No risk Matched Betting A No Risk Matched Betting Guide

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"I think I've lived long enough to see competitive Counter-Strike as we know it, kill itself." Summary of Richard Lewis' stream (Long)

I want to preface that the contents of this post is for informational purposes. I do not condone or approve of any harassments or witch-hunting or the attacking of anybody.
 
Richard Lewis recently did a stream talking about the terrible state of CS esports and I thought it was an important stream anyone who cares about the CS community should listen to.
Vod Link here: https://www.twitch.tv/videos/830415547
I realize it is 3 hours long so I took it upon myself to create a list of interesting points from the stream so you don't have to listen to the whole thing, although I still encourage you to do so if you can.
I know this post is still long but probably easier to digest, especially in parts.
Here is a link to my raw notes if you for some reason want to read through this which includes some omitted stuff. It's in chronological order of things said in the stream and has some time stamps. https://pastebin.com/6QWTLr8T

Intro

CSPPA - Counter-Strike Professional Players' Association

"Who does this union really fucking serve?"

ESIC - Esports Integrity Commission

"They have been put in an impossible position."

Stream Sniping

"They're all at it in the online era, they're all at it, they're all cheating, they're all using exploits, probably that see through smoke bug got used a bunch of times"

Match Fixing

"How many years have we let our scene be fucking pillaged by these greedy cunts?" "We just let it happen."

North America

"Everyone in NA has left we've lost a continents worth of support during this pandemic and Valve haven't said a fucking word."

Talent

"TO's have treated CS talent like absolute human garbage for years now."

Valve

"Anything that Riot does, is better than Valve's inaction"

Closing Statements

"We've peaked. If we want to sustain and exist, now is the time to figure it out. No esports lasts as long as this, we've already done 8 years. We've already broke the records. We have got to figure out a way to coexist and drive the negative forces out and we need to do it as a collective and we're not doing that."

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HOW YOU CAN MAKE MONEY ONLINE IN 2021

HOW YOU CAN MAKE MONEY ONLINE IN 2021


HOW YOU CAN MAKE MONEY ONLINE IN 2021
It seems this pandemic we have been hit with has had a big effect not only in our health but also with our jobs and income, With lots of us now looking at how to make money online and in particular ways to make money at home. Learning how to make extra money online is more important than ever seeing as lots of people, Me included still are not that keen on leaving the house.
Would you like to know how to make extra money online and earn an extra £500 per month on top of your normal wage?
If you are looking for ways to make money at home and in particular how to make money online then this is the post for you.
All of these methods I have used personally and I have always made money from them.
It seems weird writing 2021 but after the year everyone on earth has had in 2020 I think everyone is looking forward to moving ahead. What better way to move ahead than to take on new ways to make money at home and in particular an extra £500 per month on top of your normal wage.
Some of my posts may contain affiliate links. This simply means if you purchase something after clicking one of the links I may receive a commission at no extra cost to yourself. Many thanks for the continued support.
So without further ado lets jump in and see how we are going to go about making that extra money online.
1: MATCHED BETTING:
I have said this before but putting it simply Matched Betting is the number one when it comes to the easiest way to make money at home. If you are not making extra money online by using Matched Betting then you are missing out on some serious extra cash.
Matched betting is the action of placing a for and against bet on a football team or other sport and using this to gain the bookmaker bonuses. It is 100% legal and is netting some people up to £1500 Per month. When looking around for how to make money online this comes top of most google searches.
There is a mom I know on one of the Matched betting forums who is earning approx. £1200 per month from the comfort of her own home while her children nap.
It’s crazy and sometimes I feel people ignore this as they just think it is normal betting or it is not entirely legal but trust me it is.
If you are interested in learning a bit more then check out my guide on Matched Betting, it goes a bit more into how it works. This is my main way of how to make money at home and it has worked really well for me. I even taught a friend how to do it and he now makes around £400 extra per month in his spare time.
Or if you want to start making extra money online straight away then simply click on the banner below to get free access to Profit accumulator a site which has helped 300,000 customers by showing them how to make money online from Matched Betting.
Profit Accumulator literally walks you through each matched bet with full text and video guides to and will have you making extra money online in an hour or so. Check them out.
2: VIRTUAL ASSISTANT
So if you do a search on how to make money online I’m pretty sure that Virtual assistant will be close to the top of the search options.
There is a very good reason for that. We are now living in an ever-increasing digital age and this is getting more and more common especially with the pandemic as companies are working out that it saves them money having their staff work from home.
This also means lots of businesses will need digital assistants or Virtual assistants to assist them with their day to day business needs.
So how do I start making extra money online from being a virtual assistant and what will I need to do?
A virtual assistant could do any number of tasks online such as answering and replying to emails. Creating Facebook adverts, Decluttering emails, Setting up meetings and or organizing an online diary.
There are plenty of virtual assistants who specialize in certain areas and I know of a couple of VA’s that specialize in making Pinterest pins for a blog and scheduling them out.
Assuming you have a laptop or pc and a good internet connection as well as some personal skills such as good literacy, typing skills and organizational skills then you should have the basics to get started.
Rebecca Lake over at Bosssinglemama.com has a great guide to getting started as a virtual assistant as she has great first-hand experience in this field. Go check it out.
3: SELL GOODS ON EBAY
Let me add before I get started that I hate eBay, Don't get me wrong I have made money with eBay and from time to time it is a good way of earning some quick cash but out of all the ways of how to make money online, this is one of my least favorites.
The reason is simply that there are lots of stupid people out there who bid for no reason or argue the item didn't arrive or is not as described and this can be annoying as well as very time-consuming.
Don’t let this put you off though as it may have just been my experience but it’s not for me. However, if you are looking to get started with ways to make money at home then this is a good a place as any.
The best place to start making extra money online with eBay is to have a clear out around the house and get together all the stuff you are probably thinking of just throwing out.
Have a search around the site and see what other people have listed these types of items for. Once you have sold your stuff you can then reinvest that money by buying some packing products off the site and then look for stuff to buy and resell.
Look around at car boot sales and thrift stores to get your bargains and then relist at a profit on eBay, Don’t forget to add the cost of your eBay fees and Paypal fees into the equation. When I first started looking at how to make money online eBay was one of the first places I came to.
4: CASINO OFFERS
Hold on, I’m not suggesting you go down to your local casino. That is not a great way to make money, In fact, your more often than not lose all of your money.
This is a cheeky way of gaining profit from the online casino bonuses offered to new customers. It works in a very similar way to Matched betting in that new bonuses are offered out to new customers and with a bit of background knowledge and trickery, you can obtain most of the profit from those bonuses without losing any money.
It might sound too good to be true but it is from the brainchild of the guys over at Profit accumulator.
Quite a lot of money earned within a day or two.
Simply sign up with Bonus Accumulator, and they will walk you through your first couple of casino offers and then you will get access to their site which includes guides for all online casino offers as well as a very good forum for members.
Sign up below and see how easy it is to make a good consistent profit. When I was learning how to make money online I didn’t have something as easy and accessible as Bonus accumulator. Hit the link below to learn more.
5: PINTEREST VA
As with being a virtual assistant as I mentioned above, you could also specialize in one certain area if you are looking at how to make money online.
Pinterest is essentially a search engine and requires not only great titles and descriptions but also very good graphics and visuals that stand out from the crowd when your potential customers are scrolling through it on their phone.
This is where the problem lies for most bloggers or business owners, we are not overly creative and have probably not used graphics sites such as Canvas before.
Luckily I have used Canvas and have now got pretty good at it, however, in the beginning, a Pinterest VA would have been very handy. A Pinterest VA can not only create pretty pins linking back to your site or blog but also they can schedule them out for you saving you more time to concentrate on other areas.
My advice when trying to start out is to join some blogging groups on Facebook and create a profile. Then just put yourself out there. As a new VA, you could always offer out your services very cheaply just to get some experience behind you.
Kristin from Believe In A Budget has a great post here on how she became a Pinterest VA and how to make money online from learning how to do it yourself.
6: OFFER SITES
OHMYDOSH:
Making extra money online and more specifically making around £500 per month is no easy feat. Offers sites are great at making you £20 here and £30 there but to do £500 per month you will need to combine 2 or 3 of these sites and hit them hard. It is possible though. You can certainly make £250 per month easily.
When looking back at what I did when I was working out how to make money online as I found offers sites and the first one I came across was OhMyDosh.
Offers sites are basically cashback sites that reward you with cash into the account when you sign up for certain things or do simple surveys etc. It is super easy and you can very quickly in one afternoon make a cheeky £50 or so with very minimal effort on your part.
OhMyDosh is one of the easiest offers sites to navigate in my humble opinion. This makes all the difference as well when you are new to the site so I stuck with OhMyDosh for quite a while.
You can sign up here for OhMyDosh if You use my special link you will also get a £1 sign up bonus for free. A nice little start to your profit without having to lift a finger.
Pin This For Future Reference:
SWAGBUCKS:
Swagbucks is a very similar website to OhMyDosh accept it is a little more well known. You simply complete offers and surveys in exchange for Swagbucks which when you hit a certain amount of you can exchange for gift cards etc.
It can get incredibly addictive as Swagbucks have a few daily targets for you to hit and achievements along the way. It becomes your goal to hit those achievements every day.
If you sign up using my Swagbucks Link you will receive 300 Swagbucks for free. What a great way to start towards earning your first gift card.
Swagbucks also have a chrome app button which you can install on your computer which can help you earn more each day giving you greater chances of earning some fantastic gift cards for yourself or your loved ones.
INBOX POUNDS:
Inbox Pounds is the last site you should try in the offers sites. When It comes to making extra money online then combining the 3 offers sites I have mentioned is the best way to maximise your income. Some of the offers will be the same but just skip those and move onto the next one.
Inbox pounds also has a different variant called inbox dollars for our friends across the pond.
The easy stuff is a section that I like on Inbox pounds whereby you can go on and answer easy questions or a simple survey for between 50pence to £1.50. You will be surprised how quickly these all add up.
Dont miss out on making extra money online and earning some really quick cash, sign up using my referral code and start earning now.
7: BLOGGING
Blogging is one of the top answers when searching for how to make money online. Although blogging is not a quick way to make money and it is certainly not the easiest it is one of the more rewarding ways to make money at home.
If you are starting a blog just to make money you need to know that for most people it can be more than a year before they start seeing income and for others maybe less.
It really does depend on how much effort you put into your blog. Take my blog for example. I work really long hours in my main job and a lot of the time I dont work on my blog until the weekend and then I am tired so just dont put too many hours in. It took me around a year before I started earning money.
Other people may put in 4 or 5 hours a day every day and they will progress faster. With blogging though and when it comes to making extra money online with your blog, you need a bit of patience.
If you have a passion for something then it is usually quite easy to turn this passion into a blog. It always helps if whatever you are writing about is something you really enjoy.
If this is something that sounds good to you then I have written a few blogging guides to get you started here. Starting out blogging can be a bit of a minefield so I’m hoping these guides help.
You can start your very own blog from as little as £5.99 per month.
Siteground is who I use to host this blog and I have found them really great to work with. see their link below.
Seeing as starting a blog is so cheap then there is nothing to stop you making extra money online from your new blog.
8: BECOME A PROOFREADER
If you are always looking at how to make money online and keep seeing the same old stuff then try learning about how to get paid to become a proofreader. This is one of those great ways to make money at home by simply using your computer.
Here in the UK I occasionally read a newspaper called the daily mail. I read it via an online app and every single page I read has grammatical errors and misspellings and it drives me mad (Frantically goes back through this post to look for misspellings!!)
They clearly dont have anyone proofread their posts before they go onto the app and it makes me not read it as much. Im sure this is that same for other people.
This can lead to you losing business so paying someone to Proofread emails, documents and other such media can be valuable and companies will pay you to to do this.
Getting started Proofreading is a little harder but I would suggest setting up some profiles on sites such as People Per Hour Fiverr.com or Upwork. You can then offer up your services cheaply which will help if you have no experience.
A lot of proofreading jobs will need you to have a degree unfortunately however there are lots of free courses online to help you get a good feel for Proofreading and can give you some background knowledge.
If you love reading and spot mistakes easily then proofreading can be a great way of making extra money online. Read this beginners guide here and see how you feel about it.
9: TEACH ENGLISH ONLINE
It sounds like you need to go off and get some kind of degree but trust me you don’t. You already have the gift of being able to speak perfect English and if you are looking at how to make money online then that is the skill you can use to do exactly that.
I found out about this when my wife and I were hosting foreign students at our home. We got chatting to them and one group, in particular, said that a lot of the older students already speak good English but were struggling with conversational type language and how to sound more natural which must be an incredibly hard thing to do.
They said that a lot of the students pay up to £20 per hour just to chat to you online and for you to give guidance on how they can sound more natural with their day to day chat. It sounded like a great idea of how to make money online so I got more information from them.
Lots of companies are looking for people just like you to teach their students English and to reward you well for doing just that.
It can all be done from the comfort of your own home with skype or in a zoom type meeting. Make sure to provide yourself with a quiet room and make sure there are going to be no distractions such as mobile phones going off or family members popping their heads in.
So where do you go to find out more information and start making extra money online? Well, Education First is the biggest company and one im sure you will have heard of.
You can build your own schedule although it does have to fit in somewhat with the hours the student is available. You can also teach the same student each time so you can build up a rapport and have a little fun with it.
Click the link above and learn how to make extra money online by teaching students.
10: PUBLISH AN EBOOK
With that handy website Amazon, you can write your own E-book and publish it on their site. The great thing is you dont even need to write it yourself if you dont want to as you can pay people to write it and also get people to design a cover for your E-book as well.
The best way to prepare is to do a search on what keywords are doing well on searches within amazon and then base your E-book around those. As long as you are helping people learn something or solving a problem then you should see sales quite easily.
It might help if you put your E-book up for free for a few weeks to gain some interest and some good reviews before applying a price.
This E-book right here is the perfect example. How to write an E-book and sell it on Amazon step by step guide.
Just remember you do not have to be an expert in something just a little more knowledgeable than your average Joe.
11: FREELANCE WORK
In the current economic climate, we all find ourselves in, it makes sense to look for ways of how to make money online. Freelancing with skills you already have in your day job or skills you have in your hobbies can translate quite well when it comes to making extra money online.
You can create a profile on sites such as Fiverr and Upwork and list the skills you have. You may be able to use a program like Canva really well to create Pinterest graphics or Wedding invites.
There are people on Fiverr who get paid to play video games with lonely people which is a bit weird but shows that if you don’t think you possess a skill then you are probably wrong.
FINAL THOUGHTS ON MAKING MONEY ONLINE IN 2021
This global pandemic has taught me one thing and that is the importance of making extra money online and having a passive income is paramount.
How to make money online is now a more searched for term on Google now then it was at the beginning of the year.
Everyone’s jobs have been and still are at risk and to have a second or third source of income is like a safety net in case the worst happens.
Make sure you pick and try one of the making extra money online tips from above and see how you get on. I would love to hear some progress feedback in the comments.
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How do you want to do this? A Discussion on Selective Rule Enforcement and the application of the "Rule of Cool"

