quartz242

joined 4 years ago
MODERATOR OF
 

bocchi-glitch

 

pizza-dance

 

cross-posted from: https://hexbear.net/post/244569

Hello,

I have been developing a TTRPG for a couple years now. I am now at a near finished state with the game and dearly need playtesting input, anyone who wishes to complete a post test questionnaire will receive a free copy of the finished book complete with character art assets!

Please do not actually donate money, this is a passion project and when it is finished I will seek money but until then I just want to share it.

Even if you do not playtest I welcome any feedback be it editing, phrasing, mechanical, worldbuilding, etc.

Any problems downloading it off itch.io let me know and I'll find another way to get you the .pdf.

Thanks again!

Questionnaire

  1. Tell me about your process of learning the system. What things were easy? What was difficult?

  2. What were your most and least favorite parts of chargen?

  3. What elements of the game supported your immersion? What, if anything, held you back?

  4. What did you feel was missing the the game? Does anything require more detail or explanation?

  5. How did you feel about the pace of the game? If you prefer it slower/faster, how do you suggest this could happen?

  6. What was the most frustrating moment or aspect of what you just played?

  7. What was your favorite moment or aspect of what you just played?

  8. Was there anything you wanted to do that you couldn’t?

  9. If you had a magic wand to wave, and you could change, or remove anything from the experience, what would it be?

  10. What were you doing in the experience?

  11. How would you describe this game to your friends and family?

I would be happy to provide my alt that I participate on this instance with to a mod and don't plan on posting another self-promo.

Thanks!

[–] [email protected] 9 points 11 months ago (2 children)
[–] [email protected] 0 points 1 year ago* (last edited 1 year ago) (1 children)
1
submitted 1 year ago* (last edited 1 year ago) by [email protected] to c/[email protected]
 

Thank you to: @[email protected] for the amazing Resource Collection Thread @[email protected] for the International HIV PReP @[email protected] for the Hair loss recovery for Transfems guide


Comment with your favorite resources I missed here, I plan to revisit and edit with additional resources as time goes on.


Crisis Lines
Trevor Project Connect to a LGBTQ understanding crisis counselor 24/7, 365 days a year, from anywhere in the U.S. It is 100% confidential, and 100% free.
Trans Lifeline Trans Lifeline’s Hotline is a peer support phone service run by trans people for our trans and questioning peers. Call us if you need someone trans to talk to, even if you’re not in crisis or if you’re not sure if you’re trans.
Suicide Hotlines and Prevention Resources Around the World Hotlines available internationally
RAINN (Rape, Abuse & Incest National Network) RAINN (Rape, Abuse & Incest National Network) is the nation's largest anti-sexual violence organization. RAINN created and operates the National Sexual Assault Hotline (800.656.HOPE, online.rainn.org & rainn.org/es
LGBT Youth Hotline LGBT YouthLine is a *2SLGBTQ+ youth-led organization that affirms and supports the experiences of youth (29 and under) across Ontario.
988 Suicide & Crisis Lifeline The 988 Lifeline provides 24/7, free and confidential support for people in distress, prevention and crisis resources for you or your loved ones, and best practices for professionals in the United States.


Resources

Trans Lifeline Resources More than just the hotline, they have a great page linking to many resources, including but not limited to... ID Change Library, Community-Based Crisis Support Resources, A Binding Guide for All Genders, Microgrants for some legal and medical fees, and much more you can easily search.

The Trans Resistance Network Formed to ensure the survival of gender diverse people and families through strategic coordination of resources for relocation, alternative systems of gender-affirming care, mutual aid, and community defense.

Erin’s National Informed Consent Clinics Map Erin Reed’s informed consent map lists every informed consent hormone therapy clinic.

Rainbow Passage Providing transportation for individuals in harm's way, with a focus on bringing them to the Sanctuary States and Cities. Safely escorting individuals to communities with the necessary legal, financial, educational, and medical resources to meet their needs.

Rainbow Railroad Rainbow Railroad is a global not-for-profit organization that helps at-risk LGTBQI+ people get to safety worldwide. Based in the United States and Canada, we’re an organization that helps LGBTQI+ people facing persecution based on their sexual orientation, gender identity and sex characteristics

Elevated Access Elevated Access was launched in 2022 in response to the extreme healthcare bans being enacted in state legislatures. We are a non-profit organization that enables people to access healthcare by providing flights on private planes at no cost. Our volunteer pilot network transports clients seeking abortion or gender-affirming care across the United States.

