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Seesaw Siya

@seesawsiya / seesawsiya.tumblr.com

Deviantart: http://siya.deviantart.com Fabric Shop: www.spoonflower.com/profiles/siya

When I was a kid I kept failing classes because I'd lose my homework. I'd finish it, but between the dining room table and the classroom it would just walk away. Sometimes it ended up in my backpack, sometimes it didn't; sometimes I finished the homework at school and it got home in my backpack but wasn't there the next day.

To attempt to address this, my parents got me a neon orange folder to put in my backpack; it was my homework folder, all homework was to go into that folder and that folder only, and it was to only come out of that folder when it was being worked on. I was to put homework in the homework folder as soon as it was assigned and if I'd worked on it, put it back in the folder as soon as it was finished. The logic here was that using the folder was supposed to be automatic, and you wanted a bright color so it wouldn't get lost in the depths of a backpack.

I think I lost about eight of those before my parents stopped buying orange folders.

So it was very frustrating to search "how to be organized at work as an adult with ADHD" only to get a list that said "set alarms and write things down and try to make friends with a more organized person" which was immediately followed by tips to help your ADHD child stay organized and the one right at the top was to put their homework in a bright folder so they couldn't lose it.

If you have been harmed by the ADHD Tips Industrial Complex you may be entitled to a packet of fun-dip and a cactus cooler as consolation for losing your homework folder again.

"You'd remember it if you thought it was important, you're just demonstrating that you don't care"

*EXTREMELY LOUD INCORRECT BUZZER*

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Reblogged

Uneventful and Relaxing - submitted by SeesawSiya

#f9d1cf #f3efee #b6bbcf #445b4b

I seem to have somehow submitted the wrong image for this palette. The actual hex codes for this image are:

#6b6863 #ceeee3 #9ed88b #e1dc5e #f9c1ee

(The original title for this palette was “Wordy Wednesdays”. These colors aren’t exactly uneventful and relaxing, though I’m sure somebody may find them so.)

Here's the correct image for Uneventful and Relaxing.

Avatar
Reblogged

Uneventful and Relaxing - submitted by SeesawSiya

#f9d1cf #f3efee #b6bbcf #445b4b

I seem to have somehow submitted the wrong image for this palette. The actual hex codes for this image are:

#6b6863 #ceeee3 #9ed88b #e1dc5e #f9c1ee

(The original title for this palette was “Wordy Wednesdays”. These colors aren’t exactly uneventful and relaxing, though I’m sure somebody may find them so.)

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Reblogged

The first leaf vest in my video is this light green one made from a textured cotton I found at the thrift store. The veins are painted, and I did a running stitch along the edges because the texture of the fabric made the painting turn out a bit rough, but I don't think it made much difference.

I was inspired by a couple of bolero vests that Marlowe Lune made, because the shape of the front edges looked like they would translate well to a leaf. I traced one of my waistcoat patterns and cut it down to make this one, and closed up the shoulder seam so there's only one pattern piece. It just has a centre back and a side seam, and the side seam is hidden in one of the veins (last photo). (All of this is thoroughly covered in the video!)

like the first rule of cooking is to have fun and be yourself and the first rule of baking is to stay calm because the dough can sense fear

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A universe where any building more than twenty-two stories high tends to become fae-infused and dimensionally warped.

“You made sure that we didn’t reach fae level, right?”

“Um… yea, I think? Fae level starts at 30 up, right?”

“No, that’s…. Gods damn it, I’ll call the contractor, but you’re dealing with that Demons wrath, got it? My old, Elf heart can’t take it.”

“You’re only 132 years older than me! … stupid elf, leaving the Dragon to deal with it…”

lmao it finally happened, despite all precautions, i got COVID a second time, nearly exactly four years later

i’m gonna drop my donation link here bc i’m broke and disabled and already have a post-viral syndrome

this fucking sucks and i really, really need help to be able to get through the recovery phase and not worsen my existing conditions

There is a mystery, and its name is Goblin.

