#thank you prokopetz
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i am so disappointed i never knew of the terms aerobraking, hydrobraking, and lithobraking until now, but i am so so happy to now be aware of the terms aerobraking, hydrobraking, and lithobraking. i so want to use these words in a videogame in some capacity
To be fair, a lot of goofy-sounding rocketry/aerospace terminology has a legitimate nomenclatural role beyond just being silly euphemisms.
"Unplanned rapid disassembly", for example, exists as the necessary counterpart to planned rapid disassembly: sometimes a rocket is legitimately supposed to fall apart or blow up, so you need a specific term to emphasise that it wasn't supposed to do that.
Similarly, "lithobraking" was coined by analogy with aerobraking (shedding velocity via atmospheric friction) and hydrobraking (shedding velocity by landing in water), and it does have some intentional applications; the Mars Pathfinder probe, for example, was deliberately crashed into the Martian surface while surrounded by giant airbags, and reportedly bounced at least 15 times before coming to rest.
(That said, aerospace engineers absolutely do use these terms humorously as well, because engineers are just Like That.)
#reblog#this is useful#aerobraking#hydrobraking#lithobraking#so amazing#very beautiful very powerful#thank you prokopetz
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last night i was on the phone with my 74 year old mother in gaza trying to explain how tumblr is helping us stay alive and she cuts me off frustrated ātumblr? what even is that? how are these people with strange names and pictures gonna help when we donāt have bread? the children are hungry. this is genocide.ā so i said mama these people are real theyāre donating so we can survive and she scoffed āshow me one of them actually helpingā so i opened tumblr and read a message āmama a friend sent us $20 yesterday thatās how we bought two loaves of bread yesterday and another one shared our story with their friendsā silence then she sighed āwell god bless them even if their names and pictures are ridiculousā then she goes āthank you to everyone out there youāre the reason weāre still alive and please continue donating and sharing! your support truly makes a differenceā.
if you canāt donate via gofundme you can use paypal instead please note that 110 sek is approximately 10 usd and 220 sek is around 20 usd.
Donate on GoFundMe: Link
Donate on Paypal: Link
Vetted and shared by @90-ghost: Link.
Verified and shared by @el-shab-hussein: Link
Listed as number 282 in "The Vetted Gaza Evacuation Fundraiser Spreadsheet" compiled by @el-shab-hussein and @nabulsi : Link
Listed on the Butterfly Effect Project, number 957: Link
Additionally, Al Jazeera News has documented apart of my family's case: Link
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Save What's Left of My Family in Gaza.
In the heart of Gaza, where daily life has become a constant challenge amidst the siege and continuous bombing, we experienced unforgettable moments, filled with love and hope despite the pain. This is my story, and the story of my family, which may not differ from hundreds of other families in Gaza, but it holds special memories that will forever be etched in our minds.
Yazan, my dear nephew, was always a symbol of courage and joy in our family. Since childhood, he loved to wear his elegant blue suit, always made sure his hair was neatly styled, and smiled at the world as if to tell us that tomorrow would be better. On the day of a family member's wedding, Yazan stood proudly beside us, radiating happiness, sharing his smiles with everyone, as if he knew that these moments would be among the last memories we would have of him. Just a few days later, in a merciless airstrike, we lost Yazan. He left us while dreaming of a tomorrow filled with peace and joy, leaving behind a void and indescribable pain.
As for Suheir, my beloved niece, she is the sun that rises in our lives every day. Suheir is still with us, full of life and hope, dreaming of wearing her white dress on her special day and living a life filled with joy and success. Despite the harsh circumstances, Suheir carries the spirit of childhood and is the source of hope that we cling to amidst all this pain. Every time I see her, I feel that life still offers us a chance to witness its beauty and happiness.
We lost Yazan, but we thank God that Suheir is still with us. She is a symbol of hope and resilience. Although life has become more difficult and harsh, I believe there is always light at the end of the tunnel. We have endured these bitter experiences together as a family, but we still carry in our hearts a passion for life, seeking safety and the opportunities that can grant us a new beginning.
For this reason, I have launched a fundraising campaign to help my family escape this harsh reality. My goal is to secure a better future for those of us who remain, especially the children who deserve to live their lives without fear of bombings and airstrikes. All I ask for is a chance to give them a future filled with peace and opportunities, far from wars and destruction.