Transgender Map This free website shows how to make a gender transition.It tells about gender identity and gender expression, as well as the social, legal, and medical ways to make a transgender transition.

Hudson's FtM Guide This Guide is intended to provide information on topics of interest to female-to-male (FTM, F2M) trans men, and their friends and loved ones. Non-trans men have also found the pages on men's grooming and clothing to be helpful. Transgender, cisgender, intersex, non-binary, genderqueer, questioning, and "just plain folks" are all welcome.

Gender Spectrum Gender Spectrum is a national organization committed to the health and well-being of gender- diverse children and teens through education and support for families, and training and guidance for educators, medical and mental health providers, and other professionals.

Trans Health Project The Transgender Legal Defense & Education Fund's Trans Health Project aims to ensure that all transgender and non-binary people can access the trans-related health care that they need.

Trans Resources Trans-Resources aims to help transgender, non-binary, and other gender non-conforming people find resources where they live. Our goal is to be a directory of advocacy organizations, legal resources, support & social groups, and other resources that servce the trans community.

LGBTQ Healthcare Directory The LGBTQ+ Healthcare Directory is a project of the Tegan and Sara Foundation and GLMA – Health Professionals Advancing LGBTQ+ Equality. It is a free, searchable database of all kinds of doctors, medical professionals and healthcare providers who are knowledgeable and sensitive to the unique health needs of LGBTQ+ people in the USA and Canada.

UK Gender Kit Gender Construction Kit, the UK guide to changing things that are linked to gender.

ICKY_MTF_GUIDE I’m Icky also known as Ashley I believe that info about medically transitioning should be super easy to attain and not require 100 google tabs and a medical degree to understand.

Gender Dysphoria Bible The purpose of this site is to document the many ways that gender dysphoria can manifest, as well as the numerous forms of gender transition, in order to provide a guide for those who are questioning, those who are starting their transgender journey, those already on their path, and those who simply wish to be better allies.

Beehaw.org LGBTQ+ Wiki Parts of this page have been adapted from the Global Transgender Resources Registry, the Tildes ~lgbt wiki (to which one of our admins was a previous contributor), and Emi’s blahaj.zone thread

FtM Packer+ Spreadsheet Includes information on Binders, Packers, and More

HRT Coffee information about HRT, and sourcing, bodily autonomy is a human right. That means everyone has a right to choose what does or does not happen to their body.

nominal.naomi's research document A great document containing research documents related to trans health and more

/r/asktransgender wiki Provided below are a list of general resources to help everybody out.



gathered fromhttps://lemmy.blahaj.zone/ , lemmy.world , hexbear.net, and beehaw.org (warning beehaw is lib central)

1
Catan (hexbear.net)
 

https://www.catan.com/sites/default/files/2021-06/catan_base_rules_2020_200707.pdf

Catan, previously known as The Settlers of Catan or simply Settlers, is a multiplayer board game designed by Klaus Teuber.

Players take on the roles of settlers, each attempting to build and develop holdings while trading and acquiring resources. Players gain victory points as their settlements grow and the first to reach a set number of victory points, typically 10, wins.

The players in the game represent settlers establishing settlements on the fictional island of Catan. Players build settlements, cities, and roads to connect them as they settle the island.

The game board, which represents the island, is composed of hexagonal tiles (hexes) of different land types, which are laid out randomly at the beginning of each game.

In 2016, editions of the game were released with a conventional fixed layout board in this configuration, the hexes of which cannot be rearranged.

Players build by spending resources (wool, grain, lumber, brick, and ore) that are depicted by these resource cards; each land type, with the exception of the unproductive desert, produces a specific resource: hills produce brick, forests produce lumber, mountains produce ore, fields produce grain, and pastures produce wool.

On each player's turn, two six-sided dice are rolled to determine which hexes produce resources. Players with a settlement adjacent to a hex containing the number just rolled receive one card of the corresponding resource; cities produce two cards of the corresponding resource.

There is also a robber token, initially placed on the desert; if a player rolls 7, the robber must be moved to another hex, which will no longer produce resources until the robber is moved again.

That player may also steal a resource card from another player with a settlement or city adjacent to the robber's new placement. In addition, when a 7 is rolled, all players with 8 or more resource cards must discard their choice of half of their cards, rounded down.

