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masoverdandi · 4 hours ago
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a while ago, i was rereading worm, and i got to the coil interlude (8.x) where the last few paragraphs say that coil entertains himself in simulated realities with his more replaceable subordinates, implying rape/torture/killing/whatever. but specifically, "For now, he wouldn’t touch his pet, nor any of his powered subordinates."
ive thought about this a lot. but. he constantly refers to dinah and tattletale as "his," and also they are both blonde young girls and coil is black. and then i wanted to fucking strangle john c mccrae. (WHY IS HE LIKE THIS)
and has anyone else noticed that he has 3 major characters who are blonde 12 year old girls (dinah, vista, and bonesaw). dude what is his FUCKING deal. WHY IS HE OBSESSED WITH THIS.
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joehills · 3 months ago
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Every Saturday night, I do a "grind and read" stream where I complete the most repetitive resource-gathering or block-placement tasks while reading stories aloud! This week, I read five chapters of Moby Dick while harvesting coal!
My streamer's log of the action: https://joehills.net/slog-2024-10-19-moby-dick-73-77/
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chayannesegg · 1 year ago
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i want to defend blue team's strat bc i feel like people are (validly) annoyed by how hard to counter it was (i really think tubbo would have claimed them even if etoiles and roier hadn't glitched bc he was so well positioned [tho we'll never know weep 😭]) but if you're annoyed, congrats! that's how blue team's felt the past 2 days lol while ~technically~ they could counter by defending spawn like etoiles and roier tried to they a) don't have that many players online at that time naturally (etoiles and tubbo having to be on a 4-5am is not healthy even if possible) and b) it's VERY easy—even without doing tubbo's log strat—to have one person run in spawn and claim them all in <2 secs in the last 10 minutes and have the countdown make it impossible to counterclaim. like REALLY easy. and if they've already claimed the contracts, there is literally nothing they can do but watch the other team win which is VERY frustrating. so it's purposefully irritating/dirty strategy that protests the late login being so op. i'm pretty sure tubbo complained on day 2 that the game rewards waiting until the last 15 minutes to claim rewards unless they balanced it better. blue then lost to the same balancing issue two days in a row. and only tomorrow, on day 5 is it getting fixed. that's the slowest any balancing issue has been implemented so far!! (the % changes daily to fit the gameplay, they gave more detail on the points breakdown the day after blue asked, they added the spawn safe zone today WHILE bad was spawnkilling) blue team simply took the late login strat to its logical extreme, and i think that it really highlights why the game is changing to avoid this outcome!! but blue suffered for like 3 days from this unfairness so i, personally, think it's well-deserved for them to use it to their advantage on the last day it's possible!!
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bismuthburnsblue · 17 days ago
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thats a wrap!
25 pieces in total, with 40 boning channels to mark & the outside being fussy cut/pattern matched... its been a long day.
but this should be most everything i need for the stays apart from a lining! i really hope its going to all work out :)
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garaviel · 8 months ago
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I am really sick of swtors HEY YOU GET ONE UPDATE EVERY 6 MONTHS AND ITS LIKE 2 HOURS OF GAMEPLAY AND NOT MUCH DIALOGUE WITH NPCS YOU DONT HAVE A CONNECTION TO THATS ENOUGH RIGHT
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ghostpajamas · 1 year ago
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how is nicies and can u link some of their art?
nicies, like nice but said cute-style. ask me off anon please
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i-love-def-leppard · 2 years ago
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every time i get a notification that there is a new captains slog vid i drop everything and watch it
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calowlmitygoddess · 2 years ago
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*trought gritted theeth* yes is bad, yes is melodramatic and no one acts like a normal person and the pacing is ass but you wrote 11 chapters of this shit 20k+ words you will finish it you promised you would finish it, you havent even reached the ballroom arc yet
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masoverdandi · 7 days ago
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https://archiveofourown.org/works/61243150/chapters/156869524
this lomonaaeren chapter has some of the worst descriptions ive seen in a while, and i dont just mean the horror of your average lomonaaeren sex scene, although that was pretty bad. ("cock was a brilliant red" and "cry out his pleasure" feature, but sex scenes in her fics are always mercifully short)
i was actually surprised by how bad this imagery was because i usually like her inventions, although they tend to be very curt and straightforward.
so, like, behold:
When the Fiendfyre appeared, this time in the shape of a demonic unicorn with spikes on both its horn and hooves and the curved fangs of a meat-eater,
stupidest creature ive seen written in ages.
like, what the hell. what if a unicorn was evil and was covered in spikes and had fangs and was made of fire? wouldnt that be cool?
how are the spikes arranged on the hooves?? im imagining them like toes D:
i gotta say, though, lomonaaeren has gotten a lot better at jokes. like, thats not huge praise because her writing is famously wooden, but i did crack a smile a few times and that's new.
im not sure how i feel about her recent (aka last few years) turn into writing intimacy and codependency. like, on one hand, i love that crap, and i especially like her take on it in this fic. on the other hand, the reason why lomonaaeren has always fascinated me is because i think her approach to writing avoidant isolation and habitual secret-keeping is very unique. so i guess my question is, am i more moved by the stories that resonate with me for fantasy reasons or for personal reasons?
