#Putting Tips
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thegratefulgolfer · 25 days ago
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Putting Games That Lower Your Golf Score
The saying that 100% of short putts never go in is a complete truth. Of course, this is a tongue in cheek statement to over simplify the need to get the ball to the hole (at least) while putting. I am strong believer in putting the ball past the hole between 8 to 17 inches. My research and experience tells me that this distance past the hole offers the greatest chance to sink the putt. Using this…
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rickladd · 2 months ago
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The Art of Putting: Or, How to Turn the Green into Your Frenemy
Ah, putting—a small word for an enormous source of joy, frustration, and the occasional golf-induced existential crisis. If driving is the glamorous star of the show and iron shots are the dependable character actors, putting is that quirky sidekick who can steal the whole scene… or ruin it entirely. It’s an art form, a science, and sometimes a cruel joke. But fear not! With a little humor, some…
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macrogolf12 · 7 months ago
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The Claw Grip Putter: A Unique Approach to Improve Your Golf Game
For many golfers, finding the right putter grip is just as important as choosing the right club. Among the many different grip styles available, the Claw Grip Putter has emerged as a unique and effective choice for players who are looking to improve their putting performance. This unconventional grip technique offers several benefits and is particularly favored by golfers who struggle with controlling their putting stroke. In this blog, you will dive deep into the key factors of the Claw Grip Putter, its special impressions, and why it may be the perfect fit for certain golfers.
Special Impressions of the Claw Grip Putter
While the Claw Grip Putter may look unusual, its effectiveness has made it a preferred choice for many professional and amateur golfers alike. The grip style gives the putter a very distinctive feel, which can initially feel strange to some players. However, once mastered, it provides a solid foundation for making more accurate and controlled putts.
One of the most significant advantages of the Claw Grip is that it promotes a sense of relaxation in the hands and arms. Golfers who use a conventional grip often experience tension in their hands and wrists, which can negatively impact their putting stroke. The Claw Grip helps reduce this tension, allowing for a smoother and more fluid stroke.
In addition to its physical benefits, the Claw Grip Putter can have a psychological advantage. Many golfers experience the yips or feel anxiety when faced with short, pressure-filled putts. The Claw Grip can help alleviate some of this anxiety by making the putting stroke feel more mechanical and less reliant on fine motor control. This sense of reassurance can help players remain calm and focused during their round, which is crucial when attempting crucial putts.
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Who Should Use the Claw Grip Putter?
The Claw Grip Putter is not for everyone, but it can be a game-changer for golfers who struggle with certain aspects of their putting game. For players who experience the yips or have trouble controlling their wrists, the Claw Grip can provide the stability and confidence needed to improve their putting performance. Additionally, golfers who tend to push or pull putts may benefit from the more controlled stroke that the Claw Grip encourages.
The Claw Grip Putter offers golfers a unique way to enhance their putting game. Its ability to reduce wrist movement, promote stability, and encourage a smoother stroke has made it a popular choice among players who want to improve their short game. While it may not be for everyone, those who struggle with wrist control or the yips may find that the Claw Grip helps to unlock their true putting potential. As with any golf technique, practice and patience are key to mastering the Claw Grip Putter and reaping its benefits on the course.
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sonic-adventure-3 · 6 months ago
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sliver or something
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retquits · 8 months ago
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fields of mistria emotes part 2!! 🌻 [part 1]
high res versions here, free to use with credit! 🫶
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choccy-milky · 10 months ago
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seb's 2 modes around clora 🥰👿
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thegratefulgolfer · 3 months ago
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Putting Pre-Shot Routine
If you do not have a pre-shot routine, I strongly recommend that you develop one sooner than later. It is a technique used by every professional golfer, although they vary greatly, to ensure they are prepared to hit their next golf shot. More importantly, developing a pre-shot routine for putting is the most important skill you will create in order to reduce the most strokes. Personally, I have…
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shroomerr · 5 months ago
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Finally, my design for Mysterion!! this boy gave me so much heartache in the process of making this but its ok its all worth it for him <3
I also couldn't choose between the version with hair or without hair, so here's the one without under the cut (+ my initial drafts for his design):
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#south park#south park fanart#south park the fractured but whole#tfbw#south park tfbw#mysterion#kenny mccormick#shroomer's archives: south park#shroomer's art !#shroomer's finished art !#time for me to yap about my design process in the tags again#so yea. MYSTERION!!! just another different flavor of kenny#are you sick of seeing me draw him yet#anyways. i made the poncho follow the shape of an M to recreate the M on his original design on his chest#but i also have green lines on his undershirt that travel up his arms and onto his chest to recreate the shape of an M#if the hood were to ever be ripped off#gave him the sort of police utility belts because he was close to the police in his first episode#and also just because theyre cool lol#ALSO I STOLE THE SPRAY PAINTED QUESTION MARK ON HIS HOOD i really like how it looks i think it was vicchaosz here on tumblr who inspired me#made the poncho ragged because. yknow. he dies a lot. that thing is not gonna walk away in tip top shape.#kept most of the colors the same with only a few changes like his boots and his underpants (which i changed to shorts)#OH AND MY FAVORITE HAPPY ACCIDENT!!! the underside of his hood was too dark in contrast to his shorts so i added some lilac to lighten it u#and it ended up looking like when mysterion goes into his ghost form in the game AND ITS JUST. UGH. SUCH A COOL HAPPY ACCIDENT.#so yea: not only did it help with the contrast its also THEMATIC!!#i swear he's not shorter in the lineup hes just slouching#i love this feral ass pose i put him in#ok i think thats it if you read this far ily and i smooch you#mwah#i hope this post does well lol i put so much effort into this
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inbabylontheywept · 4 months ago
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Babylon's 6 D&D Tips
I DM’d D&D for ten years. I started in middle school, and I kept it up until my sophomore year of college. This is my mini-guide for what the game is, what it isn’t, and how to play it well. So. From the top.
