer because some of my favourite producers are extremely new and have only really started doing stuff in the scene for a couple years and I love a good brand new megahit. but the truth is despite my current and past fixations on vocal synthesizers, there is a period of time between like 2016-2019 that I am completely blind to. i was in a vocacoma.
3 notes · View notes
indelibleevidence · 2 years ago
Text
Sorry, guys, I just have so many poll ideas!
15 notes · View notes
retrokid616 · 2 years ago
Text
oh wait up is utkarsh still on ghosts? cause if so is this gonna be a blindspot problem again?
Tumblr media
9 notes · View notes
milkyberryjsk · 1 year ago
Text
2 projects left and i am free this semester
5 notes · View notes
sbd-laytall · 2 years ago
Text
These two being pseudo father and son?
Yes, please.
Tumblr media Tumblr media
Daredevil (2022) #12
6 notes · View notes
tryalittlejoytomorrow · 1 year ago
Text
rewatching Blindspot and truly, what other show can sit at Blindspot's table and say "I have better two first seasons than you"???
1 note · View note
medicinemane · 1 year ago
Text
I'm just tired, all the normal depression stuff for me aside, I get real fucking tired of dealing with all the dumb motherfuckers in this world, especially since so many of them are pretty smart so it's like... what's your excuse for being a dumb fucking moron?
Like I don't really subscribe to it being that people are just stupid, and I don't really subscribe to it being that people are just evil or amoral... so it leaves me at kind of a loss to describe why people so often behave so stupid and amorally (while thinking themselves wise and righteous)
I find broad statements often reductive, like "well... it's just our capricious nature"... is it? Is it really that simple?
And what? I have all the answers? I just happened to get like 98% of things right and the times I change my mind is just a show of my magnanimity? I'm out here changing my mind based on new information while everyone else just shoves their head in the dirt?
That doesn't add up, does it? That one person is just so much smarter than everyone else and so much nicer and gets all the right answer and is gracious about getting it wrong... that's also too simple
So I don't have the answer and I don't know why people act like fucking idiots
I don't know why people support some heinous shit, and I don't know why people blindly consume trash entertainment even if there's concrete harm being done. I don't know why people are so fixated on drama that they'll fuel horrible people and let these influencers have massive sway despite being just... almost literal parasites (and I don't get why it's always shitty ones who blow up and rarely decent people who deserve it)
And anyway, it makes me tired. I'm sure I've written more or less this same post before, and I'm still tired
Stop it, get some help
0 notes
pyrrhiccomedy · 9 months ago
Text
A DM’s Fair Play Guide To Plot Twists
I love running a game with a lot of surprises. The challenge to pulling this off well is that, unless you’re playing a one on one game, your players outnumber you: and between them, they have a good chance of figuring out what’s going to happen, no matter how sneaky and clever you are.
The first way of dealing with this - which I’ll just call the bullshit way - is to not give your players the information they need to solve the mystery. Don’t let them find out about the secret society until it’s too late. Don’t give them any reason to suspect that their NPC ally is planning to kill them. Don’t let them find the murder weapon, don’t let them locate the witnesses, don’t give them the chance to skip to the end of their investigation.
This sucks, and if you run your games like this, you’re going to piss off your players. Because it isn’t fair.
In mystery literature, a “fair play mystery” is one where the reader is given all of the information they need in order to figure out the solution before the Big Reveal. It’s what makes the reveal good: that GASP, the “oh shit, the knife! the knife from the party! that was hers! I forgot!”
Pulling off a twist in a fair play game is an incredible feeling. Your players will think you’re a genius (or an absolute dick bastard, which is just as good) and they’ll respect it more when they land in hot water that they plausibly could have avoided. So how do you run a fair play game without your players figuring out the twists ahead of time, given that you’re definitely not smarter than all of your players put together?
By fucking with their expectations.
Here are some things that I keep in mind, to keep my players guessing. And it’s important, with all of this, that if your players see through something, let them have it. They should figure out a lot of things on their own! But if you’re regularly seeding your stories with all of this stuff, eventually your players will miss something. Those are somethings you can build on. The same way that a low level enemy who gets away once can keep coming back again and again until they become an important antagonist, a misapprehension your party proves to have a blindspot for can grow and develop until they get smacked with a breathtaking twist. 
What’s a twist if not the sudden overturning of an assumption you never thought to question?
1: Make your powerful friendly NPCs know a lot...but not as much as the players think they do.
Player characters often end up with powerful allies. It would be very convenient for the party if those allies always had accurate information. Make sure they don’t always enjoy that convenience.
It’s a balancing act: you want your powerful NPCs to be powerful. You want this alliance to be meaningful and beneficial to your players. But give your NPC an Achilles heel of some kind, when it comes to the information at their disposal. The Noble General commands powerful forces and knows the lay of the enemy’s land well...but that doesn’t mean he knows what every squadron and scouting party is up to. The Political Mastermind may know the ins and outs of the court, and have keen insight into the motivations of others: but he has an enemy who pisses him off so much that he loses all objectivity around her. The Powerful Wizard can call upon great magic to aid the party: but his divinations aren’t as accurate as he thinks they are, and he’s prone to finding, in his signs and omens, what he wants to see, more than what’s actually there.
Most of the time, their information should be good! That will make it more likely that your players will trust them the one time when it isn’t.
2. Let (apparently) less powerful NPCs sometimes know more than the players think they do. 
Most NPCs aren’t the Noble General or the Powerful Wizard. Most NPCs are Daves, designed to get the players from place to place. Most of those Daves know about as much as you’d expect them to. But some Daves have plans of their own.
