3D-printed prosthetic costs way less than other alternatives
Video
amen đđđ
Dare to date a GM đ
I've accidentally misread it as "date a DM" and thought "oh my fuckin' god, YES!". Got slightly disappointed. And punched by my gf. Worth it.
âDate a DMâ is pretty good advice that will lead to you usually having someone to run a game for you.
But âDare to DMâ is even better advice, because youâll always be able to play an RPG if youâre the one willing to run it!
Anyway, I lolled.
Si je devais avoir du mĂ©pris, ce ne serait pas pour lâignorant, le fanatique, le passionnĂ© ridicule, pour les gens superficiels ou imbus dâeux-mĂȘmes.
Si je devais avoir du mĂ©pris, ce ne serait pas pour le cracher Ă la tĂȘte de ceux qui ont une opinion diffĂ©rente de la mienne.
Si je devais avoir du mĂ©pris, ce ne serait pas pour ceux qui se comportent comme des cons aujourdâhui.
Non, si je devais avoir du mépris, ce serait pour ceux qui se comporteront comme des cons demain.
Ce serait pour ceux qui se pavanent plein de certitudes, certains de leurs connaissances inĂ©branlables, de leurs sources irrĂ©futables, de leur parole incontestable. Inamovibles colosses dont les thĂ©ories sont Ă©tayĂ©es Ă grand renforts de donnĂ©es biaisĂ©es, dâextrapolations fumeuses, de faits mal analysĂ©s et de vĂ©ritĂ©s partielles.
Pour ceux qui se font fort dâesquiver les questions gĂȘnantes avec la mauvaise grĂące que caractĂ©rise une foi encore plus mauvaise.
Ceux qui refusent le dialogue en bĂąillonnant ceux qui les entourent. Ceux qui se crĂ©ent des ĆillĂšres pour ne contempler que ce qui leurs plait. Ceux qui sâassourdissent avec leurs propres discours, tels des disques rayĂ©s, Ăąnonnant les mĂȘmes paroles jours aprĂšs jours.
Ce serait non pas pour celui qui nâest pas intelligent, mais pour celui qui refuse de lâĂȘtre.
Car si lâintelligence est dans la nature de lâHomme, alors je ne vois pas de comportement plus aberrant que celui qui consiste Ă en refuser lâexpression et le dĂ©veloppement.
Oui, si je devais avoir du mépris, ce serait pour lui, pour elle. Pour toi aussi qui me lis. Pour moi, surtout.
Car lâidĂ©e mĂȘme que lâimmobilisme intellectuel est une plaie est une idĂ©e fixe. Sans doute sâappuie-t-elle sur les biais mentionnĂ©s plus haut.
Mais câest la seule qui semble conserver la notion dâautocritique et de rigueur intellectuelle, et câest sans doute celle qui confĂšre Ă notre esprit le plus de vertu.
2015: les USA n'ont pas pris part Ă la seconde guerre mondiale, le dĂ©barquement n'a pas eu lieu. ĂpuisĂ©e, l'Angleterre a rendue les armes, Ă la suite de quoi l'Ă©treinte Nazi a Ă©touffĂ© toutes les poches de rĂ©sistance en Europe. Contraints de fuir, des centaines de français trouvent refuge dans les colonies.
Pendant plus de 60 ans, le IIIÚme Reich s'est assoupi sur ses victoires passées. Mais l'appétit dévorant de ce géant autoritaire et militariste n'est jamais rassasié. Alors que ses yeux gourmands se tournent vers les restes de ses ennemis d'antan, les descendants des réfugiés de la guerre, craignent de revivre l'Horreur une fois de plus... Lorsque rafles, censures et raids anti-libertaires s'abattent à nouveau sur le Monde, le feu d'une révolte sans précédent s'allume... Le laisserez vous s'éteindre, ou brûlez vous de ce feu intense qui abat les dictatures?
Il y a sans doute pas mal d'objections historiques à apporter à ce pitch de base, mais l'idée m'a bien plus. Apparemment, je suis pas le seul, vu que j'ai déjà un joueur et deux joueuses qui se sont manifestés!
A note handed to the men guarding a prisoner we were trying to freeâŠ
Rappel cordial que les artworks de L5R = <3 (Et ceux de Mario Wibisono en particulier)
Bayushi Misaki by MarioWibisono
\ââœâ/Â
THE WHOLE MAP
How much of your map you draw depends on you and your story. Start with what is important to the story and when you have time, you can draw maps for other places as well.
When you draw the main area, whether it be an island, a whole country, or just part of a country, start with the outline and geography. Draw the main borders, add some geography, and figure out its climate based on its position. I would suggest drawing borders within an area after drawing the geography, as rivers are often used as borders and they can help give your world a more natural look.