Hello folks,
For my research analysis and writing class my professor let me pick any topic I want. (her mistake) So for my final term paper I chose to come up with a method of determining a guide to the use of the "rule of cool." I got a A on the paper so I figured I'd share it with you fine folks as well. It is rather lengthy so I've included the abstract first. The 8 tips for dungeon masters is near the end (third session), the first and second parts deal more with the philosophical and ethics of games. So, if situational ethics and a discussion on the Mechanics, Dynamics, and Aesthetics of Play are of use for you, be my guess.
I am a relatively new DM so I spent a long time researching and trying to absorb what would make me a "good DM". With that cavate please keep in mind I know next to nothing compared to a vast majority of the DMs here. I can think of no place better to have this paper peer-reviewed, picked apart and "rebutalled" to death than here. If you feel offended, challenged, or angry reading this... Please understand I am a moron borrowing the works and words of far smarter people. If you feel that "this is the WAY" again... I am a moron... so ... with out further ado.

Abstract:

The choice to be a stringent rule-follower without leniency using fanatical legalism in a game can be a source of contention between someone acting as a referee and/or “Game Master” and players of a game. Likewise, to approach games with a sense of fanatical antinomianism, or to completely ignore the rules and simply let players do whatever they want, tends to offer no challenge, and or reason to play that specific game. Using ethical theory frameworks such as situational ethics, natural law, and utilitarianism this paper seeks find the philosophical principles of what moments are acceptable and actually beneficial to bend the rules of a game. As such, it is important to define games, briefly discuss why games are played, and roles rules have on games. The game Dungeons and Dragons 5th edition will be used as the principal example. With “rule for rules” established, seven tips on how to implement it this rule using advice and guidance from some of the most well known “Dungeon Masters” in the modern era will be provided.
Much of this paper relies on the works of Joseph Fletcher, Sheila Murphy; Benard Suits, Robin Hunicke, Marc LeBlanc, and Robert Zubek for the ethical and philosophical discussions around games. For the practical advice, it relies primarily on the works of Matthew Mercer, Brennan Lee Mulligan, Benjamin Scott, Patrick Tracy, Kelly Mclaughlin and Monty Martin.
Players are your friends, or at the very least your fellow human beings. As such, seek out what is best for them. Games are about many things but principally about enjoyment. It’s okay if the player does not get exactly what they want, so long as they still had enjoyment. How it happens is up to the players, the one running the game, and whether the rules were used to enhance the experience or not. It’s possible to find that balance by asking these questions in order: “How will this decision affect: the final enjoyment of all at the table? the narrative? the rules in the future?”

**“Once upon a time, around a table…”

A man behind a cardboard screen sits across from a woman wearing a funny hat. He is frantically reading through the pages of the various books at his disposal. He finds the reference he is looking for, but it is not clear. “It is technically against the rules, it is barely within the realm of possibility, but the idea is so creative…” the man murmurs to himself. Exasperated, the man smiles a crooked grin and explains, “Well you can certainly try… give me an acrobatics check.” The woman throws a piece of plastic resin on to the table. The dice reads, “18.” The man sighs and then laments, “fine… how do you want to do this?” The table erupts in cheers, as high-fives are given from the others around the table. The woman adjusts her hat, as she gleefully explains how her character will use the momentum of several falling barrels to move across the map in a single turn without having to use all her character’s movement.
As a “Dungeon Master” (DM) for the tabletop role playing game, Dungeons and Dragons (D&D), I can say without a doubt that many DMs have encountered extremely similar events as the one described above. The choice to be a stringent rule-follower without leniency can be a source of much resentment between the DM and the players around the table. Likewise, to completely ignore the rules and simply let players do whatever they want offers no challenge, no reason to play. In terms of D&D rule enforcement, as is with many events in life, the choice of always being either a “Harsh Disciplinarian” or the lenient, “Laissez Faire Guide” is a false dichotomy. Instead, seeking balance between the two choices based first on the overall needs of the players, second on the needs of the story, and third on requirements and rules of the game should be the norm.

Session 1: What is the Relationship between, Players, Games and Rules?