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stolligaseptember · 2 years ago
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remember how just yesterday i said that notary duty isn't as taxing as exam studying??? i lied. it's worse.
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spock-adoodledoo · 4 months ago
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meme with the circular self looping arrow where the task is "finish three body problem the dark forest"
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wizardbarf · 10 months ago
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Hogs is Blogs
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anim-ttrpgs · 3 months ago
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The Eureka: Investigative Urban Fantasy October 17th Beta update has launched today on itch.io for free!
Happy Halloween! We pulled out all the stops just to get the update out in time for you to prep and play it for your group’s Halloween game! The free adventure module that comes with it, “Horror Harry’s Haunted House”, takes place on Halloween after all! In it, your investigators will solve a “murder mystery” in a charmingly spooky haunted house escape room. It serves as a sort of investigation and survival training ground for you and your PCs to learn the ropes before jumping into more Call-of-Cthulhu-esque adventures where death is around every corner. (You can even get two more adventure modules over on our patreon)
Download the new rulebook here on itch.io! Even if you download it for free, just checking it out, talking about it, reblogging this post, etc. helps us out immensely. We are a diverse, largely queer team setting out to slay a dragon, we’ve already been working on this for four years, and we need all the community support we can get!
If you’re wondering what Eureka even is, watch this trailer, or read this post if you don't wanna watch a video.
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If you’ve ever tried to run a murder mystery in D&D, what you really needed was Eureka.
If you’re coming from the August beta release, which I assume you are, lemme tell you that a lot has been improved. I’ll go over some of the highlights, and post the full changelog under the cut. It’s still free, but if you could throw a bit of money out way on the itchio page, even if you’ve paid before, that would be a massive, massive help. We’re actually a bit over budget even with the relative success of the Kickstarter, plus for one of us this is their primary source of income.
Trait Overhaul
There’s a few new Traits, and nearly every single existing Trait has been redone to make them better and/or more interesting. Each Trait will now have an even more significant effect on your gameplay experience.
Combat Overhaul + World's Best Grappling Rules
Combat in Eureka is now better than ever, and it was already really good - plus, now you can actually comprehend the dang rules! The previous combat rules, I admit, were a dense and confusing slog to read through, even if they worked really well once you understood them. Now, thanks to our editor, you can understand them! Instead of being split across four chapters, it’s now just two chapters. One chapter explains weapons and is mostly just for stat reference, and the other chapter is focused on telling you everything your character can do during “dangerous situations,” which are not just combat, but really just any kind of scenario where a character can get hurt. As a special highlight to the combat overhaul, Eureka now boasts the first ever set of grappling rules that are viable, realistic, and fun to employ at the table! I’m serious when I say I have never seen them done like this before, and think they offer an actual leap forward in something that TTRPGs have struggled with since early editions of D&D! I also put a lot of my own judo and other martial arts experience to work here.
Monster Overhaul
A lot of what I said about the pre-overhaul combat sections of the rulebooks were also true of the monster PC rules. They were dense, hard to reference, and disorganized. Well not anymore! All six playable monsters in Eureka have been completely rewritten using the skills I have gained as a game designer since first writing them, and, like the regular Traits, they have all been at the very least tweaked to be more interesting and have a greater effect on gameplay, and some have been changed entirely with all new subsystems! Witches brew potions now, fairies actually have stuff to do with the names they collect, and more! Plus, speaking of Traits, every monster can have more regular Traits now, to really help flesh out their personality!
CHANGE LOG 
Copy-editing Progress: Thoroughly copy-edited up to p. 302. Half-ass copy-edited up to p. 322.
WHOLE BOOK
Stuck most of the $42+ kickstarter backer submission info into the very back of the book just to get it out of our email inbox and to allow the whole team to be able to more easily see it and work with it. Going to be doing more to integrate this stuff into the actual rulebook soon. 
Changed the headings to hopefully be more legible. Please give us feedback on what you think of this change.
CHAPTER 1
Changed the limitations on how Comfort is used to restore investigator Composure. 
Fixed a typo in the investigation example of play. 
Made it so that Composure rolls for fears in the “Ridiculous” category don’t even always need to be rolled when these things are encountered. 
Moved Character Health and Status, Grievous Wounds, Healing, and Healing Example sections to Chapter 1. 
Changed Partial Incapacitation to give -2 modifiers instead of -1. 
Overhauled the rules for injuries, incapacitation, and grievous wounds completely. A ton of it is changed. 
Added codified rules for medical facilities and what to do in the case of investigator death. 
Added “The Creeps” optional rule. 