You don’t always have to signpost with big blinking lights which of your NPCs are ‘important,’ and which ones are ‘unimportant.’ Sneak in a crafty Dave from time to time. That assistant they talk to, every time they go to see the prince? That bitch knows everything, and she’s almost ready to make her move. 
3: There is no such thing as a completely reliable witness. 
If the players only get information from one person, that information should be flawed in at least one, potentially small, but important way. Smart players will seek a second opinion, or at least allow for the possibility that their information may be incomplete. But even smart players get out over their skis sometimes.
4: Let your NPCs be aware of the power of a first impression. 
If an NPC gives a strong first impression of being a particular kind of person, it’s because they’re comfortable giving that impression. That might be because it’s who they are. But maybe not.
One of the first characters the PCs met in a VtM campaign I ran was Gawaine. Gawaine was a good old pine-scented man’s man, with salt and pepper stubble and a blue Ford truck. He listened to AC/DC, and talked about the war. He was affable and honest and willing to lend a hand. You already know Gawaine. Everybody knows a Gawaine. Gawaines are trustworthy, salt of the earth types. You don’t necessarily think to question a Gawaine.
That’s exactly why Gawaine was such a useful persona for Krystiyan, the Tzimisce Voivode, a cruel and alien sculptor of flesh who “never left his haven.” There were plenty of clues that they were the same person, but that campaign was in its endgame before the players put them all together.
5: Sometimes, dangerous and villainous NPCs should be helpful and cooperative. 
Not even necessarily because they’re manipulating the players, or even deceiving them about their true natures, but because their interests and the players’ interests genuinely align...for the moment. 
One of the easiest levers in your players’ brains to exploit is the expectation that people who help you are your friends. Even if your players know, consciously, that they shouldn’t trust this person, most of the time they kind of can’t help it, if the NPC is genuinely helpful to them and at least a little charismatic. 
6: Sometimes, good and valuable NPCs should be unhelpful and uncooperative. 
No matter how mature your players are, there’s a natural tendency to react to uncooperative NPCs with a reflexive, “Hey, fuck you! We’re the protagonists! This guy is an asshole!” so from time to time have a helpful, honest, good-aligned NPC have a wholly justified but as-yet-unknown-to-the-party reason to flatly refuse to deal with them.
7: Every NPC should have a secret. 
Not necessarily a bad secret. Were it to be revealed, it might even make the party like them more! But for their own reasons, the NPC does not want their secret to come out, and they will lie to the party to protect it. Players go crazy when they realize they’re being lied to, and often jump to some wild assumptions about your NPC’s motivations. I’ve had an NPC lie about the opening hours of a shop, and had the PCs assume that they were black market dealers for the villain when the dude just wanted to be able to close early so he could go smoke weed in the park.
8. As a DM, it’s polite to remind your players of the common knowledge their characters would possess...even when it doesn’t reflect the truth.
We all know it’s tedious when the DM calls for a roll when you’re just asking for common knowledge. I shouldn’t have to make a roll to know the dumb space word for plastic in a Star Wars game. I shouldn’t have to make a roll to know who the Holy Roman Emperor is in a game about medieval vampires. The DM should supply common knowledge for free, whenever it comes up.
That doesn’t mean common knowledge is true.
This is different from just lying to your players, because you don’t put the weight of DM word-of-God behind it. It’s not “You would know this guy is a Ventrue, based on XYZ.” It’s “it would be a common assumption that this guy is a Ventrue, based on XYZ.” He might not be a Ventrue. It might in fact be extremely important that he is not a Ventrue. But if it is commonly assumed that he’s a Ventrue, that is - word for word - something you can share with your players. If they don’t look any deeper than common knowledge, that’s on them.
9. Obviously untrustworthy NPCs provide great air coverage for less obviously untrustworthy NPCs.
The obviously untrustworthy NPC might or might not be planning to betray the party. But if you introduce two untrustworthy NPCs in the same storyline, and one of them seems normal and cool and has a genuine plot-related reason to be there, and the other one is Jaffar, Jaffar’s gonna get clocked, but Susan over there will probably slip under the radar, and might even get tapped to help out with the whole Jaffar situation. They might get Susan’s number, by the end of the session. Susan might become an ‘ally.’ Susan might even get romanced by a party member. Play your cards right, and Jaffar might just end up a footnote in the introduction of Susan, Scourge of Worlds and most hated NPC in the entire campaign.
10. Your villains should always have a secret plan B.
Your villain isn’t stupid, right? And your villain probably isn’t so arrogant that it is inconceivable to them that their plan might fail. They’ve been planning this ritual for ten thousand years, after all. It’s always possible that some plucky band of heroes could show up at the last minute and murder your high priest, or steal your amulet, or seduce your second in command. So what does your villain have in his back pocket to make the players go, “Oh, shit - he planned for this!”
This may mean that there is a whole separate plot happening, running alongside the main story. This is great, because when weird things happen, the players have to figure out whether this is part of Plot A or Plot B, and working out who did what and why gets a lot more interesting. If they end up foiling Plot A, great - your villain was also secretly behind Plot B the whole time, and will transfer all of his resources over to that. 
Sometimes your players will figure out that Plots A and B were both the same plot the whole time, with the same villain at the head, and they’ll feel like the smartest people on the planet, and it will be their favorite moment of the entire game. That’s great! You gave them that!
Sometimes, they won’t. And when the villain of Plot A, apparently defeated, starts laughing and reveals that he was also the mastermind behind Plot B, which is now too late to be stopped, that will probably be your favorite moment of the entire game.
2K notes · View notes