The 19th century philosopher and founder of modern cultural history, John Hughes once wrote, “Play is older than culture, for culture, however inadvertently defined, always presupposes human society and animals have not waited for man to teach them their playing.” 1 Why do humans play? Is it instinctual? Bernard Suits was a Distinguished Emeritus Professor of Philosophy for the University of Waterloo and his essays are in part responsible for the field of philosophy of games in the late 20th century. In his book, “The Grasshopper: Games, Life and Utopia,” Suits’ book uses Aesop’s fable about the grasshopper to argue that play is what we would do in a perfect civilization. He believed that in a world devoid of work, humans would still seek out challenges through play, suggesting that it is human nature to challenge ourselves.2 But is that the only reason someone plays a game?
One YouTuber opined that “In a practical sense, games facilitate systemic thinking by getting us to view abstractions, but also engender creativity by getting us to play.”3 If true, these are essential tools for humanity to function as an intelligent race. This makes sense from an evolutionary level as to why humanity would develop play, but is there more to it than “games encourage outside the box thinking?”
The landmark paper titled, “MDA: A formal approach to game design and game research” is one of the earliest attempts to formalize the field of video game design theory and it is fundamental to how modern game designers look at these systems. It serves to define the importance of mechanic, dynamics, and aesthetics of play and is instrumental to helping understand what players will expect out of a game. We will discuss more about dynamics and mechanics later, but first let us focus on aesthetics.
Aesthetics of Play Defined
Term Definition Examples
Sense Pleasure Enjoyment derived from how it stimulates the senses The visuals of a game, sound, and music, feel of the dice, etc.
Fantasy Enjoyment derived from the ability to step into a role that cannot be experienced in real life Playing a game as a magic wielding sorcerer or rocks in the far flung reaches of outer space
Narrative Enjoyment derived from game as drama, it is about the stories and experience gained Heavily story driven games such as Last of Us, Dungeons and Dragons, Final Fantasy
Challenge Enjoyment derived from overcoming an arbitrary obstacle Platformers like Mario, or even drinking games like beer pong, or corn hole; social games like charades, etc.
Fellowship Enjoyment from working cooperatively as a group to accomplish a goal Team based or social games such as Among Us, the card game Spades; save the world mode on Fortnite
Competition Enjoyment from showing dominance Chess or Go, Battle royal games such as Fortnite or PubG or Call of Duty; Fallguys; darts Poker; Uno, Killer bunnies or Magic the Gathering;
Discovery Enjoyment from uncovering the new or discovering news ways to play a game. These can range from searching to find things to choose your own adventure Minecraft; Zelda Breath of the Wild; simple matching games; the board game Betrayal at the House on the Hill; or games like Fable; Dragon Age Inquisition; or Mass effect
Expression Enjoyment from showing an aspect of one’s self; or games that allow full customization of characters Creation games like Minecraft; role play games like fallout 4; world of warcraft or Fortnite
Submission (aka Abnegation) Enjoyment from being able to “turn of the brain; and tune out the world” or what is also known as zone out factor. Bejeweled; candy crush; the lever-pull games at casinos, solitaire, etc.
(Source: Portnow & Floyd, October 2012)5
Aesthetics are things like sense pleasure, fantasy, the narrative of the story, challenge, fellowship, discovery, expression, and something called submission.4 There is an additional aesthetic that most game designers also consider when designing games termed as “competition”.5 These are all reasons people play games and it is important to keep all these in mind when acting as a DM.
The table above works to define these terms more appropriately and makes it easier to reference later. The reasons a player may want to play a game vary and change over time. If a DM can understand their players’ goals (i.e., what the player hopes to get out of the game) the DM will be able to understand why someone might want to perform a certain action, play a game, or want to ignore a certain rule in the first place.
On that note, what are rules in games? Think about it… Games are weird… well I should say the act of playing a game… is weird. Suits once wrote in his article, for the “Philosophy of Science Association Journal,” "To play a game is to engage in activity directed towards bringing about a specific state of affairs, using only means permitted by rules, where the rules prohibit more efficient [means] in favor of less efficient means, and where such rules are accepted just because they make possible such activity."6 In other words, to play a game we create rules that prevent us from achieving a goal through the easiest means available. Instead, we make something more difficult and we play a game. For instance, in basketball, it would be far easier to simply carry the ball all the way to the basket instead of dribbling it.
In D&D, there is a similar activity to dribbling. It is called a “dice roll.” It is something that players must make to see if they succeed or fail at a task. The player rolls a 20-sided die and tries to get above a certain score to succeed. Players can roll normal, with advantage, or with disadvantage. Rolling with advantage allows the player to roll the D-20 (the 20-sided die) twice and use the higher number. Rolling with disadvantage also has the player roll the D-20 twice, but they must take the lower number rolled instead. It introduces a chance of randomness, and players will find any excuse they can to avoid having to make a roll with "disadvantage." In his book, The Grasshopper, Suits argues that we do this because it is the act of overcoming that limitation that we find enjoyment. By taking on these restrictions and accepting these limitations, we take on what he coins as a "lusory attitude" which allows us to play the game as it is meant to be played.
Suits would argue that by not playing the game according to the rules as written, the player would have only achieved a “quasi-victory” not really worthy of achievement. He also goes on to say that even the act of “failing to win the game by virtue of losing it implies an achievement, in the sense that the activity in question -- playing the game -- has been successfully, even though not victoriously, complete.”7 So, according to Suits, it’s better to follow the rules of the game and loose than to not follow the rules and win. It’s important to point out that the aesthetics of play had not yet been defined and Suits’ work mainly focused on the “challenge” aspect of play. This is where many sports and game philosophers begin to find fault with Suits. In the “Journal of Philosophy of Sport,” a rebuttal of Suits’ work by David Myers asks, “What if the goal of the player isn't to follow the rules or even play the game?”8 For instance, what happens if the player is motivated by competition and doesn’t care about rules so long as “they win?” While an extreme example, this paradox isn’t out of the realm of possibility. Therefore, focusing on just the challenge aesthetic of game play and simply playing the game “rules as written” can lead to a disconnect between what the player desires and the game itself.
Jesper Juul, an Associate Professor in the School of Design at the Royal Danish Academy of Fine Arts, wrote in his textbook on video game design, “Rules specify limitations and affordances. They prohibit players from performing actions such as making jewelry out of dice, but they also add meaning to the allowed actions, and this affords players meaningful actions that were not otherwise available; rules give games structure”9 Basically, without rules we cannot even have play. However, if the player ignores the rules that player won’t be able to enjoy the full experience of the game, because the rules both afford the opportunity to enjoy the game and provide the obstacles in the first place.
How the rules affect actual game play is where Mechanics and Dynamics come into play. (See, I told you we would get back to it eventually.) Mechanics are the rules and systems that govern chance to create the game we experience. Dynamics are how those rules come together to govern the strategies of that game. In D&D, an example of mechanics is how a player would have to roll a 20-sided dice to see if an action would succeed. Dynamics are the actions the player takes to manipulate the situation and give themselves advantage in the roll. Some examples of this are using a spell caster’s familiar, flanking an enemy in combat, using the bend luck trait, or lucky feat. This is akin to how the rules of poker dictate that bluffing is allowed (mechanics); but how the bluffing player conceals their tells and bets is entirely up to that player (dynamics).
What happens when the player’s desired aesthetics and the mechanics don’t allow for the dynamics the player wants to use? This is where it falls on the DM to determine if the game can handle a little rule bending. In the Dungeon Master Guide’s introduction, it states “The D&D rules help you and the other players have a good time, but the rules aren’t in charge. You’re the DM, and you are in charge of the game…” However! It goes on to say, “The success of a D&D game hinges on your ability to entertain the other players at the game table.” What is a good way to approach this? Is it THE DM IS ALWAYS RIGHT, able to enforce their will on the players whenever it suits their need? Should the DM strictly enforce the rules and narrative of their planned story without the need to appease the players’ wants and desires?... well… The DM COULD do it, but it won’t be long before their players stop showing to game sessions. Just like the rules, without players, there is no game. Or as one notable professional DM and YouTuber once put it:
“The game you weave belongs to the players as much as yourself… so make sure to humor them every once in awhile by giving them a chance to be extraordinary" - Patrick "the Goddam DM" Tracy 10

Session 2: The Ethics of a Dungeon Master

So how does someone seek a balance between the rules and the players? Enter situational ethics. Situational ethics, first proposed by philosopher and first professor of ethics at Harvard Medical School, Joseph Fletcher,** is an attempt to seek a middle ground between two ethical schools of thought: Legalism and Antinomianism. In legalism, morality must come from a strict set of rules that must be obeyed at all times and cannot be deviated from or broken for any reason. Antinomianism, on the other hand, is the idea that there should be no rules, you should be able to do what you want, whenever you want (lawless society). 11
In D&D terms, "Fanatical Legalism" would be similar to what many DMs would characterize as "Lawful Stupid," where a certain player's character enforces harsh judgement without ever showing mercy to those who would break the law regardless of the circumstances… even to the detriment of the party… or that small band of orphans who were stealing food out of desperation…
Likewise, in D&D terms, "Fanatical Antinomianism" would be similar to what DMs would characterize as "Chaotic Stupid," where a player's character completely ignores consequences an action would bring and simply act according to their whims… even when it's an obvious trap… that has a 100 percent chance to damage not only your character, but the other players as well.
Fletcher's work states that the morally right thing to do depends on the situation and can change throughout the situation, but at the same time, there is a universal “moral law” on which to base our actions that he called "Agape" love. Derived from the Greek word of similar pronunciation, Fletcher sought to define Agape as a means to show love for your fellow human. In his book titled “Situational Ethics,” Fletcher states, "All laws, rules, principles, ideals and norms, are only contingent, only valid if they happen to serve love."12 Or to put it a different way, a desire to see your fellow human be happy is and should be the goal. It is not really a feeling, but an attitude to do what is best for others.
In terms of the D&D alignment chart, this would be easiest to define as whether someone is "Good" or "Evil." Whereas a “good character” is someone who acts for the betterment of others regardless of personal motivations, conversely an “evil character” acts out of their own self-interests regardless of how this action would affect others. Those that follow the concept of Agape would be “good characters.” Those that do not, would be evil.
This is where the so-called “Rule of Cool” comes into play. Mathew Mercer, an extremely acclaimed DM, comedian, and writer of D&D’s “Explorer’s Guide to Wild Mount,” and host of the show “Critical Roll,” defines the Rule of Cool as a trope in the D&D community that is “the willing suspension of disbelief for the sake of a cool moment.”13 It’s used in moments where the use of an certain object or action would be nearly impossible according to the mechanics of the game, but because it is a “cool dynamic,” the DM allows it. But what is “cool?” Is it a player that is normally too nervous to speak up being able to do something unique on time despite it being against the rules? Is it a player that has spent considerable time perfecting a skill and being able to perform a truly “epic task” (such as the jumping across barrels to effectively triple their movement distance)? Is it succeeding in persuading the main villain to befriend the party through a series of increasingly complex but successful rolls?
In all these situations listed above, there is a common theme that ties all the principles of what this paper is trying to address together in a simple phrase. As a DM, before making a ruling ask, "How will this decision affect the final enjoyment of all at the table?" Now a DM cannot give the players everything they want. Doing so cheapens the truly extraordinary moments. Finding the right balance can be difficult. That is why the flow chart above is suggested when trying to figure out whether it is a good time to “Remember the Rule of Cool.”
https://i.redd.it/f362ghdjlqf61.png