Tweak to When is the Party “Split” section regarding how long to go before jumping between groups.
Lots of new art has been added.
Tweaks to Be Prepared to Lose section.
—---------------------------------------------------
Additions to the What is Eureka For section
Changed comforting factors and exacerbating factors for Composure rolls to be +/-2 instead of +/-1 so they make a real difference.
New snoop
Changed the font of the section headings in the Ticking Clock section. Let us know what you think of these headings compared to the other headings, because we are considering changing all the headings to be like this.  
Better clarified some stuff about how Ticks work when an adventure starts at some random time of day.
—-------------------------------------
More art has been added
Made travel take more time and matter more
CHAPTER 2
Changed the CQC skill to Close Combat, as this is more clear and obvious what that means at a glance
Made lots of copy-editing progress. Many paragraphs are shorter and convey the rules more clearly. 
Changed the way the Burnout Trait works. It now causes the investigator to lose flat Composure each day rather than affecting their Composure rolls. 
Changed the Death Wish Trait to not suck.
Changed the Elementary! Trait to use Visual Calculus instead of Social Cues.
Changed Go With Your Gut Trait to not suck. 
Added that wallets and like basic clothing and stuff have a WP cost of 0
Added glasses to item list
Added rope to item list
Added hand warmers to item list
Changed Arithmomania trait to where it only gives a +1 base bonus to Paperwork, and the bonus for having a lower Ignorance of Quantity Tiers of Fear rating is more investigation points. 
Changed Femme Fatale to add a +1 Seduce bonus instead of +2. 
Totally redid the Hardy Trait. 
Added -1 modifier to I’m Okay You’re Okay Trait
Redid the Just Built Different Trait. Now it allows a character “no sell” an incoming Superficial Damage attack once per Scene, reducing the damage to 0, among a few other things. 
Added Renaissance Man Trait. 
Removed Love Me Trait. Might try to reword it another time, but it was too similar to too many other traits and wasn't very interesting. 
Completely reworked Lover Trait. 
Many new snoops have been added.
Changed the Mad Genius trait to be called Lovecraft Protagonist and changed what it does. 
Removed the investigation point cap on Man of Action Trait. Also changed the name to Ask Questions Later. 
Changed My Glasses Trait to only provide bonuses to Knowledge Skill Investigative Rolls. 
Changed Nightstalker Trait so that it provides a bonus to all Interpersonal Rolls while trespassing 
Changed None of My Business Trait to suck less.
Changed Not Finished Yet Trait to suck less.
Changed Showboater Trait to suck less.
Changed Skeptic Trait to suck less.
Smalls is now a real Trait instead of just a joke Trait. 
Removed the +1 Bonus from the Unpredictable Trait.
Changed Wicked Trait to not suck. 
Changed Wizened Trait to suck less. 
Woo-Woo Trait no-longer based on Blacked Out Skill. 
Moved “Deadly Combat, Permanent Consequences” here and changed the title to “Disabilities are Disabling”
Changed Basic Physical Therapy on the Wealth Point Item List from 3WP to 2WP. 
Added new section “People Change”
Made Blissfully Ignorant trait immune to “The Creeps.”
Made the Technically… Trait have a +2 bonus instead of +1.
Updated the Hard Boiled Trait to work with the new way that injuries and incapacitation works.
Moved the Hardened Hearts snoop to be the Wicked snoop instead. 
Changed “Empath” Trait to be “Empathetic” instead. 
Made “Did You Know…” a better and more usable Trait
Made Hard Under Pressure a better and more usable Trait.
Changed how the WP cost of an item affects the modifier for rolling for it in-adventure. The modifier is now half the WP cost rounded down. 
—--------------------------------------------------------
Gave a proper name to the Wealth modifier attached to certain homes and vehicles, it is now called the Property Modifier(PM).
Lowered the price of firearm ammunition by 1WP
Lowered the price of desktop computers by 1WP
Lowered the price of cameras by 1WP
Combined various hand tools into one entry on the item lists and moved them to Misc.
Made hotels something that is prepaid in WP similar to food budget. 
Made Large Apartment less expensive and Tiny Apartment more expensive
Moved Baseball Bat and Axe out of Weapons and into Misc. 
Changed how Food Budget works.
Removed Net Skill Limit mechanic entirely
Edit to the duration of the bonuses for Femme Fatale
Changed Ninja Trait to a +2 bonus instead of +1
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Made “Sleep On It” Trait give 1D6-1 investigation points, and still give Composure.
Added “Real Capybara Hours.” Sometimes jokes are just for us.
Added animals to item lists
CHAPTER 3
Moved the section “Deadly Combat, Permanent Consequences” into chapter 2. 
More art has been added.
Moved Character Health and Status, Grievous Wounds, Healing, and Healing Example sections to Chapter 1. 