The Far Roofs, an adventurous RPG about talking rats and their faraway rooftops, by the creator of Chuubo's Marvelous Wish-Granting Engine and Nobilis, is coming to Kickstarter TOMORROW!! i am incredibly excited for it, and this video has me SCREAMING

The Far Roofs

So today I want to talk a bit about what this game wants to be. In particular, I'm going to go over its key technical and artistic goals.

The Far Roofs focuses on immersive hidden world fantasy adventure. It's intended to offer the experience of a grounded, emotionally real base world attached to an idealized, fantastic "hidden world" setting.

One might say, the streets and buildings and houses of the game's world are basically our own. Above us, though, is a stranger, more idealized, and more fantastic place. It's hard to get to. It's dangerous. It's less grounded. It's full of wonder.

Those are the Far Roofs.

This divide exists to make the game feel as real as possible, if you want to go that way. That's part of what hidden world fantasy is about, after all---the idea that magic is here. That it's not in some distant alien land or mythic future or past.

It's here, if you want to reach for it.

(Now, the game is flexible enough that you can play "protagonist" types instead of realer people, and many traditional gaming groups will probably prefer that, but that'll mean getting less of that immersive effect.)

The mood the game is interested in is that feeling you get when you take a huge risk---move to a new place; try a new thing. The feeling you get in those times in your life when everything is alienated and wondrous and terrifying but there's also so much more *hope* than there was in the still times before.

It's a mood of being swept up and called forward.

This is, among other things, meant to be a game for people who've been beaten down or exhausted by the ... everything ... to feel that sensation of moving forward again.

To remember what it's like, why it's worth it, how to reach for it again.

It's meant---and I do understand that I am finite and flawed and this can only go so far---as a tonic and refreshment to the soul.

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Rules

The Far Roofs uses a 5d6-based dice pool system for day-to-day task resolution. It's relatively traditional and optimized for fast, fun dice reading. There's a loose consensus I've seen in RPG design circles that dice are for when outcomes are uncertain and both options are interesting, and I don't disagree ... but there's also this thing where rolling dice to decide is intrinsically interesting and fun, where it's fuel for a certain part of the brain.

This game tries to get as much out of that side of dice as it can.

You'll also collect letter tiles and cards over the course of the game. This is for bigger-picture stuff:

To answer big questions and to complete big projects, you'll either assemble representative words out of those tiles, or, play a poker hand built out of those cards. Word and their nuances express ideas and shape how outcomes play out; poker hands, conversely, just give a qualitative measure of how much work you do or how well things will go.

In keeping with this, the campaign is represented principally in the form of questions or issues your words and hands can address. Player/GM-created campaigns would be the same.

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Physical and Electronic Product

I wanted to put the print version within the range of as many people who might need that tonic as possible. That means that for this particular game, I wanted to cover the full territory that I'd normally cover in a two or three volume set (core rules, setting, and campaign) in a single 200-250-page volume.

In practice this means there's a guide and examples for constructing the setting, rather than a deep dive into a fully-detailed world; that there's a bit less in the way of whimsical digression and flourish than in the writing I'm known for; that there's minimal "flavor" text on abilities; and that the campaign presentation is pretty fast-paced.

Conversely, it means that the game should be easy to absorb and to share with other possible players, and, that the game and campaign in this one relatively small volume should provide enough content for five or six years of play.

The book will be 8.5"x11" with grayscale art, available in a limited hardcover print run and a print-on-demand softcover form.

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On the Rats

You'll see a lot of talk from me and others about the talking rats in this game. They're one of the jewels of the experience, and I think they're probably a significant draw just for being talking rats that are core to the game.

... but I'm going to hold off for now, because, to be clear, this is not a game of playing talking rats. It's just a game where talking rats and probably one of the top three most important setting elements.

I couldn't get that feeling I wanted of ... the base world being grounded realism; of the hidden world pulling you up and out and into a world full of magic ... with your playing rats, with your playing something so distant from the typical player.

So this is not a game of playing them.

They're just ... I like rats, and so I made the rats in this game with love. They're great ... whatever the equivalent is to "psychopomps" is for a magical world instead of for death ... and a way of talking about how in the face of the world, we're all pretty small.

--

I'm really excited about this game; the playtest was lovely.

I hope you'll enjoy it as well!

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