Session 3: “Well… You can Certainly Try”- Some Famous DM

Finally, we can discuss how the desire to make the most enjoyable experience for everyone at the table plays out using real-world examples and advice from some of the most well-known DMs in the business. Using the concept of Situational Ethics’ Agape, we can see how to work in the rule of cool using eight tips for Dungeon Masters.
Tip 1: It is advised to know your audience.
Not everything is as it seems, so be sure to pay attention to your players and look at them when you are describing the situation. Make note of how they react when tones or themes change. Remember those reasons people play games mentioned earlier? This is where those come into play. Additionally, while not something outright suggested, it is nevertheless important to take team dynamics into account.
The book “Four lenses unfolded” describes how various personality types can interact and work to solve problems. In it, the book describes four primary temperaments: Green (analytical), Blue (empathetic), Orange (adventurous), and Gold (goal oriented). Unlike most other personality tests, four lenses theory suggests that while we have a dominant personality at any given moment, other aspects of these personalities can manifest as well. Being able to draw on these aspects at will is the mark of a “mature” individual.14 As a DM/referee, coach, or manager, being able to do this and adapt to the needs of the players will take player engagement to the next level.
Tip 2: Establishing and Managing Expectations Early and Often, Works to Prevent Disappointment and Confusions
Mercer once put it this way, “Establish early on in your campaign how much of a level of crazy you're willing to allow. This allows for players to better understand what to try for and what not to try for.”15 Whether you are a teacher, referee, coach, parent, supervisor, or mentor, establishing expectations with those involved mitigates problems before they arise.
One of the main tools DM’s have for this is that is recommended by Mercer, as well as nearly every DM in existence on the internet, is the “Session Zero.” Session Zero is a term used to describe a session where no play occurs but instead rules that will be used and rules that will be ignored or bent is established. It also serves to establish a theme the players can expect from any campaign. Using the first chapter of the DMs guide will help considerably in establishing this. Additionally, one of the best guides for this is laid out by the DM YouTubers known as “the Dungeon Dudes” in their video titled, “How to Run a Session Zero for Dungeons and Dragons 5e.”16 But always keep Agape in mind throughout this process. In this step, it means actively listening to the players. The DM may want a gritty, tough, realistic, and challenging campaign. But if the players want a high fantasy power trip, some adjustments are going to need to be made to the campaign. Listening to players and changing the plans accordingly is not easy. It requires A LOT of humility and ego suppression. Especially when the DM has already designed how the game is going to go… which leads us to the next tip.
Tip 3: It is important to develop a healthy relationship with failure.
Celebrated author Orson Wells once wrote; “If you want a happy ending, that of course, is dependent of where you stop your story.”17 This applies to both the players and DM. There will be times when the DM is tempted to ignore the rules because the consequences seem dire. The player fails an athletics check trying to use a dynamic that had a high-risk, high-reward moment. Now the player’s character is doomed to fall several hundred feet down a ravine to what is likely certain doom in lava. But this isn’t the end. That player’s character is most likely dead, but their death could result in a moment of drama and tension for the players. It’s the very real chance of failure that encourages players to think critically about a situation and experience excitement and tension. Brennon Lee Mulligan, the DM of the D&D streaming show, “Dimension 20,” put it this way… “if you are not allowing for failure, you are essentially just telling a story,” and thus never actually playing a game (make-believe as Suits would put it). 18
Another thing to consider is that through failure, we can often find comedy as well as ways to encourage players to think critically and find new escapes, 19 at least according to the mind behind the “Replaying the Curse of Strahd” videos, Benjamin (Puffin Forest) Scott. Lastly, Mercer strongly advises that if a DM allows too many “rule of cool moments” to happen in succession, the weight of the moments and consistency of the game will be lost. 20
Players that are afraid to fail will not try. Mercer explains that “Most role play games are designed to forge a heroic story (showing feats of legend) so let the players try! Let them fail, and occasionally succeed!” This is where his catch phrase “you can certainly try” comes from. 21
Tip 4: Whenever Possible, Avoid Taking Things Personally
In his lecture on not talking things personally, soccer referee and public speaker, Frederik Imbo, explained there are two sides of a coin to keep in mind when trying not to take things personally: “It is not about you,” and “it is about you.” 22 Look at the other person’s intentions not just yours. With that in mind, it is okay to give yourself empathy and speak up. When someone seems upset with you, ask what are they hoping to get out of this releasing of emotions? Additionally, ensure that your pride isn’t preventing you from making the correct call. Yes I am talking about Ego again; it is that important! It is the DM’s world, but it is the players’ game. Without both, the world and the game, you do not have D&D.
D&D has a weird paradox of being both a story and a game. It has both a narrative as its core premise, but it is, in fact, also a multi-player game. Without at least two people you cannot really have much fun. DMs should make sure that everyone at the table enjoys themselves.
Tip 5: Mechanics are important precisely because they are a means of delivering impactful story moments.
Remember that rule of cool concept? Extraordinary moments don’t happen often, and this is by design of the mechanics of the game. Humans remember the novel and unique way more often than the mundane. Mundane things tend to blend into the background. It’s the unexpected moments that highlight the more impactful story moments, especially if that moment is tied to strong emotions.23
With that in mind, Mulligan suggests looking at where the players are putting their resources before deciding how to rule on a situation. Have they invested experience points/levels into a specific skill that is relevant to this situation instead of just something they can use in combat? If so, reward them for wanting to do something that is a part of the world you are creating together. 24
Tip 6: Discourage metagaming but allow it whenever possible.
Look for any and every excuse you can to give advantage on an arcana check by setting the DC low (10 or higher). If the player succeeds, they can use what they know… they are going to anyway, but at least then they can talk about it with the other players.
According to the DM guide Chapter 8, metagame thinking means “thinking about the game as a game,” Examples would be thinking “the DM wouldn’t throw such a powerful monster at us so early in the game, so we will surely be saved and not have to take this fight seriously,” or “the DM spent A LOT of time describing that door… maybe we should search it again!” 25
The problem with metagaming isn’t really about what advantage the players are getting in the game. The problem is that manipulation of the dynamics, when used to extremes, can spoil the plot line of the cumulative story being told. This can lessen the drama and tension elements resulting in decreased enjoyment of those involved. Additionally, it can create a dynamic where the DM is constantly having to escalate encounters to challenge the player, encouraging a potentially toxic “DM vs player” mentality.
For instance, how would a street orphan barbarian with no formal education and a wisdom of …let’s say very low…be able to know that liches phylactery is the source of their power. The solution here depends on why the players are playing this specific game. Is it the narrative of the story? Is it discovery? If these aren’t anywhere close to the reasons these players came to the game table in the first place, the narrative is not going to take as much of a factor into decisions. Metagaming in this instance isn’t going to be much of a problem.
Tip 7: Keep in mind, the ending is “A” destination, but the story is about how you get there.
A DM may hold off the extra cool moments for the final parts of the game, keeping their players in complete darkness and grit the entire way. However, without at least some levity along the way, some “water for the weary travelers,” as Mercer put it, they may not make it to the end.26 So, do not be afraid to relax the rules from time to time to give them those cool moments, but do so sparingly lest the destination lose its luster as well. Always keep in mind it’s about the enjoyment of crafting and playing in the world together that makes this, or really any game, fun.
Tip 8: When all else fails… take a break and have the Tarrasque attack the party.
When all else fails, roll two D-20s out of players’ views… fake a worried expression… role a D-100 (also out of player’s view) look over the score concerned as you pour through your notes… then explain sorrowfully… “I’m sorry… The Tarrasque has risen and has attacked the party. Everyone roll initiative.” This is actual advice from the DM manual. It is right under “faking illness and running away.”27 The point is this: never be afraid to pause or call a game when it’s over or needed.
Maybe something incredibly uncomfortable for a player has happened. Maybe the DM has reached the end of what they were able to prepare for that session. Perhaps everyone is hungry or needs a bathroom break. Maybe the entire table has gotten to a point where no one can agree on anything and team dynamics are breaking down. That game world will always be there… but your friends won’t. Cherish that moment and make as many good moments as possible. Additionally, taking breaks both in-game and in the real world allow for quiet moments. These allow for the greater moments to shine through and the players will enjoy their experience more.
https://i.redd.it/1ncu361zlqf61.png
The graphic above serves to summarize the eight tips above and show their relationship with the narrative, enjoyment, and the rules when put in the context of situational ethics. From this graph, the relationship between the eight tips and how they play into the narrative, enjoyment, and rules of the game can be seen. Each of the tips can influence many parts of the game but they are intended to primarily influence the aspect of the game they are adjacent to. “Knowing the players” should influence the narrative and what kind of enjoyment the players receive. What mechanics are used to enable the game is causally related to how the rules are used and so on. Please note that Agape is at the center as, with every decision a DM makes, considering what is best for the players should be central to the experience of any game.
The Epic Conclusion
Through crafting a game-world together with your players, a DM has the potential to tap into one of the greatest traditions humanity has: camaraderie with friends. At the end of the day, these players are your friends, or at the very least your fellow human beings. As such, you should want what is best for them. Through trials, hardships, and drama, we get to put the punctuation on the moments of excitement, joy, happiness, and bliss. It is okay if the player does not get exactly what they want, so long as they still had enjoyment. This is because getting everything we expect is sometimes boring. However, always keep in mind that at the end of the day, games are about having fun. How that happens is up to the players, the DM, and whether the rules were used to enhance the experience or not. It’s possible to find that balance by asking these questions in order: “How will this decision affect: the final enjoyment of all at the table? the narrative? the rules in the future?”
1 Huizinga, Johan . "Homo Ludens". Routledge & Kegan Paul Ltd. (1980), pp. 1., accessed January 19, 2021. http://art.yale.edu/file_columns/0000/1474/ homoludens_johan_huizinga_routledge_1949.pdf
2 Suits, Bernard, “The Grasshopper: Games, Life and Utopia,” Broadview Press. Ed. 3. (November 29, 2005): 54–55. Accessed December 31, 2020. https://www.goodreads.com/book/show/803547.The_Grasshopper
3 The Game Overanalyzer, The Aesthetics of Play | Why We Play Games, and the Search for Truth and Beauty in Game Design. The Game Overanalyzer. (January 11, 2020), accessed 6 January 2021. Video 18:44. https://youtu.be/lONsZwjVDzg
4 Hunicke, Robin, Marc LeBlanc, and Robert Zubek. "MDA: A formal approach to game design and game research." Proceedings of the AAAI Workshop on Challenges in Game AI, vol. 4, no. 1, p. 1722. (2004). Accessed January 11, 2020 https://www.aaai.org/Papers/Workshops/2004/WS-04-04/WS04-04-001.pdf
5 Portnow, James; Floyd, Daniel; Aesthetics of Play- Redefining Genres in Gaming. Extra Credits; (October 17, 2012), Video 9:13. Accessed December 30, 2020. https://www.youtube.com/watch?v=uepAJ-rqJKA&list=PL3N9QD4_yI-BlnwWUL8hhjpKgqRul3xAa&index=11
6 Suits, Bernard. “Discussion: Games and Paradox.” Chicago University Press. Philosophy of Science Association Journal, Vol 36, no. 3 (September 1, 1969). pg 316–.321. Accessed December 30, 2020. https://www.jstor.org/stable/186226
7 Suits, Bernard. “Discussion: Games and Paradox (1969)
8 Myers, David. “Game as Paradox: A Rebuttal of Suits.” Journal of the philosophy of Sport 39, no. 1 (May 1, 2012). Accessed December 30, 2020. https://search-ebscohost-com.ezproxy2.apus.edu/login.aspx?direct=true&AuthType=ip&db=s3h&AN=87342252&site=ehost-live&scope=site.
9 Juul, Jesper. "Half-Real: Video Games between Real Rules and Fictional Worlds", MIT Press, (Aug 19, 2011) pp.57-59
10 Tracy, Patrick. DM Tips: The Rule of Cool. Fantasy Bango. (October 20, 2017). Accessed December 30, 2020. Video 2:23 https://www.youtube.com/watch?v=x8aAIFalx6s
11 Fletcher, Joseph F. Situation Ethics: The New Morality. Westminster John Knox Press, (1997). Page 17-26 (accessed January 20, 2021) http://bit.ly/Googlescholar_SItuational_Ethics
**Please note that just because Fletcher’s Situational Ethics is used prominently, this is not an endorsement of all his views. Fletcher’s work has been used to justify terrible atrocities, such as eugenics, this should serve to point out that any philosophy taken to extremes can lead to terrible outcomes
12 Fletcher, Joseph F. Situation Ethics: The New Morality. (1997)
13 Mercer, Matthew. The Rule of Cool! (Game Master Tips). Geek & Sundry. (February 16, 2016). Accessed December 30, 2020. Video. 5:52 https://youtu.be/fWZDuFIYkf0
14 Bryce, Nathan K., “Four Lenses Unfolded: A Deeper Understanding of Temperament Values,” Insight; (January 29, 2002,).
15 Mercer, Matthew. The Rule of Cool! (Game Master Tips). (2016).
16 McLaughlin, Kelly; Martin, Monty. "How to Run a Session Zero for Dungeons and Dragons 5e". Dungeon Dudes. (September 3, 2020), Accessed 12 30, 2020. Video. https://youtu.be/2MA-z5Ai-bQ
17 Wells, Orson, "The Big Brass Ring." Santa Teresa Press (1987, January 1) 1-148
18 Mulligan, Brennan; Scott, Benjamin. “Animating Your Table (with Benjamin Scott) | Adventuring Academy Season 2 | Ep. 16 |” Adventuring Academy. Dimension (2020, December 28). Accessed December 30, 2020. Video 1:24:18 https://www.youtube.com/watch?v=4IbVxEKpipo
19 Mulligan, Brennan; Scott, Benjamin. “Animating Your Table (with Benjamin Scott) (2020)
20 Mercer, Matthew. The Rule of Cool! (Game Master Tips). (2016)..
21 Mercer, Matthew. The Rule of Cool! (Game Master Tips). (2016)
22 Imbo, Frederik, "How not to take things personally? | Frederik Imbo | TEDxMechelen" TEDx Talks; (March 4, 2020) accessed 10 Jan 2021, video 17:36 https://www.youtube.com/watch?v=LnJwH_PZXnM&t=381s
23 Kensinger, Elizabeth. Remembering the Details: Effects of Emotion. US National Library of Medicine National Institutes of Health. (May 4, 2009) Accessed 2021, January 30 https://www.ncbi.nlm.nih.gov/pmc/articles/PMC2676782/
24 Mulligan, Brennan; Scott, Benjamin. “Animating Your Table (with Benjamin Scott) (2020)
25 Mearls, Mike, and Jeremy Crawford. "Dungeons Master's guide". Renton, WA: Wizards of the Coast. (2014) accessed 29 January 2021 https://www.dndbeyond.com/sources/dmg/running-the-game#MetagameThinking
26 Mulligan, Brennan; Mercer, Matthew. Building Your Own Campaign Setting (with Matthew Mercer) | Adventuring Academy. Dimension 20. (2019, April 3) Accessed December 30, 2020. Video 57:01 https://www.youtube.com/watch?v=sig8X_kojco&t=2867s
27 Mearls, Mike, and Jeremy Crawford. "Dungeons Master's guide". Renton, WA: Wizards of the Coast. (2014)-accessed 20 January 2021. https://www.dndbeyond.com/sources/dmg
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How do you want to do this? A Discussion on Selective Rule Enforcement