With hope and faith, I ask everyone who reads these words to contribute to our cause. Together, we can build a better future for our children, keep Yazan's memory alive as a symbol of courage and hope, and continue to support Suheir so that she can live the life she dreams of, filled with safety and happiness.
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#gaza#gaza š#gfm#free gaza#save gaza#free palestine#support palestine#palestine#save š#palestine š#free š#send help#please help
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Please, please help me spread the word and help. The situation is getting more difficult for us and we are suffering from very miserable conditions. Despite all this, donations have stopped because my accounts were closed and a group of Zionists reported and closed my accounts. I am in dire need of you and I thank everyone who stood by me and I am indebted to you for that. Please stand with me in these very difficult times.
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Hello!! Do you know any TTRPGs surrounding translation or languages? š (thanks for all your work btw!!!)
THEME: Language / Translation Games
Hello friend! As someone who studied linguistics in university, I absolutely love talking about all of the funky things languages do! I hope these recommendations tickle your fancy!
Dialect, by Thorny Games.
DialectĀ is a game about an isolated community, their language, and what it means for that language to be lost. In this game, youāll tell the story of the Isolation by building their language. New words will come from the fundamental aspects of the community: who they are, what they believe in, and how they respond to a changing world.
Dialect uses a deck of cards to help minimize the amount of choices you have to make in character creation, by dealing three cards to each player and having the players choose one from just those three. You track the change of your language over a series of turns, using prompts to help you navigate the conversations that arise in your community as the world around them changes.
Dialect has been very highly regarded as a game that really delivers on the experience that it promises. The grief that accompanies language death really shines through this game, so if you want to combine the wonder of creation with the pain of losing something so integral to your sense of being, this is the game for you.
Tiny Frog Wizards, by @prokopetz
You have mastered the secret arts of sorcery
The very primordial energies of creation and destruction are yours to wield as you will.
You are two inches tall.
Tiny Frog Wizards is a game about tiny frogs, wielding magic using the power of words. When you want to do something magical, you will roll somewhere between 1-3 dice, and use the values of your rolled dice to determine how the range, magnitude, and control of your magic.
Whatās important in terms of this game recommendation is the Control aspect, because how well you are able to wield your magic depends on how many words you are able to use to make things happen! Itās a lot easier to use a spell with precision if you have enough words to detail where you want a magical pen to write, or what you want to throw a tiny magic missile at. Not enough words? Then the GM has license to cause some humorous side effects, or, if you roll poorly enough, cause your spells to really go off the rails.
If you like games where you need to choose your words carefully, Tiny Frog Wizards is worth checking out - especially since itās in free playtest!
Xenolanguage, by Thorny Games.
Xenolanguage is a tabletop role-playing game about first contact with alien life, messy human relationships and what happens when they mix together. Ā At its core, you explore your pivotal relationships with others on the mission as you uncover meaning in an alien language. The game gives a nod to soulful sci-fi media like Arrival, Story of Your Life and Contact, but tells its own story. Itās a game for 2-4 players in 3-4 hours.
In Xenolangauge, you play as a group of people bound together through a shared past with unsettled questions. Your task is to understand why the aliens have come and what they are trying to tell us. You will soon discover the key to understanding lies in your memories together.
This is definitely an in-person game, as it is meant to come with a modular channeling board that will provide you with alien symbols that you will use to help you interpret messages. This is more than a game about language, itās about relationship, shared memories, and connection.
Xenolanguage was kickstarted at the beginning of this year, but you can check out the above link to pre-order the game if this sounds interesting to you!
Star-Spawned, by Penguin King Games.
One unearthly night, a ray of colourless light descended from the stars, and under its warping radiance, creatures unlike any the world has ever seen were born. They do not know the world, and they do not know themselves. Unfortunately for the world, they're quick learners!
Star-Spawned is a GMless, oneshot-oriented tabletop RPG in which you don't know what your own traits do when play begins. The names of each group's stats are randomly generated using morpheme chaining, and characters are created while having absolutely no idea what they mean; figuring that out forms the greater part of play.
Star-Spawned is more about self discovery than it is about language, but the use of morpheme-chaining in character creation is intriguing to me. You will randomly roll three pieces of a word, and then chain them together to create a unique Facet, available to the players as stats. These Facets donāt have a meaning when the game begins - you need to play to find out what they mean. If you like playing around with semantics - the meaning of words - this might be a game for you.