—------------------------------------------------
Changed the name of Chapter 3 to “Dangerous Situations.” We are planning to put all the combat and other dangerous stuff into one chapter called “Dangerous Situations” and merge combat, chases, etc. into one thing rather than splitting it up and having it in a bunch of different chapters.
Made it so that the Speed mechanic works with Theater of the Mind as well, and removed that other awkward mechanic with rolling Athletics for how many turns it takes for a character to cross a large distance. 
Complete restructure of the way the mechanics for movement and action are explained, as well as defining things as both Movements and Actions. 
Created a Chapter 2.5. In the future when we are ready to shift the chapter numbers, Chapter 2.5 will become the new Chapter 3 and the current Chapter 3 will become Chapter 4. Chapter 2.5 currently houses the statistics of weapons and other combat items. The plan is that a first-time reader will read the weapon statistics in Chapter 2.5 before they read the combat rules in Chapter 3, which will inform the way they understand Chapter 3. 
Changed damage value and special attributes of pepper spray. 
Made brass knuckles do 1 penetrative damage. 
Made stun guns do 2 superficial damage.
Made it so that bulletproof vests do protect against 1-damage weapons. 
Moved and rearranged like everything from chapters 3-6. 
Close range bonus for guns is now +2 instead of +1
Simplified Stopping Power rules (the actual way it works has not changed, we just rewrote it so that it gives the same mechanics in like a tenth of the word count)
Separated open-faced helmets and full-face helmets, and made it so that wearing a helmet along with body armor gives a -1 penalty to incoming attack rolls. 
“Single Load” is now called “Internal Magazines”
Shotguns at extremely close range now have similar stopping power to a rifle, but at 5-10 yards they still have their double stopping power. 
Changed how Rate of Fire works for guns. Just making it a number instead of distinct actions. 
Made it so that Quick Cycling affects basically all guns except automatics, meaning characters with high Firearms skill can now fire semi-automatic pistols at 3 bullets per Action.
Streamlined Stabilization. It is no-longer a roll and instead a penalty that worsens the more bullets are being fired at once. 
Made Bipods give +2 Contextual bonus instead of +1 to single stationary targets.
Changed Reactions and made them more broadly applicable and usable as a rule.
—--------------------------------------------------------------------------------------
Overhauled Grabs, Throws, Holds, and Escapes to make them a viable option in a lot more scenarios.
Defined “On the Ground” and made it its own section.
Made knock out blows and throws ignore Armor. Knock-out blows are still somewhat penalized by helmets.
Added A Real John Woo Film Optional Rule
More art has been added
Hastily updated the random chase obstacle tables for the new Movement/Action system.
Updated the example obstacles to be more in line with how we designed obstacles for the obstacle tables. 
Redid how Poison works. We meant to make it less convoluted but accidentally made it more granular instead. We did write it better so it will at least feel less convoluted. 
CHAPTER 4
Merged this chapter with chapter 3
CHAPTER 5
merged this chapter with chapter 3
CHAPTER 6
merged this chapter with chapter 3
CHAPTER 7
Added “Psychological Warfare” mechanic. 
—--------------------------------------------------
CHAPTER 8
The Blacked Out Skill has been changed in two major ways. First we made it more obvious that the Blacked Out Skill applies even to knowledge of the supernatural that is not necessarily true. And also rather than working the way that every other Knowledge skill works, the Blacked Out Skill now gives leads to where answers might be found rather than immediate concrete answers. 
THE GORGON IS FINISHED AND FULLY PLAYABLE!
Added that Alt. Witches have to make their supernatural ability composure rolls at +0 instead of +3. The +3 was a typo.
Started work on the complete monster overhaul.
Vampires have been completely rewritten. Most of their abilities and themes are the same, but the way the abilities work has been overhauled and improved in many cases, as well as now being formatted and structured in a sane and easily-referenceable way. 
More art has been added. 
Changed the +2 Contextual Close Combat bonus for the Werewolf Trait to a +1 Base Bonus
Wolfmen have been completely rewritten. Most of their abilities and themes are the same, but the way the abilities work has been overhauled and improved in many cases, as well as now being formatted and structured in a sane and easily-referenceable way. 
Fairytale Witch is currently being rewritten/overhauled. 
Changed Incredible Strength Mage Trait to have a +2 Close Combat bonus instead of +3.
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Clarified that gorgon blood does not heal gorgons.
Changed the way that monsters interact with Composure and their Tiers of Fear during the act of preying on other people. Instead of just ignoring it or having a bonus (i somehow left both of those conflicting rules in and no one told me), a relevant Composure roll is still made when a monster eats someone, but they do not lose Composure points from it even in the event of Partial Success or Failure. This keeps the narrative benefit of a Composure roll to show the monster’s emotional state, but without making hunting numerically pointless.
Finished the complete fairytale witch overhaul. 
Made the Close Combat bonus for superhuman strength be just +1 for the vast majority of instances. The only exception is wolfman forms. They get a higher Close Combat bonus because their transformations actually make them bigger and taller and this helps a lot in Close Combat.
