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abi-is-personal · 2 hours
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I’m way behind on Tumblr. Barely keeping up on tiktok with Butch positivity.
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abi-is-personal · 2 hours
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Is there a word that’s a mix between angry and sad
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abi-is-personal · 2 hours
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(◡‿◡✿)
(ʘ‿ʘ✿) “what you say ‘bout me”
(ʘ‿ʘ)ノ✿ “hold my flower”
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abi-is-personal · 2 hours
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Horniness is not intrinsically less pure than any other human motivation
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abi-is-personal · 2 hours
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“Hey, I like this color and it looks great on me!” you say one day.
Six years later you open your closet and nearly every shirt you own is the same shade of rusty red-orange. Help.
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abi-is-personal · 2 hours
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abi-is-personal · 2 hours
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Paraglider and black vulture chilling
(via)
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abi-is-personal · 2 hours
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Another dream comic. Had a dream where I was tied to a chair in a dark room and some hooded figures killed me after I begged for my life—but then I got caught in a time loop and so I kept trying to figure out what I could say to get them to not shoot me but they killed me no matter what I said. Started just shouting random stuff eventually.
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abi-is-personal · 2 hours
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the circus was in town that day 🤡
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abi-is-personal · 4 hours
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"Husk would be jealous of Angel's work-" Nah bro this is the vibe
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abi-is-personal · 4 hours
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Made the worst brownies ever created just now
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abi-is-personal · 4 hours
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public service announcement
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abi-is-personal · 4 hours
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I think a lot of folks in indie RPG spaces misunderstand what's going on when people who've only ever played Dungeons & Dragons claim that indie RPGs are categorically "too complicated". Yes, it's sometimes the case that they're making the unjustified assumption that all games are as complicated as Dungeons & Dragons and shying away from the possibility of having to brave a steep learning cure a second time, but that's not the whole picture.
A big part of it is that there's a substantial chunk of the D&D fandom – not a majority by any means, but certainly a very significant minority – who are into D&D because they like its vibes or they enjoy its default setting or whatever, but they have no interest in actually playing the kind of game that D&D is... so they don't.
Oh, they'll show up at your table, and if you're very lucky they might even provide their own character sheet (though whether it adheres to the character creation guidelines is anyone's guess!), but their actual engagement with the process of play consists of dicking around until the GM tells them to roll some dice, then reporting what number they rolled and letting the GM figure out what that means.
Basically, they're putting the GM in the position of acting as their personal assistant, onto whom they can offload any parts of the process of play that they're not interested in – and for some players, that's essentially everything except the physical act of rolling the dice, made possible by the fact most of D&D's mechanics are either GM-facing or amenable to being treated as such.*
Now, let's take this player and present them with a game whose design is informed by a culture of play where mechanics are strongly player facing, often to the extent that the GM doesn't need to familiarise themselves with the players' character sheets and never rolls any dice, and... well, you can see where the wires get crossed, right?
And the worst part is that it's not these players' fault – not really. Heck, it's not even a problem with D&D as a system. The problem is D&D's marketing-decreed position as a universal entry-level game means that neither the text nor the culture of play are ever allowed to admit that it might be a bad fit for any player, so total disengagement from the processes of play has to be framed as a personal preference and not a sign of basic incompatibility between the kind of game a player wants to be playing and the kind of game they're actually playing.
(Of course, from the GM's perspective, having even one player who expects you to do all the work represents a huge increase to the GM's workload, let alone a whole group full of them – but we can't admit that, either, so we're left with a culture of play whose received wisdom holds that it's just normal for GMs to be constantly riding the ragged edge of creative burnout. Fun!)
* Which, to be clear, is not a flaw in itself; a rules-heavy game ideally needs a mechanism for introducing its processes of play gradually.
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abi-is-personal · 4 hours
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Line of rocks, made by a neighborhood child, spotted on my walk home
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abi-is-personal · 4 hours
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abi-is-personal · 4 hours
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