Degenerate Semantics, by Mikael Andersson.
Degenerate Semantics is a role-playing game for 1-5 players and one Game Master (GM). The players will each portray a character who live in Emmaloopen's poverty-stricken lower city. They are young, wild, ambitious, and independent. This way of life is threatened by other factions, and the players will need to have their characters work together to survive and thrive.
In the process of playing the game, the players and GM will define and flesh out a language called Bandethal. A collection of street terms and slang, Bandethal is used both as a way to talk openly about illicit activities without alerting authorities and to establish street cred. The terms are liberally mixed in with plain English, or when the language is mature enough, can be used entirely on its own. The characters' success is in large part based on how proficiently the players wield the language.
A friend of mine ran this game for me three or four years ago, and itās been sitting in the back of my head ever since. Degenerate Semantics was created for a Game Chef competition in 2014, and has remained in the same state since then. I donāt think thereās any more work being done on it, but the game is there for anyone who wants to give it a go - and while thereās a setting that comes with the game, that setting is highly flexible, depending on what your group is interested in. Our group decided to use a lot of gardening metaphors, and undertook a plant-based heist as our act of rebellion! If you want a game about the power that language can give a tightly-knit group, this is the game for you.
I've Also Recommended...
DROWWORD, by Ursidice.
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hi!! iām just starting to get into game theory and design and was wondering if you had any essays or anything you would recommend. iām breaking out of the dndsphere (to the shock and dismay of many friends lol) and your blog has been really interesting to read i appreciate your perspective <3
Hi, and thank you for the kind words! :) anyway, I sadly don't have, like, a bibliography of online articles that I tend to come back to, but instead have mostly developed my perspectives on RPGs by subconsciously tapping into the thoughtform of the weird transfeminine overmind and just reading a lot of games and partaking in this discussions.
And that would be my first piece of advice: read lots of games! Keep your eyes peeled for bundles that feature lots of games of various kinds to broaden your horizons. Bundle of Holding is a good resource for this, as is itch.io, and the former actually has an indie cornucopia available at the moment:
Anyway, I can't think of any particularly informative specific essays, but for some other blogs, here's Traverse Fantasy (creator of 0D&D clone Fantastic Medieval Campaigns):
Um, if you can find it, go read Wisher, Theurgist, Fatalist by @jennamoran. It's a game that is also almost like a dissertation on what games are. That's the best I can describe it.
There are some really informative and opinionated people out here on Tumblr as well, not all of them always posting about TTRPGs but with very interesting perspectives on them. If you want to take a peek behind the curtain of the creation of a very crunchy, deep RPG, I recommend following @anim-ttrpgs. The asks they get and the stuff they post are very illuminating about their specific approaches to game design. Other people whose game design perspectives I find extremely valuable (they may not post about game design on Tumblr on the regular but like still): @cavegirlpoems @jdragsky @open-sketchbook @prokopetz @theresattrpgforthat and too many others for me to list right now.
Anyway, yeah, read lots of games, and don't forget about old games. This is a 50-year-old hobby and in many ways it feels like we're only scratching the surface of what these roled playing glames can even do, but many many classic games and their contributions to the medium have also been forgotten. It's all well and good to know that D&D 5e is big and smelly and that some of the cool goth kids still play V5 and that there's also some games being Powered by the Apocalypse or Forging in the Dark, but it's equally valuable to know that 1st edition Traveller kind of whips sack, RuneQuest 1st edition was much more of a dungeon game than you would imagine based on modern RuneQuest, and that Paranoia 1e was actually really well-written and funny speculative fiction.
