i have the ugliest cries over this

I cried for a long time over this why would someone bring this back to me

Mum took me and like 5 of my friends to see then when it first came out and when this scene happened I heard her mutter “pokemon tears? Are you fucking kidding?”

She was so angry. 

um, i still cry about this don’tjudgeme

(Source: txz)


im a shitty rp partner tho

sometimes i reply 19 seconds after youve replied

sometimes i reply 147 years later

I plan on creating a city for a homebrew soon. How do you go about creating the map of a city for a print product? Any tips for creating a new city or mapping in general?


Yes! I have a broad spectrum of cartography OCDs. There’s two that might be particularly useful here.

Map Like Cities Grow: A place doesn’t start as a city. It’s starts as geography. Start out by creating interesting topography. Make sure there’s water (cities need water), flat land, maybe some trees or hills.

Once you’ve got that, think about how people would move—where would they want to go? Docks, markets, wells, defensible areas, at first, then important centers of culture and government. The routes between these places, avoiding or circumventing terrain, become your major roads.

Also remember for towns with walls, that walls don’t need to circle the entire town, walls don’t always remain useful, and a city doesn’t stop growing just because there are town walls. So only put walls where you need them or covering the most important areas (could be the whole community, but doesn’t need to be, might just be around one community or at one choke point). Don’t be afraid to have a wall running around or partially destroyed, evidence of an old city wall that’s no longer vital (my map of the city of Korvosa has examples of this). Also, always have buildings outside of your walls—it’s probably cheaper to live out there and people are always looking for cheap digs.

No Square Buildings: Unless it’s a shed or a trailer, you are NOT in a square or rectangular building right now. Look at Google maps, think of the shapes of the buildings around you, look at blocks with town homes or Roman insulas. There’s a lot of interesting ways to make buildings look, so don’t let your buildings be boring. You’re going to draw a lot of structures, so don’t try to make them all complex, but think about what types of buildings your drawing as you map.

Those are my big two suggestions! When you put them together, it looks something like this…

I’ve also done quite a few other posts about cartography. You can see a few here:

Wes’s Animated Mapping Process

Sketching a Floating City

Adding Details to Maps

I also suggest picking up the app Skitch for when you’re done. It’s great for adding tags and basic details once you’ve got your worked scanned in.

And remember, you don’t need to be an artist to be a great cartographer. Stick to simple shapes, look at existing maps, think about what your city does and who lives there, and let it inspire you to learn even more about the place you’ve created. You’ll be amazed how many great adventure and characters will come to mind as you sketch!

Hope this helps!


(Source: guthbrand)


1/3/2014.  Austin, Texas.  Cathedral of Junk.  We went and visited Vince (the Junk King) Hannemann’s backyard, which is an ongoing art/sculpture/cathedral/masterpiece of trash and old junk he’s sorted through and put to place.  We were in awe the whole time, and couldn’t believe the enormity of it all.  Even though the backyard isn’t that large, you could spend a whole day looking at every tiny detail and still not see it all.  The Junk King was super friendly and a very positive dude, and we felt welcome while exploring his creation.  This has got to be one of the most creative and inspiring works I’ve seen yet.


(Source: liberationorstarvation)


Art by Choi Won Chun, aka Doo


Art by Choi Won Chun, aka Doo

I think Dr. Roswell is simultaneously the most ridiculous and most effective NPC I have run in a tabletop game, as far as character acting goes.

He was an exceedingly creepy, mouth-breathing scientist who wore an alien mask and worked as an aide doing pokemon fusion experiments and Craft (biology) checks.

The Great Alignment Debate: Objectivity


Of all the aspects of a given tabletop game, one of the most debated and discussed topics is that of alignment systems. Ranging from the nine alignments of the 3.x editions of D&D, through the simplified system of 4e, to the various systems used or denounced entirely by games all around. In the end, the discussion tends to revolve not around which system is necessarily superior, but rather whether it is a good idea to have an alignment system present in the game at all. While I will hold throughout this series that these systems are beneficial to the game, the introduction to this discussion hinges on the point that there are really only two approaches to alignment in general that handle the issue in a satisfactory manner.

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If a game is run and plans to integrate a lot of alignment-based abilities (Smite Evil, DR /alignment, etc.), I think this quote sums things up best:

A character debating the morality of their actions in the actual game is a perfectly wonderful thing, but when it comes to debating the system itself at the table, there is a problem. This is why an objective system of alignment is the only suitable one for a tabletop setting.

When alignment-based abilities are involved, sticking to a system’s definitions is crucial. I can argue all day about why my evil-aligned character believes the ends-justify-the-means and hopes to one day make a better world, because that just makes a well-developed and realized character. The character’s opinion of their alignment isn’t terribly relevant if the system declares Smite Evil has an effect, though. Besides, imagine the internal conflict that ensues when the character who thought he was following a good cause is smited by an obvious Avatar of Good.