Hello folks,
For my research analysis and writing class my professor let me pick any topic I want. (her mistake) So for my final term paper I chose to come up with a method of determining a guide to the use of the "rule of cool." I got a A on the paper so I figured I'd share it with you fine folks as well. It is rather lengthy so I've included the abstract first. The 8 tips for dungeon masters is near the end (third session), the first and second parts deal more with the philosophical and ethics of games. So, if situational ethics and a discussion on the Mechanics, Dynamics, and Aesthetics of Play are of use for you, be my guess.
I am a relatively new DM so I spent a long time researching and trying to absorb what would make me a "good DM". With that cavate please keep in mind I know next to nothing compared to a vast majority of the DMs here. I can think of no place better to have this paper peer-reviewed, picked apart and "rebutalled" to death than here. If you feel offended, challenged, or angry reading this... Please understand I am a moron borrowing the works and words of far smarter people. If you feel that "this is the WAY" again... I am a moron... so ... with out further ado..

Abstract:

The choice to be a stringent rule-follower without leniency using fanatical legalism in a game can be a source of contention between someone acting as a referee and/or “Game Master” and players of a game. Likewise, to approach games with a sense of fanatical antinomianism, or to completely ignore the rules and simply let players do whatever they want, tends to offer no challenge, and or reason to play that specific game. Using ethical theory frameworks such as situational ethics, natural law, and utilitarianism this paper seeks find the philosophical principles of what moments are acceptable and actually beneficial to bend the rules of a game. As such, it is important to define games, briefly discuss why games are played, and roles rules have on games. The game Dungeons and Dragons 5th edition will be used as the principal example. With “rule for rules” established, seven tips on how to implement it this rule using advice and guidance from some of the most well known “Dungeon Masters” in the modern era will be provided.
Much of this paper relies on the works of Joseph Fletcher, Sheila Murphy; Benard Suits, Robin Hunicke, Marc LeBlanc, and Robert Zubek for the ethical and philosophical discussions around games. For the practical advice, it relies primarily on the works of Matthew Mercer, Brennan Lee Mulligan, Benjamin Scott, Patrick Tracy, Kelly Mclaughlin and Monty Martin.
Players are your friends, or at the very least your fellow human beings. As such, seek out what is best for them. Games are about many things but principally about enjoyment. It’s okay if the player does not get exactly what they want, so long as they still had enjoyment. How it happens is up to the players, the one running the game, and whether the rules were used to enhance the experience or not. It’s possible to find that balance by asking these questions in order: “How will this decision affect: the final enjoyment of all at the table? the narrative? the rules in the future?”

**“Once upon a time, around a table…”

A man behind a cardboard screen sits across from a woman wearing a funny hat. He is frantically reading through the pages of the various books at his disposal. He finds the reference he is looking for, but it is not clear. “It is technically against the rules, it is barely within the realm of possibility, but the idea is so creative…” the man murmurs to himself. Exasperated, the man smiles a crooked grin and explains, “Well you can certainly try… give me an acrobatics check.” The woman throws a piece of plastic resin on to the table. The dice reads, “18.” The man sighs and then laments, “fine… how do you want to do this?” The table erupts in cheers, as high-fives are given from the others around the table. The woman adjusts her hat, as she gleefully explains how her character will use the momentum of several falling barrels to move across the map in a single turn without having to use all her character’s movement.
As a “Dungeon Master” (DM) for the tabletop role playing game, Dungeons and Dragons (D&D), I can say without a doubt that many DMs have encountered extremely similar events as the one described above. The choice to be a stringent rule-follower without leniency can be a source of much resentment between the DM and the players around the table. Likewise, to completely ignore the rules and simply let players do whatever they want offers no challenge, no reason to play. In terms of D&D rule enforcement, as is with many events in life, the choice of always being either a “Harsh Disciplinarian” or the lenient, “Laissez Faire Guide” is a false dichotomy. Instead, seeking balance between the two choices based first on the overall needs of the players, second on the needs of the story, and third on requirements and rules of the game should be the norm.

Session 1: What is the Relationship between, Players, Games and Rules?

The 19th century philosopher and founder of modern cultural history, John Hughes once wrote, “Play is older than culture, for culture, however inadvertently defined, always presupposes human society and animals have not waited for man to teach them their playing.” 1 Why do humans play? Is it instinctual? Bernard Suits was a Distinguished Emeritus Professor of Philosophy for the University of Waterloo and his essays are in part responsible for the field of philosophy of games in the late 20th century. In his book, “The Grasshopper: Games, Life and Utopia,” Suits’ book uses Aesop’s fable about the grasshopper to argue that play is what we would do in a perfect civilization. He believed that in a world devoid of work, humans would still seek out challenges through play, suggesting that it is human nature to challenge ourselves.2 But is that the only reason someone plays a game?
One YouTuber opined that “In a practical sense, games facilitate systemic thinking by getting us to view abstractions, but also engender creativity by getting us to play.”3 If true, these are essential tools for humanity to function as an intelligent race. This makes sense from an evolutionary level as to why humanity would develop play, but is there more to it than “games encourage outside the box thinking?”
The landmark paper titled, “MDA: A formal approach to game design and game research” is one of the earliest attempts to formalize the field of video game design theory and it is fundamental to how modern game designers look at these systems. It serves to define the importance of mechanic, dynamics, and aesthetics of play and is instrumental to helping understand what players will expect out of a game. We will discuss more about dynamics and mechanics later, but first let us focus on aesthetics.
Aesthetics of Play Defined
Term Definition Examples
Sense Pleasure Enjoyment derived from how it stimulates the senses The visuals of a game, sound, and music, feel of the dice, etc.
Fantasy Enjoyment derived from the ability to step into a role that cannot be experienced in real life Playing a game as a magic wielding sorcerer or rocks in the far flung reaches of outer space
Narrative Enjoyment derived from game as drama, it is about the stories and experience gained Heavily story driven games such as Last of Us, Dungeons and Dragons, Final Fantasy
Challenge Enjoyment derived from overcoming an arbitrary obstacle Platformers like Mario, or even drinking games like beer pong, or corn hole; social games like charades, etc.
Fellowship Enjoyment from working cooperatively as a group to accomplish a goal Team based or social games such as Among Us, the card game Spades; save the world mode on Fortnite
Competition Enjoyment from showing dominance Chess or Go, Battle royal games such as Fortnite or PubG or Call of Duty; Fallguys; darts Poker; Uno, Killer bunnies or Magic the Gathering;
Discovery Enjoyment from uncovering the new or discovering news ways to play a game. These can range from searching to find things to choose your own adventure Minecraft; Zelda Breath of the Wild; simple matching games; the board game Betrayal at the House on the Hill; or games like Fable; Dragon Age Inquisition; or Mass effect
Expression Enjoyment from showing an aspect of one’s self; or games that allow full customization of characters Creation games like Minecraft; role play games like fallout 4; world of warcraft or Fortnite
Submission (aka Abnegation) Enjoyment from being able to “turn of the brain; and tune out the world” or what is also known as zone out factor. Bejeweled; candy crush; the lever-pull games at casinos, solitaire, etc.
(Source: Portnow & Floyd, October 2012)5
Aesthetics are things like sense pleasure, fantasy, the narrative of the story, challenge, fellowship, discovery, expression, and something called submission.4 There is an additional aesthetic that most game designers also consider when designing games termed as “competition”.5 These are all reasons people play games and it is important to keep all these in mind when acting as a DM.
The table above works to define these terms more appropriately and makes it easier to reference later. The reasons a player may want to play a game vary and change over time. If a DM can understand their players’ goals (i.e., what the player hopes to get out of the game) the DM will be able to understand why someone might want to perform a certain action, play a game, or want to ignore a certain rule in the first place.
On that note, what are rules in games? Think about it… Games are weird… well I should say the act of playing a game… is weird. Suits once wrote in his article, for the “Philosophy of Science Association Journal,” "To play a game is to engage in activity directed towards bringing about a specific state of affairs, using only means permitted by rules, where the rules prohibit more efficient [means] in favor of less efficient means, and where such rules are accepted just because they make possible such activity."6 In other words, to play a game we create rules that prevent us from achieving a goal through the easiest means available. Instead, we make something more difficult and we play a game. For instance, in basketball, it would be far easier to simply carry the ball all the way to the basket instead of dribbling it.
In D&D, there is a similar activity to dribbling. It is called a “dice roll.” It is something that players must make to see if they succeed or fail at a task. The player rolls a 20-sided die and tries to get above a certain score to succeed. Players can roll normal, with advantage, or with disadvantage. Rolling with advantage allows the player to roll the D-20 (the 20-sided die) twice and use the higher number. Rolling with disadvantage also has the player roll the D-20 twice, but they must take the lower number rolled instead. It introduces a chance of randomness, and players will find any excuse they can to avoid having to make a roll with "disadvantage." In his book, The Grasshopper, Suits argues that we do this because it is the act of overcoming that limitation that we find enjoyment. By taking on these restrictions and accepting these limitations, we take on what he coins as a "lusory attitude" which allows us to play the game as it is meant to be played.
Suits would argue that by not playing the game according to the rules as written, the player would have only achieved a “quasi-victory” not really worthy of achievement. He also goes on to say that even the act of “failing to win the game by virtue of losing it implies an achievement, in the sense that the activity in question -- playing the game -- has been successfully, even though not victoriously, complete.”7 So, according to Suits, it’s better to follow the rules of the game and loose than to not follow the rules and win. It’s important to point out that the aesthetics of play had not yet been defined and Suits’ work mainly focused on the “challenge” aspect of play. This is where many sports and game philosophers begin to find fault with Suits. In the “Journal of Philosophy of Sport,” a rebuttal of Suits’ work by David Myers asks, “What if the goal of the player isn't to follow the rules or even play the game?”8 For instance, what happens if the player is motivated by competition and doesn’t care about rules so long as “they win?” While an extreme example, this paradox isn’t out of the realm of possibility. Therefore, focusing on just the challenge aesthetic of game play and simply playing the game “rules as written” can lead to a disconnect between what the player desires and the game itself.
Jesper Juul, an Associate Professor in the School of Design at the Royal Danish Academy of Fine Arts, wrote in his textbook on video game design, “Rules specify limitations and affordances. They prohibit players from performing actions such as making jewelry out of dice, but they also add meaning to the allowed actions, and this affords players meaningful actions that were not otherwise available; rules give games structure”9 Basically, without rules we cannot even have play. However, if the player ignores the rules that player won’t be able to enjoy the full experience of the game, because the rules both afford the opportunity to enjoy the game and provide the obstacles in the first place.
How the rules affect actual game play is where Mechanics and Dynamics come into play. (See, I told you we would get back to it eventually.) Mechanics are the rules and systems that govern chance to create the game we experience. Dynamics are how those rules come together to govern the strategies of that game. In D&D, an example of mechanics is how a player would have to roll a 20-sided dice to see if an action would succeed. Dynamics are the actions the player takes to manipulate the situation and give themselves advantage in the roll. Some examples of this are using a spell caster’s familiar, flanking an enemy in combat, using the bend luck trait, or lucky feat. This is akin to how the rules of poker dictate that bluffing is allowed (mechanics); but how the bluffing player conceals their tells and bets is entirely up to that player (dynamics).
What happens when the player’s desired aesthetics and the mechanics don’t allow for the dynamics the player wants to use? This is where it falls on the DM to determine if the game can handle a little rule bending. In the Dungeon Master Guide’s introduction, it states “The D&D rules help you and the other players have a good time, but the rules aren’t in charge. You’re the DM, and you are in charge of the game…” However! It goes on to say, “The success of a D&D game hinges on your ability to entertain the other players at the game table.” What is a good way to approach this? Is it THE DM IS ALWAYS RIGHT, able to enforce their will on the players whenever it suits their need? Should the DM strictly enforce the rules and narrative of their planned story without the need to appease the players’ wants and desires?... well… The DM COULD do it, but it won’t be long before their players stop showing to game sessions. Just like the rules, without players, there is no game. Or as one notable professional DM and YouTuber once put it:
“The game you weave belongs to the players as much as yourself… so make sure to humor them every once in awhile by giving them a chance to be extraordinary" - Patrick "the Goddam DM" Tracy 10