I hope that is at least somewhat useful. :)
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DAY 007
If you've picked the first option, then please take your time to donate to BILAL, MOHAMMED, or even better RANDA. Here are their fundraisers;
---
All fundraisers have been vetted.
tag list under cut;
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There's like, what? at least THREE speedforce users concentrated in a singular time period? and the word concentrated sounds a bit extreme until you remember the fact that these btiches have power over time; they can timetravel
Impluse did time traveled and has made a place for himself in an older time period permanently
Compared to that, the metabolism's hardly a big deal at all
and unless their world/universe/multiverse is isolated in it's own bubble where not even timetravel gets out, that means their time shenanigans likely affect existing multiverses outside their own so that's a doozy to comprehend
And time travel isn't even exclusive to speedforce users, nothing is sacred, there's magic, and sciences and magical sciences, probably metas with time powers and there's also time loops and---
As far as we're aware, there isn't just THREE speedforce users who can and will time travel if it's called for, but multiple other instance of time travel or manipulation, all concentrated in a singular time period
that fucks shit up
anomalies that people might not even pick up on because the screwing of reality has affected their very minds become the norm; because minus this time period the whole rest of the timeline, before and after that era, is in perfect working order
this particular patch of the timeline is mangled forever and irreversibly, before anybody knew there was a timeperiod in need of unmangling
The clock ticks onward---the heroes and villains, and everyone beyond moves on and dies and the next generations after them don the spotlights, and time marches existence onwards as it always has; that's true, that's permanent. It's ineffable truth
Nothing has changed
you say it feels like just yesterday we did this very act as though it weren't the case
The clock ticks onwards---1:00, 2:00, 3:00, 4
5, 6, 7, 8
9, 10, 11
this is how the world ends
11:30
this is how the world ends
11:50
not with a bang
11:59:59
but with a---
1:00
this is all to say that this is my headcanon to explain Tim's Forever 21 17
and also other plotholes; and maybe you can take this hc to make an AU where there's more shenanigans than ceasing to age at a certain point due to a time period being Eternal even though the rest of the timeline is still perfectly functional
=======
( as for wtf the whole clock stuff was meant to convey, it references the reblogged 'prokopetz the eleventh hour' post )
"...āThe Eleventh Hourā is generally used to refer to the Last Possible Point BEFORE everything goes horribly sideways, so this would suggest that you are in a place perpetually stuck at the terrible and fruitless moment just shy of impending disaster. "
-- askmissbernadette
Ooh! AUs/HCs that explore Tim's perpetual state of 17 are rad as hell (although thankful he has finally been allowed to become an adult).
I never did quite consider the ramifications of multiple people messing with the timeline. For one person, we've seen so much media that warns against it and shit. Multiple people that aren't communicating before, during, or after their interventions? How the hell does the space and time continuum not collapse?
Then, the multiverse theory is added on top of all that? My brain is a little too tired to try to even comprehend how bad of an idea it all sounds (for the speedsters and other people who mess with the timeline).
I like to hc that some of the universes that pop off are consequences from a Flash or anyone else screwing up time. It'd be cool to see some angst regarding that (let's say Bart went back in time to save Tim in his universe which caused another universe to lose their Tim [and the domino effect of that unplanned loss for that timeline]). That, or the rewritten history causes new universes to form as a result of the many many paths and choices that can happen after that change.
It'd also be fantastic to see a villain who's like Miguel from Across the Spider-Verse, but worse. A person who picks and chooses universes that they think best suits their needs and desires. They keep hopping to other ones when the one they are in is no longer suitable. They also integrate themselves into the universes with ease and sometimes murder that universe's version of them to take their spot (they prefer kidnapping, though, so that the OG person can resume their life when the villain leaves).
Anyways, there are some great fics out there that chat about Tim staying 17 and/or the other Bats having weird timelines too
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Hello
How are you, my friend?
I am Hassan from Palestine - Gaza šµšø
I hope you will help me spread the donation campaign and donate before it is too late, as time is running out and danger is approaching.
Your donation and participation in the campaign is very important to me and my family, and every participation and donation makes us very happy.
Please visit my blog and share with your followers.
Every deployment brings us closer to the goal.
Your participation is very important to save us
I hope I didn't bother you with my message
Weā
ļø Vetted by @gazavetters, my number
verified on the list is ( #281 )ā
ļø
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who would believe that BBC Merlin needed to be MORE insane to be true to the lore.
thank you @prokopetz for the original
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for the tarot rpg ask game! The Fool, The Empress, The Hierophant, The Chariot, The Hanged Man, The Devil, The Tower, The Star, The Sun
Wow, that's a lot (to be clear I am not complaining)! Thanks for your interest! I've already answered The Chariot and The Star here, so I won't answer them a second time, but the rest are new!
The Fool ā What do the earliest stages of work on a game look like for you? OR How did you get into game design?
