Jan. 19th, 2007

kengr: (Default)
[livejournal.com profile] mistresscayenne took some pics when I was over at her place for Thanksgiving. I only just got around to uploading them

The orange skirt is the one I was afraid I'd lost last week.

Thew first two are kinda grainy because the lighting was wrong and Chrissy had to use Photoshop to make them light enough.

Read more... )

What if...

Jan. 19th, 2007 01:24 pm
kengr: (Pinky)
... the schools didn't *assume*that everyone knew social rules, basic facts about the world and society, etc.

Yeah, it'd make it harder teaching the kids. But it'd also mean that any who got out of (say) high school with weird ideas or blindspots about stuff wopuld be that way because either they'd rejected the attempts to teach them or were unable to learn them (autistics and body language, for example).

And we might even manage to show the kids that a lot of this stuff is the way it is simply because "that's the way we do it". Arbitrary, but "necessary" in that we need (some* sort of rules for a lot of things for society to function.

Of course, showing any sort of alternatives to "normal" will have many parents up in arms. :-(
kengr: (hyperdice)
(swiped from the TML)

How to tell if your Dungeon Master has military experience:

  1. The orc hordes you encounter have noncoms and medics.
  2. Healing potions also restore tattoos.
  3. The Winged Horse won't fly until you do a full safety inspection.
  4. The dungeons are patrolled by MP's that keep asking 'Who started this fight?'
  5. If you don't state that your character is performing scheduled weapons and armor maintenance after each combat, they rust to powder in about a day.
  6. Elves give directions with terms like 'Fore' and 'Aft.'
  7. You learn to retreat from any monster with a Marine Corps tattoo.
  8. The curses attached to some treasures include KP Duty and Full Kit Inspection.
  9. You can't stop for a night without submitting a complete watchbill for the characters in camp.
  10. New players joining after the adventure starts show up with Transfer Orders.
  11. The kingdom has a number of trolls, minotaurs and giants caged in silos on the border. The threat of MAD (Monster Assured Destruction) seems to keep the peace.
  12. No matter what sort of area you adventure in, or what background culture dwells there, or what the dominant race of the surroundings is, every town, keep, village, city or fish camp you enter has at least one bar, two brothels, three pawn shops, a tattoo parlor and a barber shop.
  13. The Healing Cleric always makes you wait for two hours before trying to send you away with a pair of toadstools and forced fluids.
  14. After the goblins pass by, all the dungeons have a fresh coat of paint
  15. A mysterious figure, the Gunny, appears every time you make a mistake. Don't make mistakes. Just don't.
  16. Saying 'we tie him up' always starts a 20 minute discussion of knots, with 4 skill rolls.
  17. Guard Dogs are not just hit points that bark...they're chain saws with fur.
  18. If captured by the monsters, your character always gets put to work digging latrines. Even if held by ethereal beings that don't use them.
  19. Magic Users have to account for every ounce of equipment or supplies they carry, in careful attention to the rules for burdens. Blooded warriors can put 'One Piano' on their character sheet and it's just assumed they can 'handle the load.'
  20. Every advancement to a new class level involves a trip to a tattoo parlor.
kengr: (Default)
Silly sppof of Planned Parenthood ads. Not remotely worksafe.

http://www.nickscipio.com/funstuff/archive19/2007-01-17_analsex.html

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