Session 2: The Ethics of a Dungeon Master

So how does someone seek a balance between the rules and the players? Enter situational ethics. Situational ethics, first proposed by philosopher and first professor of ethics at Harvard Medical School, Joseph Fletcher,** is an attempt to seek a middle ground between two ethical schools of thought: Legalism and Antinomianism. In legalism, morality must come from a strict set of rules that must be obeyed at all times and cannot be deviated from or broken for any reason. Antinomianism, on the other hand, is the idea that there should be no rules, you should be able to do what you want, whenever you want (lawless society). 11
In D&D terms, "Fanatical Legalism" would be similar to what many DMs would characterize as "Lawful Stupid," where a certain player's character enforces harsh judgement without ever showing mercy to those who would break the law regardless of the circumstances… even to the detriment of the party… or that small band of orphans who were stealing food out of desperation…
Likewise, in D&D terms, "Fanatical Antinomianism" would be similar to what DMs would characterize as "Chaotic Stupid," where a player's character completely ignores consequences an action would bring and simply act according to their whims… even when it's an obvious trap… that has a 100 percent chance to damage not only your character, but the other players as well.
Fletcher's work states that the morally right thing to do depends on the situation and can change throughout the situation, but at the same time, there is a universal “moral law” on which to base our actions that he called "Agape" love. Derived from the Greek word of similar pronunciation, Fletcher sought to define Agape as a means to show love for your fellow human. In his book titled “Situational Ethics,” Fletcher states, "All laws, rules, principles, ideals and norms, are only contingent, only valid if they happen to serve love."12 Or to put it a different way, a desire to see your fellow human be happy is and should be the goal. It is not really a feeling, but an attitude to do what is best for others.
In terms of the D&D alignment chart, this would be easiest to define as whether someone is "Good" or "Evil." Whereas a “good character” is someone who acts for the betterment of others regardless of personal motivations, conversely an “evil character” acts out of their own self-interests regardless of how this action would affect others. Those that follow the concept of Agape would be “good characters.” Those that do not, would be evil.
This is where the so-called “Rule of Cool” comes into play. Mathew Mercer, an extremely acclaimed DM, comedian, and writer of D&D’s “Explorer’s Guide to Wild Mount,” and host of the show “Critical Roll,” defines the Rule of Cool as a trope in the D&D community that is “the willing suspension of disbelief for the sake of a cool moment.”13 It’s used in moments where the use of an certain object or action would be nearly impossible according to the mechanics of the game, but because it is a “cool dynamic,” the DM allows it. But what is “cool?” Is it a player that is normally too nervous to speak up being able to do something unique on time despite it being against the rules? Is it a player that has spent considerable time perfecting a skill and being able to perform a truly “epic task” (such as the jumping across barrels to effectively triple their movement distance)? Is it succeeding in persuading the main villain to befriend the party through a series of increasingly complex but successful rolls?
In all these situations listed above, there is a common theme that ties all the principles of what this paper is trying to address together in a simple phrase. As a DM, before making a ruling ask, "How will this decision affect the final enjoyment of all at the table?" Now a DM cannot give the players everything they want. Doing so cheapens the truly extraordinary moments. Finding the right balance can be difficult. That is why the flow chart above is suggested when trying to figure out whether it is a good time to “Remember the Rule of Cool.”
https://i.redd.it/f362ghdjlqf61.png