Reduced Athletics bonus of Incredible Strength trait to +2. 
Merged the Alt. Witch with Mage, and made Mage a Misc. supernatural category instead of its own separate thing. This is going to be a really messy transition for chapter 8 so please bear with us. I am making a brief run though the chapter to clean up the biggest discrepancies this change creates, but I probably won’t get them all until the editor and I have time to actually go through and copy-edit it. 
“Mage” is now its own trait, and what were previously called “mage traits” are now called “mage powers”. Mages now have between 1 and 6 mage powers as part of their mage trait, with worse composure rolls the more powers they have. 
When they engage in their True Nature, monsters now have a chance to recoup some or all of the Composure they lost as a result of using their powers to hunt prey. 
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Fully overhauled the fairy rules. Just one more monster to overhaul! Woo! 
Changed the Curse of Slumber to take effect the next time the victim falls asleep rather than knocking them out spontaneously.
Overhauled the changeling rules to go along with the overhauled fairy rules. 
Clarified something about the vampire’s In Lizard Fashion ability, they wouldnt be able to use this to stop a speeding truck.
Removed the hard limit on how many people a wolfman could eat at once, and also added rules for what happens if they shift to a smaller form with people in their stomach. Made similar tweaks for vampires. 
More art has been added 
Fully overhauled the Thing from Beyond, and that completes the full monster overhaul. All Monsters now consist of a single Trait, rather than needing a pair of Traits. 
Gave vampires’ “wearing the evening” ability a maximum distance of 50 yards and also it is a Movement now 
Made a few more adjustments to some of the monster sections to bring them up to date with the new Movement/Action mechanics. 
Adjusted all instances of poison in the monster sections to account for the new poison rules.
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is-the-fire-real · 11 months ago
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Another bit on the pro-Pal fandom, this one axiomatic
Being a good person is not the same thing as pretending as though you believe you are a good person.
Being a good person takes work. You have to do stuff. Doing stuff is hard. Doing good stuff is harder, because you have to put thought into determining what you think is good beforehand. That requires self-reflection, honesty, a willingness to challenge oneself, and taking in information from other people to verify that your concept of "good" is, well, good.
The nice part is that once you evaluate what is good and start doing good things, it becomes easier. You gain inner calm, peace, and even joy.
("Good" is not always the same as "necessary". Necessary work can be a slog, or it can be horrific. But there can still be a calming satisfaction at the core, the security that this is necessary and therefore worthwhile.)
Pretending to believe you are a good person takes less immediate work. You don't have to do anything that positively impacts the real world, and you don't have to do any of that annoying, time-consuming self examination. But in the long run, it's more exhausting. By far.
You are insecure about whether or not you are a good person. You're pretending to believe you are good. You can't feel secure in something you pretend to believe. That insecurity gnaws at you, especially when you engage in bad behavior--harassment, doxxing, posting gore, swarming tags, encouraging and promoting suicide among your fellow "activists", telling your opponents to kill themselves, stalking, spamming unrelated content with literal Nazi propaganda.
None of those are good things good people do. And you understand that. You would think someone was bad if they did those things to you. The cognitive dissonance between who you want to be and who you really are, as determined by your actions, is scary. It's painful. It rears up every time someone you have labeled a Zio colonizer scumbag asks you to please just stop and you remember a time when you begged someone--an abuser, a troll online, a 4channer, your parents--to just stop please just leave me alone.
That must feel terrifying, and again, it makes you insecure. It makes you question if you're doing the right thing.
So you do the work to pretend to believe you are good. And that's far more work than goes into being good.
You recruit others, and all of you agree that you will pretend together. Tabletop gaming has taught us how powerful this imaginative play can be. You all reassure each other that you are good and you are right. But since you're all lying to each other, that means you must spend more, and more, and more time every day telling each other that you are good, chasing that high, that feeling that you are a good person and your actions are justified.
You tell each other that your "opponents" in this "battle" are not people, so anything you say or do to and about them is okay. You look at lists of "dehumanizing tactics" and instead of internalizing what those lists are teaching you, you go: "Ah, so if I don't use the word 'vermin', anything I say should be fine!" And then you say it.
You do not smile over good news. You only smile when one of your opponents logs off Tumblr because you made the site unusable and unsafe for them. (The expression you make there isn't really a smile, but we'll call it that, since the corners of your mouth do turn upward.) You tell yourself you're just attacking Zionists and pretend you do not see how you're really going after Jews.
No self-examination; that would mean admitting that you're lying to yourself and others. Instead, you traumatize and exhaust yourself until you're psychologically incapable of self-examination. You watch snuff films. You stare at mangled bodies until you're weeping and physically ill (certainly, you're too ill to check whether the video is real, or if it was taken from this conflict).
You force your beliefs into your fandom spaces so that others, the bad people, cannot escape their complicity in genocide.
But more importantly, you do that so you can't escape.
