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The Bibliomancer

@thebibliomancer / thebibliomancer.tumblr.com

Ask me stuff. Maybe stuff about my cool content? Billions of birdies: my OCs Rozaverse worldbuilding
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Essential Avengers: Avengers West Coast #56: DARKER THAN SCARLET

March, 1990

The WITCH is back! Darker than Scarlet...

According to ye olde google search, a darker shade than scarlet is crimson. But Crimson Witch doesn't sound as cool as Scarlet Witch. Familiarity, I'm sure.

Don't love where the plot is going but I do love a heroes dangling from hand of an inexplicably giant villain cover. Classic cover concept.

Anyway. Byrne finished breaking Vision so now he's finishing up breaking Wanda.

Last times on Avengers West Coast: Wanda has had the worst few weeks of her life. Her robot husband was disassembled belatedly over his world takeover attempt. He was rebuilt but without his emotions and eventually decided to leave the Avengers West Coast branch to shore up the East Coast.

Meanwhile, Wanda was stuffed with racism goo. Her children were kidnapped by an insane Satanist, revealed to be not real, and then Wanda had her memories of them wiped.

Wanda was kidnapped by Ghaur to be a bride of an elder snake god.

She kept going in and out of a catatonic state. Her whole house was thrown into orbit with her in it by Magneto. Who did... something.

Now she's evil.

Darker than Scarlet Witch: "So this is power! What a pleasing thing it is! How foolish to have so long denied myself its pleasures!"
Scarlet Witch: "How unfortunate for you, my former friends, that you did not see fit to encourage me in realizing my full potential. Now you will face a terrible price for that mistake!" Agatha Harkness: "Wanda, no! You must listen to me! You are not in control of yourself! The tragedies of the past few weeks have unhinged your mind!" US Agent: "Save your breath, old woman. She's gone right off the deep end! And there's no way we can -- unhh!! -- bust out of this blasted force field she's pinned us inside!" Wasp: "Keep trying, US Agent! But... Wonder Man...? Simon... the Agent said you were... dead?" Wonder Man: "I... kind of think I was, Janet! And, believe me, as someone who's been dead before, I know the feeling only too well!" Scarlet Witch: "Of course you were, Simon. But death is of little consequence to one with my power."
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So here’s how laws work in the US. The federal government can’t tell the states what to make their drinking age but they can tell the states that if they don’t make the drinking age 21 then they’ll take away all of their money for highways. So the federal drinking age is not 21 but the drinking age is 21 in all 50 states. But not the territories. Because they follow different rules.

The federal government can tell the states to make marijuana illegal however but the states in return can say “lol no” and for the most part the federal government just can’t be assed to enforce this so a bunch of states have made recreational marijuana legal in varying capacities. But the businesses that sell weed can’t use federally backed banks because what they’re doing is still illegal even though it’s legal and that’s why the IRS has regulations for taxing illegal businesses.

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Lesbian sex was invented as a way to pass the time on long train rides

Common misconception! It's the other way around: trains were invented as a means to meet other lesbians to have sex with

It's a real chicken or the egg situation, which came first: the lesbian sex or the train they are inside of

i'm fairly certain the lesbians came several times before the train did.

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Iiiits Avengers Wednesday, the day where Avengers get 10% off purchase at participating locations.

Last time, Nebula broke the universe. This time, the Avengers try to fix it while Nebula tries to stop them despite not having a reason to keep the universe broken.

She’s very much holding the antagonist ball.

Anyway, look for the post on Avengers #315 this afternoon at 6 PM EST!

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prokopetz

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.

The point is, as a game designer, you are never going to win over the all-indie-games-are-too-complicated crowd by explaining how simple your player-facing rules are and how seamlessly they support the narrative, because their experience of playing Dungeons & Dragons is that they can simply opt out of engaging with any player-facing part of the game they don't care for, up to and including opting out of everything and making the GM do all the work, and they're coming from a culture of play which has a vested interest in treating this as a valid preference. It doesn't matter how light your rules are, you're not going to beat an expected level of engagement of zero!

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mapsontheweb

The September 2013 issue of National Geographic Magazine published these maps showing the world as it is now, but with all the ice on land melted and drained into the sea, raising it 216 feet and creating new shorelines for our continents and inland seas.

Source: twitter.com
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