Session 3: “Well… You can Certainly Try”- Some Famous DM

Finally, we can discuss how the desire to make the most enjoyable experience for everyone at the table plays out using real-world examples and advice from some of the most well-known DMs in the business. Using the concept of Situational Ethics’ Agape, we can see how to work in the rule of cool using eight tips for Dungeon Masters.
Tip 1: It is advised to know your audience.
Not everything is as it seems, so be sure to pay attention to your players and look at them when you are describing the situation. Make note of how they react when tones or themes change. Remember those reasons people play games mentioned earlier? This is where those come into play. Additionally, while not something outright suggested, it is nevertheless important to take team dynamics into account.
The book “Four lenses unfolded” describes how various personality types can interact and work to solve problems. In it, the book describes four primary temperaments: Green (analytical), Blue (empathetic), Orange (adventurous), and Gold (goal oriented). Unlike most other personality tests, four lenses theory suggests that while we have a dominant personality at any given moment, other aspects of these personalities can manifest as well. Being able to draw on these aspects at will is the mark of a “mature” individual.14 As a DM/referee, coach, or manager, being able to do this and adapt to the needs of the players will take player engagement to the next level.
Tip 2: Establishing and Managing Expectations Early and Often, Works to Prevent Disappointment and Confusions
Mercer once put it this way, “Establish early on in your campaign how much of a level of crazy you're willing to allow. This allows for players to better understand what to try for and what not to try for.”15 Whether you are a teacher, referee, coach, parent, supervisor, or mentor, establishing expectations with those involved mitigates problems before they arise.
One of the main tools DM’s have for this is that is recommended by Mercer, as well as nearly every DM in existence on the internet, is the “Session Zero.” Session Zero is a term used to describe a session where no play occurs but instead rules that will be used and rules that will be ignored or bent is established. It also serves to establish a theme the players can expect from any campaign. Using the first chapter of the DMs guide will help considerably in establishing this. Additionally, one of the best guides for this is laid out by the DM YouTubers known as “the Dungeon Dudes” in their video titled, “How to Run a Session Zero for Dungeons and Dragons 5e.”16 But always keep Agape in mind throughout this process. In this step, it means actively listening to the players. The DM may want a gritty, tough, realistic, and challenging campaign. But if the players want a high fantasy power trip, some adjustments are going to need to be made to the campaign. Listening to players and changing the plans accordingly is not easy. It requires A LOT of humility and ego suppression. Especially when the DM has already designed how the game is going to go… which leads us to the next tip.
Tip 3: It is important to develop a healthy relationship with failure.
Celebrated author Orson Wells once wrote; “If you want a happy ending, that of course, is dependent of where you stop your story.”17 This applies to both the players and DM. There will be times when the DM is tempted to ignore the rules because the consequences seem dire. The player fails an athletics check trying to use a dynamic that had a high-risk, high-reward moment. Now the player’s character is doomed to fall several hundred feet down a ravine to what is likely certain doom in lava. But this isn’t the end. That player’s character is most likely dead, but their death could result in a moment of drama and tension for the players. It’s the very real chance of failure that encourages players to think critically about a situation and experience excitement and tension. Brennon Lee Mulligan, the DM of the D&D streaming show, “Dimension 20,” put it this way… “if you are not allowing for failure, you are essentially just telling a story,” and thus never actually playing a game (make-believe as Suits would put it). 18
Another thing to consider is that through failure, we can often find comedy as well as ways to encourage players to think critically and find new escapes, 19 at least according to the mind behind the “Replaying the Curse of Strahd” videos, Benjamin (Puffin Forest) Scott. Lastly, Mercer strongly advises that if a DM allows too many “rule of cool moments” to happen in succession, the weight of the moments and consistency of the game will be lost. 20
Players that are afraid to fail will not try. Mercer explains that “Most role play games are designed to forge a heroic story (showing feats of legend) so let the players try! Let them fail, and occasionally succeed!” This is where his catch phrase “you can certainly try” comes from. 21
Tip 4: Whenever Possible, Avoid Taking Things Personally
In his lecture on not talking things personally, soccer referee and public speaker, Frederik Imbo, explained there are two sides of a coin to keep in mind when trying not to take things personally: “It is not about you,” and “it is about you.” 22 Look at the other person’s intentions not just yours. With that in mind, it is okay to give yourself empathy and speak up. When someone seems upset with you, ask what are they hoping to get out of this releasing of emotions? Additionally, ensure that your pride isn’t preventing you from making the correct call. Yes I am talking about Ego again; it is that important! It is the DM’s world, but it is the players’ game. Without both, the world and the game, you do not have D&D.
D&D has a weird paradox of being both a story and a game. It has both a narrative as its core premise, but it is, in fact, also a multi-player game. Without at least two people you cannot really have much fun. DMs should make sure that everyone at the table enjoys themselves. Tip 5: Mechanics are important precisely because they are a means of delivering impactful story moments.
Remember that rule of cool concept? Extraordinary moments don’t happen often, and this is by design of the mechanics of the game. Humans remember the novel and unique way more often than the mundane. Mundane things tend to blend into the background. It’s the unexpected moments that highlight the more impactful story moments, especially if that moment is tied to strong emotions.23
With that in mind, Mulligan suggests looking at where the players are putting their resources before deciding how to rule on a situation. Have they invested experience points/levels into a specific skill that is relevant to this situation instead of just something they can use in combat? If so, reward them for wanting to do something that is a part of the world you are creating together. 24
Tip 6: Discourage metagaming but allow it whenever possible.
Look for any and every excuse you can to give advantage on an arcana check by setting the DC low (10 or higher). If the player succeeds, they can use what they know… they are going to anyway, but at least then they can talk about it with the other players.
According to the DM guide Chapter 8, metagame thinking means “thinking about the game as a game,” Examples would be thinking “the DM wouldn’t throw such a powerful monster at us so early in the game, so we will surely be saved and not have to take this fight seriously,” or “the DM spent A LOT of time describing that door… maybe we should search it again!” 25
The problem with metagaming isn’t really about what advantage the players are getting in the game. The problem is that manipulation of the dynamics, when used to extremes, can spoil the plot line of the cumulative story being told. This can lessen the drama and tension elements resulting in decreased enjoyment of those involved. Additionally, it can create a dynamic where the DM is constantly having to escalate encounters to challenge the player, encouraging a potentially toxic “DM vs player” mentality.
For instance, how would a street orphan barbarian with no formal education and a wisdom of …let’s say very low…be able to know that liches phylactery is the source of their power. The solution here depends on why the players are playing this specific game. Is it the narrative of the story? Is it discovery? If these aren’t anywhere close to the reasons these players came to the game table in the first place, the narrative is not going to take as much of a factor into decisions. Metagaming in this instance isn’t going to be much of a problem.
Tip 7: Keep in mind, the ending is “A” destination, but the story is about how you get there.
A DM may hold off the extra cool moments for the final parts of the game, keeping their players in complete darkness and grit the entire way. However, without at least some levity along the way, some “water for the weary travelers,” as Mercer put it, they may not make it to the end.26 So, do not be afraid to relax the rules from time to time to give them those cool moments, but do so sparingly lest the destination lose its luster as well. Always keep in mind it’s about the enjoyment of crafting and playing in the world together that makes this, or really any game, fun.
*Tip 8: When all else fails… take a break and have the Tarrasque attack the party. *
When all else fails, roll two D-20s out of players’ views… fake a worried expression… role a D-100 (also out of player’s view) look over the score concerned as you pour through your notes… then explain sorrowfully… “I’m sorry… The Tarrasque has risen and has attacked the party. Everyone roll initiative.” This is actual advice from the DM manual. It is right under “faking illness and running away.”27 The point is this: never be afraid to pause or call a game when it’s over or needed.
Maybe something incredibly uncomfortable for a player has happened. Maybe the DM has reached the end of what they were able to prepare for that session. Perhaps everyone is hungry or needs a bathroom break. Maybe the entire table has gotten to a point where no one can agree on anything and team dynamics are breaking down. That game world will always be there… but your friends won’t. Cherish that moment and make as many good moments as possible. Additionally, taking breaks both in-game and in the real world allow for quiet moments. These allow for the greater moments to shine through and the players will enjoy their experience more.
https://i.redd.it/1ncu361zlqf61.png
The graphic above serves to summarize the eight tips above and show their relationship with the narrative, enjoyment, and the rules when put in the context of situational ethics. From this graph, the relationship between the eight tips and how they play into the narrative, enjoyment, and rules of the game can be seen. Each of the tips can influence many parts of the game but they are intended to primarily influence the aspect of the game they are adjacent to. “Knowing the players” should influence the narrative and what kind of enjoyment the players receive. What mechanics are used to enable the game is causally related to how the rules are used and so on. Please note that Agape is at the center as, with every decision a DM makes, considering what is best for the players should be central to the experience of any game.
The Epic Conclusion
Through crafting a game-world together with your players, a DM has the potential to tap into one of the greatest traditions humanity has: camaraderie with friends. At the end of the day, these players are your friends, or at the very least your fellow human beings. As such, you should want what is best for them. Through trials, hardships, and drama, we get to put the punctuation on the moments of excitement, joy, happiness, and bliss. It is okay if the player does not get exactly what they want, so long as they still had enjoyment. This is because getting everything we expect is sometimes boring. However, always keep in mind that at the end of the day, games are about having fun. How that happens is up to the players, the DM, and whether the rules were used to enhance the experience or not. It’s possible to find that balance by asking these questions in order: “How will this decision affect: the final enjoyment of all at the table? the narrative? the rules in the future?”
1 Huizinga, Johan . "Homo Ludens". Routledge & Kegan Paul Ltd. (1980), pp. 1., accessed January 19, 2021. http://art.yale.edu/file_columns/0000/1474/ homoludens_johan_huizinga_routledge_1949.pdf
2 Suits, Bernard, “The Grasshopper: Games, Life and Utopia,” Broadview Press. Ed. 3. (November 29, 2005): 54–55. Accessed December 31, 2020. https://www.goodreads.com/book/show/803547.The_Grasshopper
3 The Game Overanalyzer, The Aesthetics of Play | Why We Play Games, and the Search for Truth and Beauty in Game Design. The Game Overanalyzer. (January 11, 2020), accessed 6 January 2021. Video 18:44. https://youtu.be/lONsZwjVDzg
4 Hunicke, Robin, Marc LeBlanc, and Robert Zubek. "MDA: A formal approach to game design and game research." Proceedings of the AAAI Workshop on Challenges in Game AI, vol. 4, no. 1, p. 1722. (2004). Accessed January 11, 2020 https://www.aaai.org/Papers/Workshops/2004/WS-04-04/WS04-04-001.pdf
5 Portnow, James; Floyd, Daniel; Aesthetics of Play- Redefining Genres in Gaming. Extra Credits; (October 17, 2012), Video 9:13. Accessed December 30, 2020. https://www.youtube.com/watch?v=uepAJ-rqJKA&list=PL3N9QD4_yI-BlnwWUL8hhjpKgqRul3xAa&index=11
6 Suits, Bernard. “Discussion: Games and Paradox.” Chicago University Press. Philosophy of Science Association Journal, Vol 36, no. 3 (September 1, 1969). pg 316–.321. Accessed December 30, 2020. https://www.jstor.org/stable/186226
7 Suits, Bernard. “Discussion: Games and Paradox (1969)
8 Myers, David. “Game as Paradox: A Rebuttal of Suits.” Journal of the philosophy of Sport 39, no. 1 (May 1, 2012). Accessed December 30, 2020. https://search-ebscohost-com.ezproxy2.apus.edu/login.aspx?direct=true&AuthType=ip&db=s3h&AN=87342252&site=ehost-live&scope=site.
9 Juul, Jesper. "Half-Real: Video Games between Real Rules and Fictional Worlds", MIT Press, (Aug 19, 2011) pp.57-59
10 Tracy, Patrick. DM Tips: The Rule of Cool. Fantasy Bango. (October 20, 2017). Accessed December 30, 2020. Video 2:23 https://www.youtube.com/watch?v=x8aAIFalx6s
11 Fletcher, Joseph F. Situation Ethics: The New Morality. Westminster John Knox Press, (1997). Page 17-26 (accessed January 20, 2021) http://bit.ly/Googlescholar_SItuational_Ethics
**Please note that just because Fletcher’s Situational Ethics is used prominently, this is not an endorsement of all his views. Fletcher’s work has been used to justify terrible atrocities, such as eugenics, this should serve to point out that any philosophy taken to extremes can lead to terrible outcomes
12 Fletcher, Joseph F. Situation Ethics: The New Morality. (1997)
13 Mercer, Matthew. The Rule of Cool! (Game Master Tips). Geek & Sundry. (February 16, 2016). Accessed December 30, 2020. Video. 5:52 https://youtu.be/fWZDuFIYkf0
14 Bryce, Nathan K., “Four Lenses Unfolded: A Deeper Understanding of Temperament Values,” Insight; (January 29, 2002,).
15 Mercer, Matthew. The Rule of Cool! (Game Master Tips). (2016).
16 McLaughlin, Kelly; Martin, Monty. "How to Run a Session Zero for Dungeons and Dragons 5e". Dungeon Dudes. (September 3, 2020), Accessed 12 30, 2020. Video. https://youtu.be/2MA-z5Ai-bQ
17 Wells, Orson, "The Big Brass Ring." Santa Teresa Press (1987, January 1) 1-148
18 Mulligan, Brennan; Scott, Benjamin. “Animating Your Table (with Benjamin Scott) | Adventuring Academy Season 2 | Ep. 16 |” Adventuring Academy. Dimension (2020, December 28). Accessed December 30, 2020. Video 1:24:18 https://www.youtube.com/watch?v=4IbVxEKpipo
19 Mulligan, Brennan; Scott, Benjamin. “Animating Your Table (with Benjamin Scott) (2020)
20 Mercer, Matthew. The Rule of Cool! (Game Master Tips). (2016)..
21 Mercer, Matthew. The Rule of Cool! (Game Master Tips). (2016)
22 Imbo, Frederik, "How not to take things personally? | Frederik Imbo | TEDxMechelen" TEDx Talks; (March 4, 2020) accessed 10 Jan 2021, video 17:36 https://www.youtube.com/watch?v=LnJwH_PZXnM&t=381s
23 Kensinger, Elizabeth. Remembering the Details: Effects of Emotion. US National Library of Medicine National Institutes of Health. (May 4, 2009) Accessed 2021, January 30 https://www.ncbi.nlm.nih.gov/pmc/articles/PMC2676782/
24 Mulligan, Brennan; Scott, Benjamin. “Animating Your Table (with Benjamin Scott) (2020)
25 Mearls, Mike, and Jeremy Crawford. "Dungeons Master's guide". Renton, WA: Wizards of the Coast. (2014) accessed 29 January 2021 https://www.dndbeyond.com/sources/dmg/running-the-game#MetagameThinking
26 Mulligan, Brennan; Mercer, Matthew. Building Your Own Campaign Setting (with Matthew Mercer) | Adventuring Academy. Dimension 20. (2019, April 3) Accessed December 30, 2020. Video 57:01 https://www.youtube.com/watch?v=sig8X_kojco&t=2867s
27 Mearls, Mike, and Jeremy Crawford. "Dungeons Master's guide". Renton, WA: Wizards of the Coast. (2014)-accessed 20 January 2021. https://www.dndbeyond.com/sources/dmg
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Our Online Casinos - The Truth, The Lies, The Scams And The Exceptions

