Kind Of Crabby. Not Sure Why

Kind of crabby. Not sure why

roboticspidergoblin - Untitled

More Posts from Roboticspidergoblin and Others

1 year ago
You Can Only Reblog This Today.

You can only reblog this today.

2 months ago

I think my local library could be greatly improved by having a forbidden section where they keep tomes of dark magic

4 months ago

okay so i finished checking if we were friends in every universe and, uh, it turns out we're only friends in 6 of them. but look, i need you to understand these universes vary like crazy, okay? like 6 is actually insanely high, like way higher than most. and one of those is the universe where i accidentally killed the actor who played Dipsy from Teletubbies when i was 7 and my life went completely differently as a result. and we still ended up friends! also you were a girl in that universe for some reason. what? oh, uh, yeah, you were cute as hell. like really cute. did you just fucking giggle

6 months ago

I bet I could use this to wish away that pesky genie

I put a cursed ring into the urban fantasy vending machine in an attempt to get rid of it

the vending machine dispenses a dessicated monkey's paw

2 months ago

I apologise if you've already answered this, but I tried searching your blog and I'm unsure if you haven't or if it's another example of Tumblr's amazing search system.

I was talking with a friend recently about how much of a culture clash the Monk Class is compared to the rest of Dungeons & Dragons and was wondering if there is a coherent reason for their original inclusion. I'm aware that they're largely influenced by Shaolin monks as depicted in Hong Kong cinema in the 70's/80's as compared to the Sword and Sorcery stuff most of the rest of D&D takes influence from.

Basically, my question ultimately boils down to, "Is the Monk Class there purely because of an original player wanting to rule of cool their way into playing something wildly out of genre, or is there a stronger link between Sword and Sorcery and Hong Kong cinema that could have organically resulted in the Monk Class joining the rest of the classes?"

A lot of the link between the two was simply a matter of time and place. The kung fu craze hit North America at just about exactly the same time as the sword and sorcery revival that gave us films like Clash of the Titans and Beastmaster and The Sword and the Sorcerer and Dragonslayer and Krull – not to mention the Arnold Schwarzenegger Conan adaptation, which revived popular interest in first-wave sword and sorcery literature – so there was a lot of it going around. Analysis of early Dungeons & Dragons as a product of its media influences often overlooks that it was largely drawing on what was trendy in American popular media in the 1960s, 1970s and 1980s. Even the tonally incongruous Lord of the Rings references weren't a deep cut; while the books were originally published in the 1950s, they'd experienced a strong resurgence in the 1970s, putting them firmly in the popular consciousness at the time that D&D was being developed. All this being the case, it's not surprising that early D&D was also substantially influenced by Hong Kong action cinema.

That said, the reason the monk character class in particular (i.e., as opposed to kung fu media influences more generally) is there is allegedly because one specific guy in one of the game's early playtest groups really, really wanted to play as Remo Williams from Warren Murphy and Richard Sapir's The Destroyer; several of the class's signature abilities are direct references to powers Williams exhibits in the course of the novels. Remarks from folks who worked at TSR at the time have pointed the finger at Brian Blume as the Remo Williams fan in question, though accounts are conflicted whether Blume was actually an uncredited contributor to Dave Arneson's Blackmoor (1975), in which the class makes its first proper appearance, or whether Blume's interest merely prompted its inclusion.

This is the case for the character archetypes in a lot tabletop RPGs of that era; instead of trying to work out what classes "ought" be be present, authors would simply start with the types of characters their playtesters actually wanted to play, often based on specific popular media characters, then work backwards to derive an IC rationale for why those were the setting's standard adventuring professions. Other examples from D&D in particular most obviously include the Ranger (based on Tolkien's Aragon, naturally), but also the Paladin (principally inspired by Holger Carlsen from Poul Anderson's 1961 isekai novel Three Hearts and Three Lions, also the source of D&D's goofy regenerating trolls), the Assassin, back when it was still a separate character class (probably mainly based on the Assassin Caste from John Norman's Gor), and even the Wizard to a large extent (less Gandalf than you'd think: a large portion of D&D's iconic wizard spell list is lifted directly from the 1963 Vincent Price film The Raven).

(I often think that modern indie RPGs could benefit from reviving this approach. Like, fuck textual consistency – just pick half a dozen of your favourite popular media characters without regard for the compatibility of the source material and work backwards to explain why these six random assholes are your game's playable archetypes!)

3 months ago

It obviously stands for Theoretical and Applied Mathematics

Obligatory question "is it short for Tamophania?"

no keep guessing


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5 months ago

every time i listen to “you’re a mean one mr. grinch” i can’t help but sit there and think “what did the grinch do to hurt you?” because dude just stands there for 2 minutes and 58 seconds and drags the grinch into the dirt

11 months ago

The truth is finally revealed…

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