You cannot engage in any fandom but the pro-Pal fandom because that takes imaginative energy away from your biggest pretense--that you're a good person.
You are NOT hurting people because you are striking a blow for Palestinians. You are hurting people, including yourself, because you do not want to do the work of becoming a good person. You are afraid that self examination, at this point, will reveal to you that you are exactly the sort of person you believe you are fighting.
That fear, that insecurity, that dread, that restless sense that if you ever rest or stop or think for just a moment, you'll discover something awful? That's your conscience.
I do not ask you to change your mind about your political opponents. Your defenses are already on your lips and in your mind; a thousand How Dare Yous for me hinting that you look at other people as people. What I will ask you is to consider this.
I came to young adulthood just as Bush was elected, and the Iraq War post-9/11 was the first war I really followed as an adult. I did what you're doing now. I forced myself to look at photographs of destroyed bodies. I looked at photographs of torture perpetrated by US soldiers. I blogged about it obsessively.
I told myself that I was Doing My Part to end the war. But really, it's that the anxiety of being an American during the war made me insecure over whether or not I was responsible for all of this, and therefore, a bad person. If I pretended my looking at snuff photos was activism, and that it was good, then I could pretend to believe I was good and shout "Not in my name" at protests. I could deny my responsibility.
What I really did was traumatize myself. It's been almost twenty years. I can still see some of those torture pictures in my head. In the end, that is the extent of the impact of my online activism. The blogs are all long deleted, and nobody remembers them.
Only my trauma remains.
I do not want this for you. I want you to be wiser. There is still time. You can stop.
Stop hurting yourself and other people. Do the hard work. Examine yourself and your actions. Consider what your own heart is trying to tell you whenever you start to get the shakes and your throat gets tight. Do not take that feeling out on random people online because they have a Magen David in their pfp.
Once you have done the hard work, it gets easier. You will be able to advocate and work for whatever causes you believe in because you know they are good, not because you're joining your friends in cosplaying goodness. You will still be traumatized, and you will still be sad, and you'll definitely still get angry. You will have to face how you've acted exactly like your own past abusers, and that's a real tough row to hoe.
But at the end, you will be able to advocate and work because you want to, instead of feeling as though you must in order to keep up the masquerade.
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vintagerpg · 4 months ago
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The other Midkemia Press publication I was missing was Heart of the Sunken Lands (1983), which is, I think, the company’s final offering. That’s a damn shame.
This is a pretty vast wilderness setting, ripe for exploration. The earlier companion book, Jonril: Gateway to the Sunken Lands, was designed as a hub from which expeditions depart and the prosperity of the city implied a great amount of wealth that was awaiting extraction from the jungle. And its true — gemstones, exotic wood, animal specimens, honey and more await explorers, as do a plethora of creature and mysterious tribal groups.
The Sunken Lands are dense, magically mutable jungle and the book basically takes the random tables of Midkemia’s city projects and applies them to a jungle hex crawl. A few bespoke locations are included in the mix, including the temple complex of the antagonistic People of the Pit (who created headless zombie thralls by feeding heads to their god), but for the most part, you’re rolling on nested tables several times to find out what exactly the players have come across. There’s a frankly massive number of possible encounters. Lots involve monsters and combat. Others are more tranquil, like encountering the peculiar species of butterflies. Oh, and the four-armed, purple ogres are just called Purples, which I love.
A lot of the richness of this book is down to its author, Rudy Kraft, who notably worked on both Griffin Mountain and Snake Pipe Hollow for Chaosium (and precious little else, alas). There isn’t quite the level of mystery or social interaction as, say Griffin Mountain, but there is more to work with here than your average hexcrawl. I really like the number of commercial activities players are offered (even if they are, you know, destructively capitalistic). Logging and mining seem like fun logistical problems in this environment, instead of a slog. And those activities will inevitably put players in contact (and at odds) with the locals. From there, hijinx. Its a good formula.
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girlfriendsofthegalaxy · 16 days ago
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tuesday again 1/7/2025
in which we embark upon a progamme of reading for our edification
listening
this was the first song of the year-- felt a little melancholy and a lot sleepy after watching the first movie of the year and this fit the vibe.
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reading
as a user, i think the magic link system is very annoying, but i also get that they don't want to fuck around with holding and protecting user data. they have been very firm but polite about various bells and whistles people want added to their site that do not contribute to their main goal of reporting various news beats. i DO really appreciate how they put in the time to create a private RSS feed for subscribers with the full text of all the articles so you don't have to log in with the magic link every time, or rather i will really appreciate this once i have a job and can subscribe.