On the player's turn, the player may spend resource cards to build roads or settlements, upgrade settlements to cities, or buy development cards.

Players can trade resource cards with each other; players may also trade off-island (in effect, with the non-player bank) at a ratio of four-to-one resources for one of any other.

By building settlements adjacent to ports, players may trade with the bank at three-to-one (three of any single resource type) or two-to-one (two of a specific resource) ratios, depending on the port's location.

Players score points for each settlement and city they have. Various other achievements, such as establishing the longest road and the largest army, grant a player additional victory points.

Resource cards can also be spent to buy a development card. There are three different types of development cards, including cards worth one victory point; knight cards, which allow the player to move the robber as if they had rolled a 7 (but without the remove-half rule); and the third set of cards which allow the player one of three abilities when played.

Catan will teach your children and teens unrealistic economic theories that will eventually doom this planet.

Children and teens playing Catan, will grow up thinking that when you use a commodity, it simply goes back into the existing reserves.

When your children play a game that treats natural resources like iron ore are renewable instead of finite resources, they may grow up into climate change deniers or believe pseudoscience like abiogenic oil. Or even worse, they might grow up into economists.

Catan also encourages competition for the limited resources of Catan instead of cooperation among all of the players. Your children and teens will be taught to steal resources from others, engage in hoarding and monopolistic behavior, and negotiate inequitable trade agreements, instead of trying to make Catan a better place for everyone.

Playing with an alternative set of rules seeks to address this. In order to more accurately model a closed system with finite resources, remove resource cards from the game as they are used during gameplay. Your children need to learn the consequences of the downward slope of Peak Brick on the transportation infrastructure of Catan while they are still young.

 

Most mancala games share a common general gameplay. Players begin by placing a certain number of seeds, prescribed for the particular game, in each of the pits on the game board. A player may count their stones to plot the game. A turn consists of removing all seeds from a pit, "sowing" the seeds (placing one in each of the following pits in sequence), and capturing based on the state of the board. The game's object is to plant the most seeds in the bank. This leads to the English phrase "count and capture" sometimes used to describe the gameplay. Although the details differ greatly, this general sequence applies to all games.

If playing in capture mode, once a player ends their turn in an empty pit on their own side, they capture the opponent's pieces directly across. Once captured, the player gets to put the seeds in their own bank. After capturing, the opponent forfeits a turn.

Equipment is typically a board, constructed of various materials, with a series of holes arranged in rows, usually two or four. The materials include clay and other shapeable materials. Some games are more often played with holes dug in the earth, or carved in stone. The holes may be referred to as "depressions", "pits", or "houses". Sometimes, large holes on the ends of the board called stores, are used for holding the pieces.

Playing pieces are seeds, beans, stones, cowry shells, half-marbles or other small undifferentiated counters that are placed in and transferred about the holes during play.

Board configurations vary among different games but also within variations of a given game; for example Endodoi is played on boards from 2×6 to 2×10. The largest is Tchouba (Mozambique) with a board of 160 (4×40) holes requiring 320 seeds, and En Gehé (Tanzania), played on longer rows with up to 50 pits (a total of 2×50=100) and using 400 seeds. The most minimalistic variants are Nano-Wari and Micro-Wari, created by the Bulgarian ethnologue Assia Popova. The Nano-Wari board has eight seeds in just two pits; Micro-Wari has a total of four seeds in four pits.

With a two-rank board, players usually are considered to control their respective sides of the board, although moves often are made into the opponent's side. With a four-rank board, players control an inner row and an outer row, and a player's seeds will remain in these closest two rows unless the opponent captures them.

The objective of most two- and three-row mancala games is to capture more stones than the opponent; in four-row games, one usually seeks to leave the opponent with no legal move or sometimes to capture all counters in their front row.

At the beginning of a player's turn, they select a hole with seeds that will be sown around the board. This selection is often limited to holes on the current player's side of the board, as well as holes with a certain minimum number of seeds. Awale players

In a process known as sowing, all the seeds from a hole are dropped one by one into subsequent holes in a motion wrapping around the board. Sowing is an apt name for this activity, since not only are many games traditionally played with seeds but placing seeds one at a time in different holes reflects the physical act of sowing. If the sowing action stops after dropping the last seed, the game is considered a single lap game.