Tip 1: Don't make your main storyline time dependent. 
D&D is an amazing open-world experience. You can pick at any detail. Nothing is a non-interactable part of the scenery. If there’s a sewer manhole, you can lift it up and climb down. If there’s a house, you can look inside and rob it. If there’s an NPC that you meet at the market, you can follow them home and see their whole life. Their parents, or their partner, their trade - all of it. It will be made up on the fly by some sort of reasonably skilled improv speaker, but it will also exist after that. That’s how the world is built. That’s the secret sauce that makes D&D beautiful.
If your plotline is too urgent, it kills those opportunities. The worst example of this that I have isn’t even from D&D, but FO4. The game is clearly built around exploration and adventure. The plot is built around rescuing your kidnapped baby. There’s a lot of tension between those goals. The plot does not work with the game mechanics, and it's really, really, jarring.
Be wary of doing that. It's surprisingly easy.
Tip 2: Don't set up giant, epic, fantasy battles between multiple armies. 
D&D is not a very good epic-battle simulator. There are games that have streamlined combat mechanics to allow for whole armies to fight, but D&D is very detail oriented, and trying to control too many people at once makes combat slow to a crawl. That very creative DM who can tell you every detail of an NPC’s life is also just not very good at multitasking. 
If you really, really want to - fine. But you should be ignoring standard mechanics when you do so. Move to a “cinematic mode” and just go by vibes. And generally, take a moment to “get” the game before modifying it. If the kind of plot you really want is urgent, and involves epic scale armies, maybe look into different RPG systems. D&D specializes in exploration and small, focused parties. Using it for things outside of that is kind of like hitting nails with a wrench. 
Tip 3: Don't prepare your plot like it's a book. Kill your lore codex. 
D&D is a collaborative storytelling adventure. That's the secret sauce. Writing out codexes and trying to crystallize the world before you start playing ruins the collaborative element. It’s genuinely better if you build as you go. It lets your players give input. And it saves you a lot of time. Why bother trying to write up who the Mayor of Snoresville is if there’s a good chance your party never even talks to him?  
(I would also apply this to writing in general. If you want to write all of your world's lore before starting your book, you'll never start your book. And you'll go crazy. Fear the lore codex.)
Tip 4: Prepare your combats and your NPCS rigorously, but generically. 
This ties in to Tip 3. If you spend a lot of time preparing the lore of the Bandit Leader of Redgrove, things like his family history, or his trauma, or his deep-down character motivations, and then the party never goes to Redgrove, it all goes to waste. D&D evolves rapidly and chaotically, so building things in a modular, reusable way really pays off. 
So. I tend to have two big pools for my NPC work. One is a character sheet pool. I keep it small and focused. I can generalize most melee classes ahead of time, so I can have an Archer, a Brawler, a Tank, and some Generalist Infantry. That’s like, 80% of your martial enemies, done. Spellcasters are a bigger pain in the ass, but a few pre-mades thrown into a campaign pays off if you know your themes. If you’re dealing with a death cult, make some death clerics. A dragon will probably have sorcerer acolytes. 
My second pool is a pool of character mannerisms. Some should absolutely be practiced ahead of time. Figure out what mannerisms make your villain really pop. And if the party skips that villain, just move those mannerisms to some new guy down the line and you’ll still be fine. Nothing wasted. A lot of the mannerisms are going to be picked with no heads up when the party does something weird, like following a random merchant around for a few days just to see how they live. You can get through almost all of those extremely well with just variations on the 4 humors, the 3 socioeconomic classes, and regional dialects.
Tip 5: Give your players permission to inject themselves into the world. 
It is common for people to over-formalize the rules and responsibilities of “being a player” vs. “being a DM.” I think the most common way to phrase it is something like “The Players are in charge of their characters and their backstories, the DM is responsible for the worlds and its NPCs, and both need to stay in their lanes.”
It’s isn't just better to mix it, it's necessary.
Failing to share these roles forces the world to exist in a crystallized state before the campaign even starts - at least if you want to integrate backstories into the plot. Groups that fail to do this can often feel like the characters were born the day the campaign began, and did nothing interesting beforehand. 