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i need to set myself a project and i keep forgetting i moved all this vintage gay and lesbian erotica from massachusetts down to texas with me, so we're going to read one a week until i get bored or we (heaven forbid) run out of gay or lesbian erotica.
the second purpose, and look, i hate the word normalized, but texas politicians are constantly working themselves into a screaming froth about protecting children from gay sex and gay books. i think we can look at various gay sex books each week in a calm and reasonable manner and ask the normal questions i try to ask of every work discussed in the tuesdayposts. since moving, my instinct is to be more stealth and less visibly gay, which is not the way i would like to live. this is the absolute babiest of baby steps since the tuesdayposts (to date) have never put me in any physical danger.
the main questions i will be trying to answer each week are:
is there anything cool about the physical object?
what's the author's deal?
did i like it/did it deliver on its premise?
the sex?
i don't know. chime in if there's some fifth thing you want regularly answered?
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this is a 1997 british-printed perfect-bound paperback by The Gay Men's Press (a short history by one of the founders here). i'm not sure if this copy had ever been read, because i managed to break the spine in a very ugly way while trying to gently break the book in. this is either from a goodwill just over the border in ct or from bookends in florence (which you should go visit if you're ever in western ma, one of the few brick and mortar lesbian bookstores in the country).
not for me but i appreciate what it is and what it's trying to do. i have very rarely read something so clearly written by an author for an audience of themselves.
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Growing up at a coaching inn on the Great North Road in the early 1700s, young Davy Gadd is enthralled by tales of the greatest of highwaymen, Claude Duval. Seeking his fortune in London, he is entangled in the machinations of Under City Marshal Charles Hitchin and the infamous Jonathan Wild, in their battle to divide up the spoils of the criminal underworld. At last, equipped with horse, pistols and velvet mask, he sets out as a Gentleman of the Road. But not before he has been loved by a Jacobite lord, dressed up by Lucinda and Aunty Mary, and been married at Mother Clap's Molly House. And at the end of the road, will he Pass into Legend, or does his fate lead to Tyburn tree, where so many glamorous adventurers have been hanged?
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i think i would have enjoyed this book more if i were a gay man, really into daniel defoe, stuart restoration/early georgian england or very specific bits of historic london nightlife history. there are three hundred and sixty eight of god's own pages and we certainly do meander. it is a little bit of a slog in the dissatisfied middle portion of our hero Davy's young adulthood, but you are rewarded for sticking with it by all the important threads getting neatly tied off. it wraps up nicely if bittersweetly. the ending deals with community and vulnerability in a way that makes sense for a book written by a gay man in 1997. i wish i could explain my thoughts on this better. i think it is a perfectly fine ending that suits the book but again, overall, the book is not for me.
there is period-typical homophobia and gay bashing, but very little of it actually affects Davy. he is generally in fear for his life bc of some crime he committed unrelated to being gay. i think this is a pretty sensible way to make sure your historically accurate novel remains fairly historically accurate without being a fucking downer to write and read. on a related dealbreaker for many people, there is a good deal of phonetic dialect in this book, although it is mostly relegated to dialogue and slangy or shortened forms of words in dialogue spoken by people more connected to the criminal underclass.
i wrote all that and then i had to employ some stringent search techniques to find out anything about the author, who was not a very public person, and his feelings about homophobia vs historical accuracy. about three quarters of the way through this 1997 article about gay fiction from The Independent (interview conducted by letter!) we discover he also considers this a fine line to walk, and perhaps the only paragraph on the internet about his background
"The greatest influences on my writing to begin with were the swashbuckling films which I saw as a child in the Fifties," he says. "Errol Flynn and Stewart Grainger were particular heroes. Also around that time, John Buchan, whose Richard Hannay says, 'I have always had a boy's weakness for a yarn.' Later I acquired an English degree, and was influenced by medieval and Elizabethan literature, Thomas Hardy, Dickens, various historical novelists, Mary Renault and Daphne du Maurier."
"but kay, what about the sex?" my dear readers are probably crying out right now. i don't think this is a great book to jerk off to, even if you are a gay man and not a bisexual woman with the briefest passing familiarity about various periods of english history. davy fucks, a lot, don't get me wrong-- the fucks are not generally instrumental in driving the plot forward or delivering cool facts about london so they're all quite short, usually less than a page.
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i don't know if including an example of a sex scene is interesting or useful information to anyone else but it feels strange Not to include it in a reading project about gay and lesbian erotica? gentle reader, i would love to hear your thoughts
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watching
at about 11:30 PM on new year's eve i like to start a new-to-me black and white classic film to take me into the new year. this year's was Filibus (1915, dir. Roncoroni, widely available in various niceties of restoration)
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summary from wiki:
Filibus is a 1915 Italian silent adventure film directed by Mario Roncoroni and written by the future science fiction author Giovanni Bertinetti (it). It features Valeria Creti (fr) as the title character, a mysterious sky pirate who makes daring heists with her technologically advanced airship. When an esteemed detective sets out on her trail, she begins an elaborate game of cat and mouse with him, slipping between various male and female identities to romance the detective's sister and stage a midnight theft of a pair of valuable diamonds.