Multiple laps or relay sowing is a frequent feature of mancala games, although not universal. When relay sowing, if the last seed during sowing lands in an occupied hole, all the contents of that hole, including the last sown seed, are immediately re-sown from the hole. The process will usually continue until sowing ends in an empty hole. Another common way to receive "multiple laps" is when the final seed sown lands in your designated hole.

Many games from the Indian subcontinent use pussakanawa laps. These are like standard multi-laps, but instead of continuing the movement with the contents of the last hole filled, a player continues with the next hole. A pussakanawa lap move will then end when a lap ends just before an empty hole. If a player ends his stone with a point move he gets a "free turn".

Depending on the last hole sown in a lap, a player may capture stones from the board. The exact requirements for capture, as well as what is done with captured stones, vary considerably among games. Typically, a capture requires sowing to end in a hole with a certain number of stones, ending across the board from stones in specific configurations or landing in an empty hole adjacent to an opponent's hole that contains one or more pieces.

Another common way of capturing is to capture the stones that reach a certain number of seeds at any moment.

Also, several games include the notion of capturing holes, and thus all seeds sown on a captured hole belong at the end of the game to the player who captured it.

Some photos of the different types of boards used in this family of tabletop games

https://en.wikipedia.org/wiki/Bao_(game)

https://en.wikipedia.org/wiki/Oware

https://en.wikipedia.org/wiki/Omweso

https://en.wikipedia.org/wiki/Pallanguzhi

 

backgammon, game played by moving counters on a board or table, the object of the game being a race to a goal, with the movement of the counters being controlled by the throw of two dice. Elements of chance and skill are nicely balanced in backgammon so that each is usually essential to victory. The game became highly popular worldwide in the late 20th century.

Precursors of backgammon are among the most ancient of all games and may date from as early as 3000 bc. The ancient Romans played a game, Ludus Duodecim Scriptorum (“Twelve-lined Game”), which was identical, or nearly so, to modern backgammon. The game is still most generally played in the eastern Mediterranean countries.

Backgammon is played by two persons. The board comprises four sections, or tables, each marked with six narrow wedges, or points, in two alternating colours. A vertical line called the bar divides the board in half, separating the “inner” and “outer” tables. There are 15 white and 15 black pieces, often called stones. Opposing stones are moved from point to point in opposite directions around the board, the exact number of points shown on the dice. The two numbers may be applied separately to two different stones or, in turn, to one. Doublets (identical numbers on the two dice) are taken twice over; e.g., two 6s count as four 6s.

A point occupied by two or more stones of one colour is “made” by that player and cannot be occupied by the opponent. A single stone on a point is a “blot,” liable to be “hit” by an adverse stone landing on that point. If hit, a blot is picked up and placed on the bar, and the owner may make no other move until it is reentered. Reentry must be made in the adverse inner table upon an open point of the same number as is cast with either die.

On getting all 15 of his stones into his own home (inner) table, a player may begin “bearing off”—moving his stones to an imaginary point beyond the edge of the board. The player who first bears off all 15 stones wins the game. If the loser has borne off at least one stone, the game is a single; if he has borne off none, it is a gammon and counts double; and if in addition he has any stone left in the winner’s inner table, it is a backgammon and counts triple.

Backgammon Online with rules

More Detailed Rules and other languages

 

mah-jongg, game of Chinese origin, played with tiles, or pais, that are similar in physical description to those used in dominoes but engraved with Chinese symbols and characters and divided into suits and honours. A fad in England, the United States, and Australia in the mid-1920s, the game was revived in the United States after 1935 but never regained its initial popularity. In the United States the official governing body is the National Mah Jongg League, founded in 1937.

The game is probably of 19th-century origin. Before World War I each Chinese province had its own style of play and dialect name for it. The name, signifying “sparrow” (maque), has been variously transliterated as ma tsiang, ma chiang, ma cheuk, and ma ch’iau. The sparrow or a mythical “bird of 100 intelligences” appears on one of the tiles. The name mah-jongg was coined and copyrighted by Joseph P. Babcock, an American resident of Shanghai, who is credited with introducing mah-jongg to the West after World War I. In order to promote the game in the West, he wrote a modified set of rules, gave English titles to the tiles, and added index letters and numerals familiar to Western card players. The game as described hereafter is prevalent in the United States; other forms of the game may be found in other Western countries.

