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		<title>His Name Is Robert Paulson: Conformance, Erasure, &#038; Bitch Tits</title>
		<link>https://briebeau.com/thoughty/2024/02/robert-paulson/</link>
		
		<dc:creator><![CDATA[Beau Jágr Sheldon]]></dc:creator>
		<pubDate>Tue, 13 Feb 2024 03:13:46 +0000</pubDate>
				<category><![CDATA[Art]]></category>
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		<guid isPermaLink="false">https://briebeau.com/thoughty/?p=13578</guid>

					<description><![CDATA[Content Warning: transphobia, homophobia, gender dysphoria, sexism, misogyny, violence, body dysmorphia, mental illness, disability, toxic masculinity, gun violence, cancer, cults, indoctrination, hormonal disorders, supremacy culture Like many in my generation, I saw Fight Club (1999, dir. David Fincher) as an impressionable teen growing up in an era where terms like “toxic masculinity” were becoming increasingly &#8230; <a href="https://briebeau.com/thoughty/2024/02/robert-paulson/" class="more-link">Continue reading<span class="screen-reader-text"> "His Name Is Robert Paulson: Conformance, Erasure, &#038; Bitch Tits"</span></a>]]></description>
		
		
		
		<post-id xmlns="com-wordpress:feed-additions:1">13578</post-id>	</item>
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		<title>The Nature of Peril</title>
		<link>https://briebeau.com/thoughty/2021/07/the-nature-of-peril/</link>
		
		<dc:creator><![CDATA[Beau Jágr Sheldon]]></dc:creator>
		<pubDate>Sat, 31 Jul 2021 01:05:11 +0000</pubDate>
				<category><![CDATA[Archive]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Theory]]></category>
		<category><![CDATA[accessibility]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[roleplaying games]]></category>
		<category><![CDATA[RPG]]></category>
		<category><![CDATA[RPGs]]></category>
		<category><![CDATA[safety]]></category>
		<category><![CDATA[tabletop rpgs]]></category>
		<guid isPermaLink="false">http://briebeau.com/thoughty/?p=2935</guid>

					<description><![CDATA[I think about the concept of peril in adventures quite a lot, especially as someone who generally isn't big on character death, extreme physical or mental trauma, &#038; failing. What on earth is an adventure without those types of peril? Does a game even require an adventure, 0r peril, to be fun? (I won't be discussing the nature of fun, that's your own thing.)]]></description>
		
		
		
		<post-id xmlns="com-wordpress:feed-additions:1">2935</post-id>	</item>
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		<title>Script Change: The Soft No &#038; Accountability</title>
		<link>https://briebeau.com/thoughty/2021/05/the-soft-no-accountability/</link>
		
		<dc:creator><![CDATA[Beau Jágr Sheldon]]></dc:creator>
		<pubDate>Sat, 08 May 2021 17:47:54 +0000</pubDate>
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		<category><![CDATA[Consent]]></category>
		<category><![CDATA[content warnings]]></category>
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		<category><![CDATA[game design]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[gaming]]></category>
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		<category><![CDATA[story games]]></category>
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		<guid isPermaLink="false">http://briebeau.com/thoughty/?p=2843</guid>

					<description><![CDATA[Content warning for violation of consent (vague), discussion of consent, discussion of the need for consent in games and community, accountability in all spaces This article discusses the nature of soft no&#8217;s, hard no&#8217;s, using these in meta accessibility tools, and the use of accountability meta accessibility tools. Why Soft No&#8217;s Are Part of Script &#8230; <a href="https://briebeau.com/thoughty/2021/05/the-soft-no-accountability/" class="more-link">Continue reading<span class="screen-reader-text"> "Script Change: The Soft No &#038; Accountability"</span></a>]]></description>
		
		
		
		<post-id xmlns="com-wordpress:feed-additions:1">2843</post-id>	</item>
		<item>
		<title>approachable theory: Meta Accessibility Tools</title>
		<link>https://briebeau.com/thoughty/2021/04/approachable-theory-meta-accessibility-tools/</link>
		
		<dc:creator><![CDATA[Beau Jágr Sheldon]]></dc:creator>
		<pubDate>Fri, 02 Apr 2021 19:06:24 +0000</pubDate>
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		<guid isPermaLink="false">http://briebeau.com/thoughty/?p=2737</guid>

					<description><![CDATA[Today on approachable theory we're talking about meta accessibility tools, and we're going to start by breaking down what I mean by that term. Read more!]]></description>
		
		
		
		<post-id xmlns="com-wordpress:feed-additions:1">2737</post-id>	</item>
		<item>
		<title>A New Masculinity: The Women of Wolfenstein</title>
		<link>https://briebeau.com/thoughty/2021/03/the-women-of-wolfenstein/</link>
		
		<dc:creator><![CDATA[Beau Jágr Sheldon]]></dc:creator>
		<pubDate>Wed, 31 Mar 2021 06:29:52 +0000</pubDate>
				<category><![CDATA[Archive]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Theory]]></category>
		<category><![CDATA[a new masculinity]]></category>
		<category><![CDATA[briebeau on design]]></category>
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		<category><![CDATA[disability]]></category>
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		<guid isPermaLink="false">http://briebeau.com/thoughty/?p=2728</guid>

					<description><![CDATA[I know this has been slow to arrive, but life is life and death is death, and there's been a lot of both of those for me to cope with, among other things. This is the third installment of my A New Masculinity series, focusing on gender and identity in video games, specifically through the lens of Wolfenstein: The New Order. In this series, I focus on The New Order, and in this post, I'll talk specifically about the women in that game. ]]></description>
		
		
		
		<post-id xmlns="com-wordpress:feed-additions:1">2728</post-id>	</item>
		<item>
		<title>approachable theory: Destructive Design</title>
		<link>https://briebeau.com/thoughty/2018/07/approachable-theory-destructive-design/</link>
		
		<dc:creator><![CDATA[Beau Jágr Sheldon]]></dc:creator>
		<pubDate>Wed, 25 Jul 2018 10:54:00 +0000</pubDate>
				<category><![CDATA[Archive]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Originals]]></category>
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		<category><![CDATA[approachable theory]]></category>
		<category><![CDATA[briebeau on design]]></category>
		<category><![CDATA[briebeau original]]></category>
		<category><![CDATA[briecs on design]]></category>
		<category><![CDATA[briecs original]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[gaming]]></category>
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		<guid isPermaLink="false">http://briebeau.com/thoughty/2018/07/25/approachable-theory-destructive-design/</guid>

					<description><![CDATA[Hello all! Many of you have likely seen me mention the methodology behind my design, destructive design, and I thought it was due time I broke the idea down a little bit. I thought approachable theory might be the best place to do it, because simple is good. I&#8217;ll talk about the origin of the methodology, &#8230; <a href="https://briebeau.com/thoughty/2018/07/approachable-theory-destructive-design/" class="more-link">Continue reading<span class="screen-reader-text"> "approachable theory: Destructive Design"</span></a>]]></description>
		
		
		
		<post-id xmlns="com-wordpress:feed-additions:1">64</post-id>	</item>
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