I'm going to be greedy on this one and answer both parts, becauseā¦ I want to, to be honest. The earliest stages of design vary quite a lot for me, but typically start with either a mechanic (say, exploding dice), a concept (a game set in an eldritch ocean) or a title (Summit). If I'm very lucky, I occasionally start with all three! From there, my first step is to define a few restrictions for myself, normally 1/2 for mechanics and gameplay and 1/2 for genre/vibes. For instance, with The Curse Lingers (which I'll come to in more detail) I started with the idea of it being based on nuclear waste warnings (vibes), that it would be multiplayer (gameplay), and that I wanted to use Caltrop Core for it (mechanics). These restrictions give me a direction to push the game in, even if I often end up ignoring some or all by the end of the process.
When it comes to how I got into game designā¦ It was D&D 5e. My friends badgered me enough to DM for them that I read the entire PHB cover to cover in a day or so, then proceded to make some (very very bad) homebrew for the very first session I ever ran of any TTRPG. I do not recommend this in the least. While that campaign eventually petered out, my creation of homebrew did not, and in the last year and a half I've drifted further from 5e and began making stuff for other systems, as well as a few TTRPGs of my own.
The Empress ā Where do your ideas come from? OR Do you seek out or avoid inspiration while working on an idea?
To be completely honest, I have little to no idea where my ideas come from. I have a colossal list of concepts on my phone, typically titles or bare-bones mechanical possibilities, but I can't pinpoint the source of many of them. Some spring from conversations with my friends, others crop up at 4am, probably as a result of sleep deprivation, still more sneak their way in after seeing some particularly cool art. I wish my inspiration for games was more consistent, but I'm definitely not going to be running out any time soon.
This is getting long, so continued under the cut.
The Hierophant ā Who is a fellow game designer youāve learned a lot from? OR What is a piece of popular wisdom about games you think is nonsense?
I can't nail down one particular game designer I've particularly learned from -- I tend to magpie from any and everything I read, taking inspiration from the mechanics and flavour that most appeal to me. In this vein, we have @rathayibacter for their excellent work on [BXLLET>, @prokopetz for his many many posts on game design, John Harper for Blades in the Dark, Spencer Campbell (Gila RPGs) for RUNE and Caro Asercion for Exquisite Biome and i'm sorry did you say street magic. I'm sure there's more that I've forgotten. I've recently joined @uktabletopindustrynetwork, and am learning a lot from everyone there, too.
The Hanged Man ā What other creative pursuits do you have? OR What current trends in game design are you most interested in?
I've written a couple of first drafts for fantasy novels that I will come back to one day. My main creative passion has always been worldbuilding, so that inevitably gets built into my TTRPGs in some way if I can get away with it. I particularly love creating maps of the worlds I create. I've been working on a map for my fantasy world that I run D&D (at the moment at least) in since I started that first campaign, back in late 2019. I've included one small section of it here, a dimensional overlap between that world and the Far Realms known as The Wandering Isles, created using assets from Map Effects (it goes without saying you can use it for personal use if you like, but not for commercial use). I've made a bunch of others for towns and cities, but it's the overall world map that's taking the time -- the world keeps expanding on me.
The Devil ā What motifs or mechanics do you just keep coming back to? OR What is a game youāve enjoyed playing in the last year?
As it happens, I was thinking about this last night before reading back through these questions. Turns out every single one of my games so far has you fighting against time in some way: Summit drains your cards the more time it takes you to climb, I HAVE SOMEWHERE TO BE is literally about trying not to be late, the Curse Lingers has a curse mechanic that mutates you the longer you spend within a temple, and both of my current in-progress games have a clock that counts down in some way. I'm beginning to suspect this says something about meā¦
The Tower ā Talk about about a game you tried to make that crashed and burned.
The very first game I tried to make after becoming disillusioned with D&D (during the OGL debarcle, as it happens, what a surprise) was tentatively named Cursed Fools. It was far too ambitious for a first game, used a deck of playing cards and had an interlocking system of Curse and Boon cards, as well as complex spellcasting, classes and a TONNE of elaborate worldbuilding. I do still like a lot of the mechanics I came up with for it, but odds are the game will never see the light of day in its original form. Since then I've continued to battle scope creep (my nemesis) but I've learned to begin with a smaller scale concept to mitigate.
The Sun ā Talk about a game youāve made that youāre proud of.
