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Constantly Confused, Habitually Hungry

@andsotheuniverseended / andsotheuniverseended.tumblr.com

im a white biromantic asexual. immune to gender. 28 years old. I enjoy puns and also eating food and napping, sometimes all at once.
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fevernest

embroidery on blouse, by Elsa Olsson/Fevernest, 2019

Image description: a black blouse with a red anatomical heart embroidered over the heart, a thread is left lose with the needle stuck through the fabric above the heart. end Image description

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Peachtober day 21: Greenhouse

[image description: a black and white watercolor painting of a greenhouse at night. it is illuminated from the inside, and three large ghosts are floating up from its roof into a dark background. /end i.d.]

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vecb-art

painted over this piece from may 🌈 prints coming soon :)

[ID from alt text: A digital painting of several long, slender, white, dragon-like creatures with feathery wings and ears in flight. The sky is bright blue, with interspersed clouds, two rainbows, and a burning sun in the bottom right quadrant. Large raindrops fall in the upper left quadrant. End ID.]

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artofjoohei

Inktober nr 4  ✨⚔️

id: digital art of a female knight in plate armor with celtic knot designs, long white hair, and a golden crown. She is being held by a woman with a golden circlet, long black hair, and a red dress. They are surrounded by branches with golden leaves on a starry background. end id

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Ultimately an RPG that uses playing cards as a randomizer but doesn't actually utilize the cards for. You know. The things that cards can do. Is just using them as a fancy, weirdly shaped die.

A few things that cards can do that dice can't:

  • You know that dice superstition that people have about how if they roll enough low numbers they're bound to get a high one? That sort of actually works with cards provided cards aren't immediately returned to the deck and the deck reshuffled. Because there's a limited number of each "roll," good or bad.
  • You can hold them in your hand. It's basically like pre-rolling a bunch of numbers and then getting to spend those numbers as they become relevant. Maybe you only get to draw more cards by playing all your cards, meaning that if you don't conserve your good cards your character's luck is eventually bound to run out.
  • You can make poker hands with them. Added to the previous point, maybe you will be forced to play a worse hand and have your character flub a non-critical roll because you're hoping for that better hand that'll turn the tide.
  • There's suits as an added bit of information that can be utilized for some mechanics. Maybe matching suit with an action type results in an extra benefit?

A few other stupid card tricks you can use in your tabletop RPGs:

  • Playing cards can be used to implement large random lookup tables where duplicate results need to be avoided without resorting to forced rerolls. (Tip: remove the aces, jokers and court cards from a standard poker deck, leaving only the 2–10s of each suit, and you've got a set of cards which can be used to double-index a full d66 table to allow it to work with either cards or dice. Also, you just set aside 18 cards, so you can use those to double-index a separate half-d66 table if you need both.)
  • Even when you're using playing cards as ersatz dice (i.e., just drawing the top card from the deck and treating that as your roll), the drawn card automatically furnishes a persistent token representing the result of that "roll"; this token can then be fed into a resource economy, retained as an historical record of the outcome, or both. (For example, Rose Bailey's Beautiful Anomalies, in which "rolled" cards are played face-up on the table into a linear queue from which the GM draws, allowing players' actions in the present to control the GM's dice rolls in the future.)
  • In physical play spaces, the fact that cards have face-up and face-down states allows randomised outcomes to be made known to some but not all players much more easily than with dice. The face of a drawn card can be selectively shown only to certain participants, while a played card can be placed on the table face-down to offer assurances that the unrevealed outcome hasn't been tampered with. (This can be done with the outcomes of dice rolls via note-passing, of course, but using cards in this way removes the need to trust that the note accurately reports the unrevealed roll, which can facilitate some types of adversarial play.)
  • Building on the previous point, cards have extra axes of statefulness. A die typically offers only the rolled number and its position on the table as stateful information, but a card can be face-up or face-down, placed in an upright or rotated position, etc. In face-to-face play, cards are also much easier to move from zone to zone on the table when position-as-state is required, making them better suited to applications where randomisers double as resource tokens or playing pieces.
  • Deckbuilding. It's a lot more feasible to give each player a personalised mini-deck of cards to draw from than it is to give each player a set of dice with customised faces; if you're determined to bring deckbuilding mechanics to the tabletop, basing it on actual playing cards is going to be a much easier sell for potential players than asking them to screw around with papercraft tokens or blank dice and markers. (Or, heaven forefend, asking them to actually buy custom dice which can only be used with your game!)
  • Finally, standard playing cards get you a lot of cards for not that much money (you can usually buy three to five full 54-card decks for the same cost as a single set of standard polyherdrals), which is a strong selling point in contexts where you need (or want) to be throwing around lots and lots of individual randomisers and would prefer not to go the "great thundering handfuls of dice" route.