Modern mah-jongg sets are usually made of plastic instead of bone or ivory. A full set contains 136 or 144 tiles, depending on whether the flowers or seasons are used. Some sets include 20 flowers.

The table provides the names and numbers of mah-jongg tiles.

The bamboos are often called sticks or bams, the circles are called dots, and the characters are cracks or craks. The mah-jongg set also includes a pair of dice, a quantity of tokens or chips used for scorekeeping, and a rack used to keep the tiles upright and to keep their faces hidden from other players.

The game is usually played by four individuals. The object of play, similar to that of the rummy card games, is to obtain sets of tiles. There are three kinds of sets: chow, a run or sequence of three of the same suit in numerical order; pung, a sequence of three tiles of the same suit and rank, such as three dragons of the same colour or three identical winds; and kong, a pung plus the fourth matching tile. The winner is the first player to hold a complete hand—i.e., four sets and a pair of like tiles (a total of 14 tiles). The strategy of mah-jongg, like that of rummy, is both offensive and defensive: to complete a winning hand as quickly as possible, to block other players by not discarding tiles useful to them, and to build a high-scoring hand.

Players begin by drawing 13 tiles; “east wind” (who collects or pays double according to whether he or another player wins) takes 14 and begins play by discarding one. Thereafter, the other players in counterclockwise rotation each draw one tile, which may be the last discarded tile or a loose tile from the “wall” (comparable to stock in rummy). Any player may claim the previous discard to complete a set. (If two or more players claim the same discard, there is a detailed order of precedence.) Losing players settle with the winner and with each other according to an accepted schedule of values for the sets or combinations of sets. A concealed set held in the hand scores differently from an exposed set on the table. Under certain rules, exceptional hands—picturesquely named “the three scholars,” “four small blessings,” and so on—are scored differently.

 

go, (Japanese), also called i-go, Chinese (Pinyin) weiqi or (Wade-Giles romanization) wei-ch’i, Korean baduk or pa-tok, board game for two players. Of East Asian origin, it is popular in China, Korea, and especially Japan, the country with which it is most closely identified. Go, probably the world’s oldest board game, is thought to have originated in China some 4,000 years ago. According to some sources, this date is as early as 2356 bce, but it is more likely to have been in the 2nd millennium bce. The game was probably taken to Japan about 500 ce, and it became popular during the Heian period (794–1185). The modern game began to emerge in Japan with the subsequent rise of the warrior (samurai) class. It was given special status there during the Tokugawa period (1603–1867), when four highly competitive go schools were set up and supported by the government and go playing was thus established as a profession. The game became highly popular in Japan in the first half of the 20th century; it was also played in China and Korea, and its following grew there in the latter decades of the century. Play spread worldwide after World War II.

Traditionally, go is played with 181 black and 180 white go-ishi (flat, round pieces called stones) on a square wooden board (goban) checkered by 19 vertical lines and 19 horizontal lines to form 361 intersections; more recently, it has been played electronically on computers and on the Internet. Each player in turn (black moves first) places a stone on the point of intersection of any two lines, after which that stone cannot be moved. Players try to conquer territory by completely enclosing vacant points with boundaries made of their own stones. Two or more stones are “connected” if they are adjacent to each other on the same horizontal or vertical line, as are the white stones in group e in the figure. A stone or a group of stones belonging to one player can be captured and removed from the board if it can be completely enclosed by his opponent’s stones, as white is by black in groups a, f, and g and prospectively in groups b and e in the figure. A stone or group of stones is “live” (not captured) as long as it is connected to a vacant intersection, as are the black stones in groups c and d and the white stones in b and e. A stone cannot be placed on a point completely surrounded by enemy stones unless it makes a capture by so doing, as white does in group c. Groups of stones are in effect invulnerable if they contain an “eye,” which consists of two or more vacant points arranged such that the opposing player cannot place his stone on one of the points without that stone’s itself being captured. The black stones in group d possess such an eye. The black stones in group c in the figure, however, do not possess an eye, and a white stone placed on the indicated point would result in the complete enclosure and thus the capture of the black stone group. A player’s final score is his number of walled-in points less the number of his stones lost by capture.