This is the bit where I talk about The Curse Lingers (TCL), the most insane thing I've decided to do (so far at least). As I mentioned earlier, TCL is a Caltrop Core game about nuclear waste warnings. In it, players take on the roles of the Keepers of the Temples, many years after an unspecified apocalypse. These Temples are cursed by a Relic, with each curse having specific triggers. Keepers delve into Temples to cleanse and claim these Relics, entering fragments of the Old World, our world, in order to do so.
I'm incredibly proud of the mechanics I developed to bring the feel to the game I wanted, using a variation on clocks (which I know from Blades in the Dark) as well as a health mechanic called Mutation, where a Keeper grows more powerful the closer they come to death. I'm proud of how the Temples and even the 4 included Keeper classes are all based on actual nuclear waste warning suggestions. What I'm most proud of, however, is how long it took me to make. I decided to create a TTRPG for Free RPG Day this year, and this became TCL. What I neglected to mention was that I decided this a week before Free RPG Day. I made the entire 28-page game, including formatting, within that week. It was one of the most exhausting and rewarding things I have ever done. I hope to not do something that insane again,
Thanks a tonne for the ask, and thanks to @che-bur-ashka / @wildwoodsgames for stealing/creating the ask game!
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I- I- Huh.
If you're lamenting the fact that you used to be able to shoot through a 500-page novel in like a day when you were in middle school and now you can't, it's worth bearing in mind that a big part of that is because when you were in middle school, your reading comprehension sucked. Yes, mental health and the stresses of adult life can definitely be factors, but it's also the case that reading is typically more effortful as an adult because you've learned to Ponder The Implications. The material isn't just skimming over the surface of your brain anymore, and some of the spoons you used to spend on maximising your daily page count are now spent on actually thinking about what you're reading!
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Hello! Did you ever make a tutorial on how to make a ttrpg? I couldn't remember if it was you or Prokopetz and I couldn't find anything when searching your blog. Thank you in advance.
i haven't mentioned anything like that, so u must be thinking of someone else ā but also, i wouldn't know where to start! ttrpgs are such a broad medium that i'm not sure how i would wrangle the idea of how to make one into a guide.
if it helps, i think the thing that was the most useful for me was just to read lots of other games! playing them is wonderful if u can, of course, but even just reading rulebooks through really helps get the wheels turning for me, and especially when i was trying to write my first one but didn't know where to start, reading a bunch of other games was what helped to teach me 1. what kind of game i wanted to make, 2. what games like that look like, etc.
if you have any specific questions on getting started, i would be happy to help as much as i can!
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Speaking of tagging everything, you misspelled "prokopetz" in the latest post. Keep up the good work <3
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thanks for letting me know.
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Hey Tumblr,
New user here, first post. To start off Iāve got a question.
Who would you consider to be āTumblr celebrities/influencersā? Itās a little tricky since follower counts are private, but my list is:
-Pukicho
-biggest-gaudiest-patronuses
-prokopetz
-one-time-I-dreamt
-cannibalchicken
I maybe way off, so tell me in the comments who I should add or remove. Thanks!
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On Phraseology
A few of us, namely myself, @prokopetz and others, are being asked about Reddit-core, or about our insistence on sticking to a somewhat more formal register than what's otherwise typical of the Hellsite.
My friends, there is nothing more amusing than self-aware pedantry or voluntary profundity. As David himself noted, posting about robot dick is funnier when you do it in the simulated context of a one-writer academic journal.
Consider the average Redditor. Most see themselves as invested of their Subreddit of choice's topic, which obviously triggers ego-related headbutts in most Comment threads. It also infoms that sense of profundity, which comes across as a very grammatically-aware delivery as a byproduct of wanting to be as crystal-clear as possible.
I'm more the type to let better-qualified Tumblrs than myself develop their expertise and timing in the field of Keyboard-Smash Humour - and I'm not being sarcastic at all, in saying this. I might be bi, I just don't have in me to Gay Smash my Razer Huntsman, not when I can take the kludgey and verbose approach and exactingly describe what's going on between my ears.
So, considering, when someone calls my style "long-winded" or "bloviating", I tend to repress a fiendish chuckle and take it as a compliment.
Oh, really? Was this too long for you? That's such a shame - just be thankful you haven't read a Post-Doctorate thesis before...
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