A while ago I went to the store and there was a huge sale on ground beef, but only for the big (like 2+ lb) packages.

So I bought some and divided it up into smaller portions in freezerbags and froze it, figuring I’d use it all eventually. The thing is, i really only cook for myself, and each of the freezerbags (there were like 6) comes out to like 3-4 servings. So now I’m trying to get creative b/c I’m getting bored of my ground beef standby meals. So far I’ve made;

- Meat sauce (served over tricolor rotini)
- Cottage pie with frozen veggies
- Swedish Meatballs

I need suggestions! Who has a fave ground beef dish that I can batch-cook?

anonymous asked:

hey, can you break down the differences between the adventure zone and critical role for me? i haven't listened to either and now i'm curious

Oh gosh, okay. They’re delightful but… very different approaches to the same general idea (broadcasting a D&D game), and I think the fans of one show tend to have a sort of skewed impression of the other show, so here’s my thinking.

Just the basics, to begin with: The Adventure Zone started running in late 2014, and it’s an audio-only podcast in which the McElroy brothers and their dad start a brand-new D&D campaign from scratch. Critical Role started running in early 2015, and it’s a video podcast in which a bunch of best-friend voice actors started filming the D&D campaign they’d already been playing for years at home with the same characters. TAZ is (generally) prerecorded and lightly edited down, CR is 100% live. Both have a lot of howlingly funny and surprisingly touching moments, both get a lot more intense the more you get into them, and both are good shows that are a Good Time, especially when they make you feel things you didn’t sign up for. The main canon of TAZ is currently 56 one-hour-long episodes, with new episodes every two weeks, and CR is currently 85 four-hour-long episodes, with new episodes every week. Most of the reason for CR’s absurd length comes down to (a) three times as many players, and (b) no editing.

The DMs both put a ton of work into the world, but they also have very different approaches. Griffin (TAZ) is DMing for the first time, while Matt (CR) has talked about how DMing D&D games for the past 20 years is what got him interested in acting in the first place. The world of TAZ is much more of a sci-fi/fantasy hybrid, while CR sticks more to traditional fantasy.

TAZ plays fast and loose with the rules, which can be both a delight and a frustration for storytelling reasons—for instance, until the latest arc both spell slots and HP were not really tracked, which means (a) Griffin has had to come up with incredibly creative ways of introducing risk and limitations to the game, and (b) those incredibly creative ways can start to get pretty damn brutal. The mechanics of the game feel like an imposition on the story, most of the time—it’s rare that you get a dice roll that makes a huge difference to the plot (but when you do, as in the most recent episode, it’s pretty darn cool). As a result, the biggest spanner in the works of Griffin’s plans tends to be in the form of out-of-the-box thinking from his players, which they excel at; I think there is a tendency to railroad the plot as a result, but it’s a good story and it’s well worth a little bit of elbowing to keep everyone on track. Magical items also play a huge role, with viewers of the show submitting awesome new trinkets for the heroes of the story to use/abuse/completely forget about.

Because CR tilts more towards the rulebook (although Matt gets more than his fair share of shit for homebrewing and letting things slide and defaulting to the Rule of Cool), chance plays a much bigger role in the story. Matt’s simultaneously battling some incredibly creative players and dice that seem determined to roll as dramatically as possible. Entire subplots have been wiped out by a strategic roll, and in order to be able to adapt to that on the fly, Matt has to be hyper-prepared and have a lot of possible branching points. It’s absurdly open-world, especially now that the characters have the ability to travel instantly through different planes of existence, and Matt keeps pace with a story that feels more character-led than DM-led; railroading is practically nonexistent, which means you get incredible plot developments and super-deep characterization… but it also sometimes leads to long circular conversations trying to figure out what to do next. Because the players are all actors, there’s also a lot more that’s just straight-up improv theater: it’s not unusual (especially lately) to go for verrrry long stretches of riveting conversation without anybody rolling dice (I can think of a moment where Matt could’ve just had everyone fail a charisma saving throw against an NPC but instead just straight-up charmed them all in real life with words).

I’ll put it this way: CR is a basketball pickup game between friends who’ve been playing together so long that they kind of have their own home rules going and stick to them. TAZ is out there playing fuckin’ Calvinball. Both are great fun, but if you go into one expecting the other you’re in for a bad time.

Both shows have a lot of great NPCs, although Critical Role’s format gives them a lot more time and depth to shine (there are episodes where an NPC will have as much or more “screen time” than some of the player characters). Both shows have LGBT representation among player characters and NPCs alike that, while not perfect, is generally improving as the show goes on. For me personally, one of the more frustrating things about going from CR to TAZ was going from three female player characters and a metric fuckton of extremely deep characterization for all the female NPCs to no female player characters and many great and memorable female NPCs who nevertheless don’t get too much screentime or development just because of the the structure of the show.