If youâre making up the whole world with all its land masses and whatnot, I would suggest creating one giant landmass, cutting it up, moving the pieces around a bit, and then adding and taking away some coastal lands to change the shape a bit.
When focusing on an area and with a story in which characters travel, itâs a good idea to figure out the distance so you know how far and how long your characters need to travel. To do this, compare the map to a real-world map and come up with a conversion for distance (ex: 1 inch = 15 miles).
If you have trouble coming up with borders, coastlines, rivers, mountain ranges, and other geographical and political locations, grab some maps or an atlas and trace small parts of real world places for your map. Put them all together and youâve got a whole new world.
Stuff to Include:
Compass rose
Names of geographical places
Symbols to represent settlements
Bodies of water
Geographical places such as mountains and deserts
Important major roads
A legend for these symbols
The trail that your characters travel on
SETTLEMENTS:
If there are important settlements in your story, itâs a good idea to make a map for your own reference. Some settlements are (in order of smallest to largest): hamlets, villages, towns, and cities. Of course there are other settlements, but the terms used and what they mean vary by region.
Before you make your map, you should consider the following:
What is the population? How many people make up a village or a city is up to you and it should reflect the population and the population density of the fictional region youâre writing in.
Where is it located? The first permanent settlements started small and sprung into cities while farms and villages popped up around them. These settlements were also near water and other resources, which brings us to the age:
How old is it? The oldest settlements will be near water no matter how much technology is available in the time period youâre writing in. Older settlements were not built with the technology needed to transport water to far places. How old a settlement is will also affect the architecture and the artifacts and structures found nearby.
What is the layout? Newer settlements will typically have an organized layout based on the geography around the settlement. Older settlements may be organized as well, but are more likely to have roads built around permanent dwellings and buildings rather than the other way around. If your settlement is organized, build the roads first. If itâs not, mark structures first and build the roads around them.
Roads & Buildings:
Like mentioned above, the layout of your settlement depends on geography, roads, and structures.
It would be best to start with the geography, such as hills, bodies of water, and forests. Once you have the general geography of the settlement, you can either put the roads down or the structures.
Organized settlements should start with major roads. How many you have depends on the population size. If there are only a few hundred people in the settlement, there may only be one or two main roads with several minor roads. The main road should lead people to important areas of a settlement, such as a government building, the roads out of the settlement, and other non-residential buildings or structures. However, there can still be residential dwellings. The minor roads should come off the main road(s) can lead to anywhere from residences to parks. To differentiate between the main roads and minors roads, draw the main roads as thicker lines.
Unorganized settlements usually, but not always, start with the structures and without a plan of what this settlement will develop into. While organized and pre-planned settlements are more likely to cut into geographical areas rather than work around them. If your settlement has less grid-like roads and more random placements, start by placing all the structures of your town before drawing the roads.
These types of settlements will still have some type of structure. For example, non-residential buildings tend to be in one area with the occasional stay building. This is usually where a main road ends up. Residential buildings are more random. How far apart they are depends on the type of settlement and what the people at that residence do. Farmers will have more land while those who donât work off the land or who work outside of their home may or may not have smaller properties.
Draw the oldest roads in unorganized settlements first. The oldest roads usually end up being major roads whether they are straight or curved. The minor roads will go next or there may be no minor roads at all.
Now you have to name your roads and buildings. You donât have to name all of them, but it can help for reference and it can help build your world.
If you are building a city rather than a smaller dwelling, there are more tips for that here.
GEOGRAPHY:
Climates and Ecosystems:
World Climate Zones
World Biomes
Tundra
Tundra Biome
Taiga
Grasslands
Grassland Biome
Chaparral
Savanna
The Mediterranean Biome
Forests:
Deciduous Forest Biome
Forestry Terms
Tropical Rain Forests
Temperate Forest
Forest Biome Regions
The Forest Biome
Sand:
Deserts
Anatomy of a Beach
Types of Dunes
Desert Biome
The Formation of Deserts
How Are Deserts Made?
Where Are Deserts Found?
Caves:
Caves
Cave Terms
Sea Caves
Solution Caves
Volcanoes:
Anatomy of a Volcano
How Volcanoes Work
Water:
Waterfall Classification
River Anatomy
Anatomy of a River
How Rivers Are Formed Animation
Freshwater Biome
Marine Biome
Lake Origins
Water Geography
Mountains:
How Mountains are Formed
Mountain Ranges
The Alpine Biome
Alpine
More:
Nations and Culture 2.1: Giving Land a Face
Fantasy World Maps
Glossary of Geography Terms
Fantasy Map Photoshop Resources
Fantasy Map Brushes
Yet another geeky guy on the internet of Things. Plot-twist: is actually a feminist, expect some reblogs.
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