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i found out about this film through the @hotvintagepoll scrungly poll, and i think Valeria Creti should have gone all the fuckin way. girl hobbyist detective/nobleman by day, gadget-loving gentleman thief by night. i support women's wrongs, and she causes so so many of them on purpose. there are some things that carbon date a film, like russian antagonists or gland problems, and this film is carbon dated by sleepwalking as a serious psychological event. she comes very close to taking a detective completely out of the policing game by drugging him and staging elaborate series of events to plant evidence that he did all her crimes while sleepwalking.
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she LOVES being in boy mode and she's very good at it! it's never treated as a joke! she stages a rescue of the detective's sister in order to gain access to his house, but then the actual building of the relationship and courtship is completely on her own merits and charm!
this is a charming (if poorly paced for viewing all in one sitting) early gay serial film. if i saw this in the cinema in 1915 i would have been institutionalized for imitating filibus
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playing
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genshin is not feeling as jazzy or fun lately. i think i have two issues. one is that Fontaine, the last major nation's main questline was a truly delightfully crafted (and fair! we had all the pieces just not all the context) murder mystery with a lot of lore. this nation, Natlan, is functionally a sports anime. not that one genre is better or more complex than the other, it's just. different. and recalibrating my expectations has been a little wonky.
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the second kind of weird calibration thing is the rate of additions to the world map. genshin runs on a six-week update cycle, where every six weeks you get something major and new to progress the game story. usually there are nine patches, starting at X.0 and going up to X.8. you iterate up a full number with major patches introducing a new land, so with the introduction of Natlan we started the 5.X patch cycle and left Fontaine's 4.X cycle behind.
this is important bc there's usually there's new and fun and exciting stuff and puzzles to solve and new challenges only when they add to the map. in the 5.X patch cycle, there have only been two map expansions: one in 5.0 introducing the land, and one addition about doubling the map in 5.2. 5.3 dropped last week, where the main storyline of the nation typically wraps itself up in the last map update and then we get to fuck around in bonus areas or seasonal events. for example, in the last three nations, so from updates 2.0-4.2, there are typically three big map updates in a row that unlock the entire base map of whatever country we're in, no new map content for a patch, a new bonus area related to whatever area we're in, another break, and then a seasonal map, and then three more updates with no new maps but new events or new battle modes. for natlan, we're essentially "behind" unlocking a chunk of the map.
let's go to the maps: the last nation Fontaine's first introduction in 4.0 (these are all from IGN, they are not to scale with each other):
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the second update in 4.1:
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the third and final main map update in 4.2:
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introduction of natlan in 5.0 on the right (these two screenshots i took are to scale with each other), no underwater regions or major underground areas in this one:
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no map update in 5.1. second major map update in 5.2 on the left here, still no major underwater or underground regions. we are currently in 5.3 with no map update, with maybe the third and final map update in 5.4?
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again, the problem with No New Map is that typically in genshin you go to new places to unlock more of the story. we're "behind" a map update, if you will. they've kind of shoehorned new story into existing map, and shoehorned new bosses into the existing map, which is very strange and makes the nation feel so much smaller and more limited than other nations.
it feels a lot like part of the map update we got in 4.2, ochkanatlan, an abandoned island city somewhat removed from the rest of the map, was supposed to be the bonus area map, but they didn't have enough ready? the 4.2 update also felt very medium sized- at this point in Fontaine we'd unlocked the Fortress and Institute, which really blow the dragon city right off the island with regards to complexity of exploration and length of quests. it's not really anywhere near the complexity or length of the first desert map expansion in Sumeru, which was honestly a really crazy thing to drop all at once. i will not be putting more nation map screenshots up here bc of the image limit but the desert in sumeru is ENORMOUS and it has an equally enormous underground labyrinth!
not my favorite nation so far! a little bit of it is recency bias bc Fontaine was SO good and is overall my favorite, but it feels off lately. i don't know if the really punishing every six weeks updates are finally catching up to the parent company, or if they're really deep in preproduction for the next land (it Feels like they're going to split the next land into two different X.0 update cycles. there's a lot of chatter in game from NPCs about how different and weird the next port is compared to the rest of the country. i could easily see them building that out to two major updates like natlan and then saving the bulk of the country for the next X.0 update in another year).
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making
bathrobe surgery under the armhole.
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ive had this red/black/blue tattersall plaid in light cotton since high school, best guesstimate based on the tag style is early to mid sixties?
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this thing is Solid. it is perhaps the most nicely constructed garment i own. every seam is a narrow, tidy french seam. the underside of the collar is lightly quilted to give it some body and make it stay down, and it has a facing over the top to make it look not quilted from the front. it has The best waist tie arrangement i've ever seen, with a tiny strap on the underside of the tie to permanently hold it to the belt loops but still give you a little bit of play.
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it is so beloved that it's starting to completely wear through on the shoulders, and i have to think about how to patch it without losing any of the light breathable qualities i love it so much for.
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