TAZ is pretty shaky throughout the first arc (Griffin’s fighting a bit of an uphill battle getting everyone to sit down and actually play the game, which is funny in and of itself), but things slowly start to come together and the real potential of the show becomes clear once they break the heck out of the 5e Starter Set. I think the “Murder on the Rockport Limited” arc is what started to pull me in, and it’s not until the latest arc that I’m starting to get the character development I really crave in that show. Critical Role also takes a little while to find its footing, and to me the Briarwood arc (starting around episode 24) is where the mood of the show starts to solidify, with episode 40 and beyond really pushing from “this is cool, I’m enjoying how these interpretations of fantasy tropes are sometimes kinda unusual and off-the-wall!” to “how is this the most honest and genuine character development I’ve ever seen in media what the heck is happening here”.

So yeah. TAZ isn’t total chaos with no plot or effort put into it, CR isn’t a humorless wasteland of mathematical minutiae and rigid formulaic approaches. Both shows are great fun, both are IMO in an upswing and getting better and better as they go along, and I heartily recommend them both if you know what you’re getting into. Have fun!

Imagine your OTP

Person A and Person B share a creative writing class and never speak to each other, don’t even really know the other exists outside of their name getting called during rollcall. But they’re like writing partners for a really popular fanfic online or roleplay partners on a forum. They only find out they know each other during a critique during class when one of them (or both) uses their characters during a rough draft reading and the styles are super similar to the person they work with online.

Imagine Your OCs


-Which character is the barista and which one buys the coffee

-OTP BONUS- one of them writes cheesy pickup lines on the other’s cup every time they come

-short, grump OC orders black coffee and spends the whole time sipping it and making weird faces because they are trying to look cool and tough but really it’s too bitter for them.

-which OC sits in the corner on their laptop all day trying to look busy but really they’re playing a stupid game and looking over their laptop whenever an attractive stranger comes in

-which OC orders hot, holiday themed coffee in the summer

-which character purposely spells people’s names wrong on cups to watch them get mad

-which character has the secret menu memorized

-OTP BONUS-  Person A is the barista and never remembers any of their costumers but has Person B’s order memorized and has it ready as soon as they start to walk in

-which character walks in and asks for “their usual” even though they’ve never been in the shop before

-which character has the longest and most complicated order

-which character always tips a lot and gets really upset and apologizes if they are short on cash

- which one is everyone concerned for because of the incredible amount of caffeine they intake   

-which one is the experienced barista that has a system for everything and teaches the new recruits

-which one is the clueless new employee that is overwhelmed by all the customers and their complicated orders

-OTP BONUS- Both are baristas who don’t particularly like each other. They are cleaning up when they accidentally get locked up in the supply closet, and then they must survive the night on old coffee beans, chocolate, and flavored syrup. Several heart-to-heart talks later, one of them falls asleep on the other, and the next day the manager comes in to find them like this.

-OTP BONUS- Person A never drinks coffee, but shows up to the shop every day just to see person B

-which character invents creative ways to get more tips, like making a cup look like a monster that feeds on change, or having the customers put money in one of two cups as a vote

-which character is super flirty with every attractive customer, and writes pick up lines on every cup, so much so that the manager has to speak with the character 

-which character is the manger

-which character purposely switches the decaf and caffeinated in every order to watch people crash and burn  

-how does each character like their coffee

- two characters (OTP or friends) get into an argument over who is the better barista, so they start a competition to settle the argument.  They end up being super over-friendly and giving so many discounts in order to get more customers that they get fired 

- which character insists on doing every order involving an allergy, because they hate seeing other baristas ignore customers that need them to clean equipment or have special ingredients in their coffee

 -which character knows everyone’s names, stories, and favorite drinks, and befriends anyone who enters the shop, because they want to make sure nobody is ever lonely or doesn’t have someone to talk to when they are sad

-how does each character respond to a customer demanding that they must “speak to the manager”

-OTP BONUS- Person A visits coffee shop every day for years, and orders the same coffee everyday. Person B insists on doing Person A’s coffee every time, and loves watching them over the counter. Person B has a big crush on Person A, but is really shy and can never seem to get the courage to talk to them. One day, Person A doesn’t show up. Person B becomes so distressed that they leave work early. Eventually, Person B find Person A’s car on the side of the road, crashed into a tree. Person B is the only one to visit person A in the hospital. The nurse explains that if person B hadn’t found Person A, Person A would have died. When Person A wakes up, Person B stays with them and comforts them. After finally getting to know Person A, Person B finally gets the courage to ask them out.