So, for DMs: Don’t be afraid of trying to inject NPCs and details of this world into your player's past. Imagine that your party rogue goes into a town and finds a fence for selling some stolen trinkets. Maybe, have the fence recognize the rogue. “Gods of fire, it’s McClellan. I haven’t thought about you since the candy-rat incident. You took a real beating making sure I got away that day. Glad to finally have a chance to pay you back!” 
Now, the rogue still has a choice here. They can say something like “Ah, this guy is mistaking me for someone else, but I can roll with it to get a better deal.” It’s their character, and their choice. But they can also go, hey, I do know this guy. I was apparently part of something called “The candy-rat incident.” I can decide how I know this guy, and where, and for how long, and what that incident was. That’s not less control - that’s more! 
And for players: Don’t be afraid of injecting your past into the world. Maybe you’re a fighter in a wartorn setting and you run into a group of deserters robbing refugees by the roadside. The DM has clearly planned this as some vindication, some enemies you get to thrash without feeling bad. But you have different plans. You take your helmet off, and you look the deserter’s leader in the face, and you say “Jack, you saved my life back on Stone Ridge. You were a good man once. You could be one again. Ride with us.” 
Now that's powerful stuff. Do you even know what Stone Ridge is? Hell no. Are you gonna? Hell yeah. And what you just did was way better than the DMs plan of bonking bad guys to feel good. You changed the writing of the world, commandeered an NPC, and made the whole encounter far more interesting.  
Tip 6: Ignore all portrayals of D&D in the media. 
The best players that I get are people with no experience with D&D of any kind. The second best are those that are willing to drop their preconceptions at the door and just play. The worst are people that have seen D&D portrayed somewhere and are insistent on imitating the portrayal. The exact nature of the failure varies - at worst, they’ve seen some kind of tongue-in-cheek parody, like order of the stick, and then hyperfocused on all the worst parodied aspects as the whole point of the game. D&D is not about outsmarting the mechanics (which is trivially easy, and largely pointless - it just makes your own storytelling less fun), nor is about turning everything into shallow tropes about Horny Bards and Dumb Fighters and Insufferable Paladins. At best, they’ll have seen some kind of ultra-cinematic example of D&D played on a podcast, where the DM has a theatre degree and ever party member is a professional actor. Those people are nice, but they often have unrealistic expectations.
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kingbeeleth · 4 months ago
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hes so funny
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kitteecassee · 9 months ago
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🥹🥹🥹🥹🥹🥹🥹🥹🥹
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madbard · 5 months ago
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I just played through Slay the Princess for the first time, and… I cannot stop thinking about the Cage.
To be profoundly and finally severed from the illusion of your autonomy. To look on, from a prison of your own making, as your body acts out a legacy of violence against the body of the only other person who can or will come near you. To see their body perform that same violent dance. To be bound to this person, and in your limited state not to understand why. In that moment, as the silhouettes in the shadows act out the story of the princess and the slayer, to share a moment of peace with the one sent to kill you.
Intertwined. Diminished. Reductive, mutually destructive. Trapped in an infinite dance.
Beautiful.
To have been so determined you never had free will, never could have found another way. To realize you may have been wrong. To be trapped in a pattern, but unaware of what that pattern truly is.
Still, for that finite and watchful moment, not to be alone.
(Mild gore under cut.)
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(Also this art from the game haunts me.)
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canayams-art · 7 months ago
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Lost momentum and gave up on doing a full Ivan sketch dump but I still really like this one—
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thegratefulgolfer · 6 months ago
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I Forgot My Putter!
Many amateurs do not check their bag before heading to the first tee. We generally have one set of clubs and they usually reside in one location around our house. In my case, my clubs stay in my vehicle for the summer and rarely come our for non golf related activities. Having said that, there are times when I remove certain clubs for practice and as a result playing around of golf with out a…
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konidraws · 3 months ago
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I appreciate people are looking out for ai art that isn't being credited as such, but
Hands are notoriously the Achilles heel of many beginning artists, so 'the hands look weird' is sadly not the catch you think it is.
Why just reblog the post with 'I think this is ai because x and y looks weird', without going to the artist's blog and checking out the other work? Just whispering about it in the tags doesn't a critical viewer make. Check: is the artist putting out new work at a superhuman pace? Are the styles widely different? How did the artist evolve over the years? Do they ever post progress shots?
In my particular case, you can find I've been drawing these fox birthday cards for over 10 years (every year for three nieces since they were born). The weird shapes show up in every one of them, even before ai was a thing. I'm not a super early adopter of ai. I just like to try things when drawing - and specifically I hide the age in the bday card.
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charlesemersonwinchesteriii · 3 months ago
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George Henry Hodgson + food
Even beyond his famous monologue, Hodgson is at the heart of the show's cannibalism and starvation theme. He is the first to inform us that there is something wrong with the food supplies, the first to suggest the possibility of cannibalism, and the one we see fulfill Ross' prophecy about eating their own boots. And in the end, fittingly, he himself is devoured.
Created for @theterrorbingo prompt: Rot
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