Are we talking about that old RPG about Ziggy Stardust actually being an alien and fighting the war on drugs?

Okay, I don't usually single people out for the "mistaking a widespread trope for a reference to a particular piece of media because that's the only example of the trope in question they've ever heard of" thing, but I've gotta ask: what the fuck does your prior experience with the tabletop roleplaying hobby look like that the only tabletop RPG which uses playing cards for conflict resolution that you know about is Starchildren: Velvet Generation? That's actually more surprising than if you'd never heard of the trope at all – I'm genuinely curious!

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A Wild Fantasy Book Rec List Appears

I just saw a comic on my dash about how much of adult fantasy novels are focused on romance and sex etc, which is pretty fair and frustrating if you're looking for a non-romantic read. All the time I'm looking at rec or deal lists for fantasy and often a lot of it is romantic, which can be a letdown. So I thought I'd make a brief list of my favorite fantasy novels without major romantic elements.

  • Tuyo by Rachel Neumeier--A man left behind as a war prize/sacrifice of appeasement becomes an interpreter and diplomat of sorts for his captor. This is one of my favorite books right now. Great book for culture clash and an intense platonic relationship, all about loyalty and trust and complicated politics and delicate communication. First in a series; later books do include some romance but it's still not the main plot.
  • Witch King by Martha Wells--Demon gets freed from a trap/sort of resurrected and has to untangle what's been going on since he fell into the trap.
  • The Hands of the Emperor by Victoria Goddard--Centered on the relationship between a king and his loyal secretary, largely about friendship, culture, and politics with a lot of competence porn. VERY LONG BOOK.
  • Piranesi by Susanna Clarke--What if there was a guy in a place??
  • The Raven Tower by Ann Leckie--I don't know how to describe this one. Politics and gods, long-held schemes and desires. There's a really cool rock in it.
  • The Well-Favored Man by Elizabeth Willey--Have you ever wanted to read a book about a bureaucrat prince trying to get shit done at court (while a possible disaster may be looming in the background)? This book satisfies that urge like no other (except possibly The Hands of the Emperor lols).

What I learned writing this list: 1) I do read a lot of romance lol, but also 2) there's a lot of books I read that I can't remember the plot that well anymore??? to the extent of being unsure if there's romance or not. I think I need to do some more rereading.

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fivepebble

people say folks with adhd struggle with "delayed rewards" aka long term goals and as such we tend to focus more on short term rewards. what they don't talk about is that at when we Do accomplish long term goals we don't actually feel anything proportionate to the amount of work we did to achieve it. In my head I suffered for a while and then money spontaneously appeared in my bank account.

"Don't you feel satisfied that your windows are so clean now?" It sucked and it sucked and now I don't care. I just remember the sucking.

Hello, I have ADHD and I am also a licensed clinical therapist!

This part sucks. Not gonna lie to you. That said, our brains DO still get rewards, just not from "task completion" (something something, the combination of executive functioning whammy that is task initiation, task break down, task execution, and task transition following completion). Instead our rewards tend to come from one or more of a few areas:

  • Food. If you've ever seen the stat that ADHD folks are more likely to have "binge-eating" patterns related to sugar and carbohydrates, this is why! Simple sugars are an easy burst of energy, comfort, flavor, and sometimes even joy! For everyone, but for ADHD folks this may feel really significant because we so rarely have other reward responses
  • Drugs. People with unmanaged or undermanaged ADHD are more likely than non-ADHD peers to find themselves reliant on substances like alcohol, weed, cocaine, opioids, etc, due to the way these substances interact with our reward centers. And even once our disabling symptoms are well accommodated, reliance on substances to induce reward responses is still common, and can be essential to the "rest and decompress" process that our autonomic system (the sympathetic nervous system specifically) needs in order to reduce hyperactivity of motor movements, thoughts, or activation/reactivity responses.
  • Mentally/emotionally stimulating activities. This one is vague. But that's because they're going to be different for every person, and likely different even within one person's lifetime! For example, right now my "stimulation exposure" activities are to go outside on the deck with my dogs and tear bits of herbs off my garden growths to chew on (combining sunshine, watching my dogs play or playing with then, and fun variable tastes works well for me), or maybe putting on my noise cancelling headphones to my "caberet" or "southern gothic" playlists while I curl up in bed with some hot tea (the caffeine in the tea is regulated when I feel hyperactive, and the heat, steam, and flavor make for great mindfulness opportunities. Also, the music lets me shrink my world to a size that is tolerable for me at that moment), or diving into whatever my latest research project is (who doesn't love a research rabbit hole!)