Go demands great skill, strategy, and subtlety and is capable of infinite variety, yet the rules and pieces are so simple that children can play. Special handicap rules allow players of unequal skill to play together. Aspiring professionals typically begin apprenticeships at a young age and train for years. A Japanese Go Association, founded in 1924, supervises tournaments and rules and ranks players, both professional and amateur. The European Go Federation was founded in 1950, and other regional and national organizations subsequently appeared. The first annual world go championship was held in 1979, and in 1982 an International Go Federation was established in Tokyo.

Learn to Play Go

Online Go

Tutorial on the Rules of Go

 

:fies

[–] [email protected] 1 points 1 year ago

There are some discount options in the newest Cyberpunk Red TTRPG suppliment, Black Chrome that fit this

 

Hello Comrades,

Some of you may remember me posting about the TTRPG I have been developing, and some even asked to playtest. I am now at a near finished state with the game and dearly need playtesting input, anyone who wishes to complete a post test questionnaire will receive a free copy of the finished book complete with character art assets!

Please do not actually donate money, this is a passion project and when it is finished I will seek money but until then I just want to share it.

Even if you do not playtest I welcome any feedback be it editing, phrasing, mechanical, worldbuilding, etc.

Any problems downloading it off itch.io let me know and I'll find another way to get you the .pdf.

Thanks again!

Questionnaire

  1. Tell me about your process of learning the system. What things were easy? What was difficult?

  2. What were your most and least favorite parts of chargen?

  3. What elements of the game supported your immersion? What, if anything, held you back?

  4. What did you feel was missing the the game? Does anything require more detail or explanation?

  5. How did you feel about the pace of the game? If you prefer it slower/faster, how do you suggest this could happen?

  6. What was the most frustrating moment or aspect of what you just played?

  7. What was your favorite moment or aspect of what you just played?

  8. Was there anything you wanted to do that you couldn’t?

  9. If you had a magic wand to wave, and you could change, or remove anything from the experience, what would it be?

  10. What were you doing in the experience?

  11. How would you describe this game to your friends and family?

[–] [email protected] 1 points 3 years ago

"Find your local food not bombs org today!"

"Posting isnt mutual aid... or is it?"

"It is not difficult, indeed, to see the absurdity of naming a few men and saying to them, "Make laws regulating all our spheres of activity, although not one of you knows anything about them"

"Well-being for all is not a dream."

"All is for all! If the man and the woman bear their fair share of work, they have a right to their fair share of all that is produced by all"

"Letters and science will only take their proper place in the work of human development when, freed from all mercenary bondage, they will be exclusively cultivated by those who love them, and for those who love them."

"Today the united city has ceased to exist; there is no more communion of ideas. The town is a chance agglomeration of people who do not know one another, who have no common interest, save that of enriching themselves at the expense of one another"

"Wage-work is serf-work"

"We must recognize, and loudly proclaim, that every one, whatever his grade in the old society, whether strong or weak, capable or incapable, has, before everything, THE RIGHT TO LIVE, and that society is bound to share amongst all, without exception, the means of existence it has at its disposal."

"People have only as much liberty as they have the intelligence to want and the courage to take."

"If voting changed anything, they'd make it illegal."

"Ask for work. If they don't give you work, ask for bread. If they do not give you work or bread, then take bread"

"Anarchism stands for the liberation of the human mind from the dominion of religion and liberation of the human body from the coercion of property; liberation from the shackles and restraint of government.

Anarchism stands for a social order based on the free grouping of individuals for the purpose of producing real social wealth; an order that will guarantee to every human being free access to the earth and full enjoyment of the necessities of life, according to individual desires, tastes, and inclinations. "

"Patriotism ... is a superstition artificially created and maintained through a network of lies and falsehoods; a superstition that robs man of his self-respect and dignity, and increases his arrogance and conceit."

"No great idea in its beginning can ever be within the law. How can it be within the law? The law is stationary. The law is fixed. The law is a chariot wheel which binds us all regardless of conditions or place or time."

" Religion, the dominion of the human mind; Property, the dominion of human needs; and Government, the dominion of human conduct, represent the stronghold of man's enslavement and all the horrors it entails"

 

I’ve done quite a few natal charts, semi-professionally as I never accept money for any witch-y work, but I’m happy to try and answer any questions.

[–] [email protected] 1 points 3 years ago (1 children)

Gender outlaws by Bornstein would give you more first hand accounts of trans lives. It's written in anthology style great book. Lots of love for our intersex comrades, get unconsented surgery as a baby and then cant get reparative surgery later as an adult unless they pay.

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