Sometimes individuals have other things that can trigger rewards for them, and it's always worth making a note when you run across something like that!

I find that by popping off one of these options DURING or IMMEDIATELY AFTER a task that would otherwise be next to impossible to get thru without becoming a raging self hating asshole can make a big difference in how one experiences that task.

Examples: when I need to clean the house because my maintenance routine has fallen apart, I prep a vape with sativa delta or sativa THC, and shove it in my binder. I take a hit periodically throughout the task process to keep me functional and regulated. I also set pomodoro timers for 45 min each so I can alternate between "working" and "resting".

When I fall behind on notes, my wife buys me peanut M&Ms from the corner store and I pop a pair of M&Ms for every late note I submit for work.

When I'm having a low-function work day, I will prioritize taking my breaks outside with the dogs, and sometimes will splash water around from the hose on them and myself for a bit of a temperature change.

If I've overextended myself but still have essential tasks to complete, I will pause about every 15-30min to do a breathing exercise (5-6 count breath in through the nose, and 2-3 count breath out through the mouth - this is really good for short energy boosts and overcoming brainfog)

It's important to keep in mind, that these are not "incentives" in the traditional sense, where if you don't do the task, you don't get the reward. ANY use of your executive functioning would be rewarded in the brain to some extent for regulated neurotypicals, and just because our reward systems aren't great at self-activating as expected, doesn't mean we should have to live without the positive reinforcement that EVERYONE is supposed to get. So if you made an attempt at the thing, you get to trigger your reward response.

Overtime, myself and clients I work with have all noticed a shift in how we perceive tasks once this becomes common practice. Because we now have history and memories of tasks feeling positive to do (even when they are demanding or difficult for us), it becomes easier to interact with that task overall. You start to better notice the changes in approach that may make it even easier. You stop dreading the knowledge that the task needs to be done. It's easier to hop back into maintenance routines even after they've fallen apart. Basically, when you manually trigger what your brain NEEDS and can't self-create, a lot of the distressing aspects of executive function become WAY more manageable.

There's also a lot to be said about the experience of shifting self shaming and self blaming around what it means to "succeed" at a thing or "complete" a task, but that's sort of a different post. For now, suffice to say that being the kind and compassionate and understanding person you likely are for others, FOR YOURSELF, makes a big difference in how easy or hard the above strats will be to execute.

You probably know a few of the things that manually trigger that reward response for you. How can you make that ability work in your favor?

So if your brain won't give you a reward for completeing a task...store bought is fine?

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I've Endured, Now What?

Blue Iris - Mary Oliver / So This Is All I Will Ever Be? - Fatima Aamer Bilal / Vive, Vive - Traci Brimhall

id: three pictures of text. the first reads 'Now that I'm free to be myself, who am I?' The second 'how did i forget to live before i lived at all?' and the final, "God, God, what do I do after all this survival?" end id.

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layaart
When I think of you, I want to be alone together. I want to strive against and for. I want to live in contact. I want to be a context for you, and you for me.

id from alt: Illustration of red and blue from this is how you lose the time war. They are floating on a white background, hands clasped, with the other hands on a knee and in the hair. Red is robotic, with a full face visor and black short hair with red tips, chest armour and armoured arms with cybernetic patterns, a red hood, and a long split skirt over legs that go to points. Blue is planty and animalistic, with a mask-like face with 6 yellow eyes and fangs, long curly dark hair, insect wings, four arms with vines going up them and bent back feet. She is wearing a short sleeved top and long skirt. end id.

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tiredbread

one tadpole marked as 'released'. It's just you left

id from alt: a digital drawing of twelve metal sheets. on ten of them are dissected frogs with pins holding their torsos open. the top left corner tray is empty with a trail of blood leading off it. the bottom right tray has sol bufo sitting up having taken out his pins, looking for the missing frog. end id

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