Our Online Casinos - The Truth, The Lies, The Scams And The Exceptions

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The Benefits of Blindness: The Contract...Ch.4

CHAPTER 4: The Contract
“Hello, Master Faruthian,” the balding, middle-aged scribe greets Stokley with a pleasing smile.
Schunk, schuunkk, schuuuuunk!
The heavy press slams, sending a shudder through Stokley’s ears.
“My name is Sclerian Eupator. It’s an honor to make your acquaintance, sire. I have the pleasure of serving as your officiator.” Sparkling silver thread shimmers in swirling patterns beneath the surface of his yellow toga.
Sclerian stands and motions toward a stool under the table’s edge. “Please, have a seat, sire. As this may take a while.”
“No, thanks, I’ve been sitting all afternoon. I’d rather stand, for now, if it’s all the same to you, sir,” Stokley replies, folding his arms behind his back.
“Suit yourself, sire.” Sclerian pushes a long, vermillion quill pen, a matching marble inkpot, and three papyrus scrolls, pinning the top and bottom ends of each scroll to the table using a set of black-ivory figurines. Seven replicas of the island’s most notorious residents stare back in defiance: rattler scorpion, trigger spider, damocles fly, palpalyne plant, myrmr queen, god mantis, zombie wasp.
Schunk, schuunkk, schuuuuunk!
“I’m here to help you complete the petition for membership in the Community of Heirs. As regrettably tedious as this may seem, it is necessary, rest assured. If you only knew the trouble still caused by the inadequacy of our early clerical policies, you’d be amazed we lasted the first few decades, let alone to this day, but I digress.” Sclerian looks around briefly on the table behind him, flinching again suddenly.
Schunk, schuunkk, schuuuuunk!
“Now, where was I? Oh, yes, these first few documents.” Sclerian runs two ink-stained forefingers along the oversized text at the head of each scroll. “These officially record, in triplicate, that you are Stokley Faruthian, born in the city of Tien-Tay, in the Duchy of Han-Zen, in the Sacred Sargosian Empire, on the Fourth day of the Third month after the Winter Solstice, in the Three Hundred and Twenty-Third year after the establishment of the International Trade Consortium, or the first year of the reign of the Emperor Shadislaw II, also commonly known as, ‘Year One of the Second Fox.’”
“That’s my name and where I live, and my birthday’s the fourth of First Market month, which is the third month of the year. That’s the same thing, right?” Eyes squint as he bends over, inspecting the scrolls.
“Yes, it is.”
“Good, and I was born in the first year of the Second Fox, that’s also right. What else does it say here at the bottom?”
“Can you not read the Sargosian script?” Sclerian’s purple eyes narrow down to the size of pin holes in his pink face.
“Course I can read Sargosian!” he retorts. “The text, it’s just so small. I can barely make out the words.” Stokley refocuses as he steps away from the table.
“That’s right, how could I forget the Faruthian propensity for farsightedness? My apologies, sire. Here, use this.” Sclerian places a thick glass lens on the flattened scroll. “Is that better?”
“Yes, thank you.” He moves the palm-sized lens along the papyrus, instantly magnifying the writing, allowing his eyes to decipher its contents.
“When you have read the scrolls to your satisfaction, sign your name along that line.”
“What did you mean, ‘Faruthian propensity for far-sightedness’?” Stokley asks after reading the documents.
“I’ve found, out of the five Faruthians whose inheritance I have had the honor of administering, all have been far--.”
“I’m your sixth Faruthian? The first five, were they my brothers or cousins? I never knew I had any family. The way Matron Maggotte at the state home always spat it out, I figured she made the name up and gave it to me out of spite.”
“Oh, I suppose, they may have been distant relations. You see, Faruthian is your clan name, taken from the old Tangril tongue meaning ‘sons of Faruth’ in honor of the first of your progenitors to step foot on Perelandreia. If we might continue, this is yours.” Sclerian presents a polished brass seal attached to a necklace of silver chain.
“It’s your personal seal, also known as a ‘kartush.’ You’ll need it to finish authenticating the documents.” Presenting as if handing over a sacred relic, he waits with patience for the youth to pluck the seal from his palms. Fingers free once more, Sclerian grabs the next set of scrolls and opens a slide in the golden press.
“Here, we have to make these in triplicate. But first, if you would carefully place your kartush inside the press, please.”
“Right here?” Stokley points at the small sliding tray in the side of the complex device.
“Yes, that’s it, right there.”
Compelled from his fingers, the kartush falls into the tray as if pulled by an invisible force the moment he places it within a few inches of the opening, closing inward with a click. Sclerian maneuvers all three scrolls horizontally and adjusts several knobs while looking through a lens attached to the opposite side of the press. Satisfied, he pushes another lever into place and glances up at Stokley.
“If you would do the honors, sire.” Sclerian motions toward the fist-sized, ivory-handled lever.
“This one?”
Schunk, schuunkk, schuuuuunk!
Squeezing his eyes shut, he pauses for a moment before instructing Stokley again, “Yes, if you would pull it down firmly. You need not slam it, as some of your colleagues seem to find necessary.” Sclerian raises his voice and stares down the table at the other officiators, none of whom take any notice.
“You want me to pull it down?”
“Yes, hold it there momentarily until I indicate to reverse the lever. I will then adjust the press and we’ll complete the process for the final two copies.”
Schunk, schuunkk, schuuuuunk!
Sclerian lays out three new scrolls after completing the first set. Identical to the first in form and organization, but they’re written in the distinct, pictorial characters of SisterScript rather than the more elegant, if abstract, lines and slashes composing the ancient Sargosian writing system.
SisterScript, but what do they say?” Stokley asks, knowing the answer but preferring to appear ignorant, a technique he favors for deducing the honesty of strangers.
“You were not educated in SisterScript at Han-Zen State Home Nine? We were informed that your skills in the language were considerable, is that not so?”
“Maybe I’m just rusty. It’s been almost a year since I left. To tell you the truth I haven’t really had any practice. Let me look a little closer,” he lies, palming the lens over the papyrus and performing the translation with ease. He spends the next several minutes conspicuously struggling, continuing the deception. “They’re duplicates of the first scroll.”
“Hmm,” Sclerian mumbles. “More confirmations of your birth-date, location of birth and identity. These are for the official records housed in the Palace of Perpetuity in the Great City of Praeto.”
Schunk, schuunkk, schuuuuunk!
“This is an indemnification against damages and identification of the Community of Heirs as next of kin.” Sclerian places another set of documents on the table. “We just need your signature and kartush here, here, here, here, there, this spot, over here, that place there, there, there, and here.”
How does he keep his toga so spotless with those hands? Wow! Stokley marvels as Sclerian’s ink-filthy fingers flitter above the scrolls. An eye-ball sized ruby glimmers from his purple pinky. How could he wear that ring on that hand? It’s sacrilege.
“Indemnification against damages?” Stokley asks, distracted by the hypnotic effect of the blinking jewel, the largest ruby he’s ever seen, and so close!
“Yes, well, in the course of your preparation, training, or career in the service, if anything should happen to your physical person, your inheritance and possessions would revert back to the Oroboro Exchange Cartel via the Community of Heirs. This clause also prevents any right to legally recognizable marriage by the heir without authorization of the Community and forbids inheritance by any future children the heir may produce, unless that child is made a ward of the Community, which applies to all members without exception. Even the Commodore cannot bequeath so much as a single share of stock when he dies.”
“I’ve never been concerned about making a family. But what about this ‘indemnification against damages?’ What kind of damages are we talking about here?”
“As a legally binding contract applicable in international jurisdiction, potentially entitling the candidate to the greatest fortune in the known or unknown world, I’m sure you can understand every circumstance must be accounted for. And, since death is common to us all, the recourse in its event must be accounted for as well. That being said, the training and evaluation process can be challenging, and not everyone survives.”
“What is this, ‘training and evaluation process?’” Stokley asks, pausing over the next scroll. “And what do you mean, ‘not everyone survives’?” Stokley asks, trying desperately not to stare at the ruby glaring at him from the end of Sclerian’s hand.
“To ascertain your usefulness, we must evaluate each heir prior to placement. This involves various activities where you will travel extensively throughout the interior with your own bonded team of Kyte-Sen-Koo, whom you will receive shortly. Even with the protection of your body men we must say the process is, like all activities taking place on Perelandraia, not without certain risks which I’m sure you can envision.”
“Um, why don’t you help me out with that, what are we talking about here?”
“Unfortunately for assuaging your understandable concern, there are certain elements of the evaluation to which even we officiators are not privy. Thus, even if they didn’t forbid me from revealing proprietary information, I would still find myself unable to answer your question.”
“Huh?”
“If you prefer not to continue, you have the option of formally renouncing your inheritance. A fair warning, heirs choosing to do so forgo all rights of claim on membership in the Community of Heirs of the Grande and Noble Oroboro Exchange Cartel, the decision being permanent and irrevocable,” Sclerian rattles off rapidly.
“Wait a second,” Stokley interjects out of instinct.
Sclerian continues the ‘take away’ clause, “We will then grant you safe passage to any port in the known world and an official O.E.C. note of tender worth fifteen thousand sisterpieces, at current rates of exchange, and refundable at any Imperial Bank or Bourse House within the network of the International Trade Consortium. Or, virtually anywhere else in the Seven Semi-Continents you may desire to go.”
“Fifteen thousand pieces of seven? And all I have to do is sign and sail away, I don’t have to do anything else?”
With fifteen thousand in cartel currency and free passage to Praeto, who knows what could happen! Stokley has little difficulty imagining himself parlaying this newfound wealth into an eventual stake in one of the many high-class casinos lining the great city of Praeto’s legendary Lilac Lagoons. Delusions of densely packed gambling halls with velvet roped V.I.P. sections waft through his head, the rich aroma of his own wishful thinking.
“Yes, that’s correct. Fifteen thousand in pieces of seven is certainly a considerable amount of capital for many men. But it would seem a paltry sum next to the regular stipend drawn by any member of the Community, to say nothing of its high-ranking members, not to mention the Board.”
A ray of sunlight refracts through the scribe’s ring, pulling Stokley from his reverie. He recalls the dozens of black pearls falling through the cracks of the Courtyard without a soul sent to collect them. And he considers all of those boxes in transit throughout the Mother’s Myrth. This inspires speculation as to the thousands of containers already resting in the holds of Bottany Bay and the tens of thousands sailing to every port in the Seven. Measured against such unfathomable wealth, fifteen thousand sisterpieces reverts from a windfall into an insult. And, as it has for so many others, the siren’s song of limitless fortune bends Stokley to her will.
“How dangerous is this process?”
“I shan’t lie to you. Not all survive. I’ve never had a Faruthian fail though!” Sclerian replies, pride glinting in his purple eyes.
submitted by cottonwisper to HFY [link] [comments]

JoJo's Bizarre Adventure OC Tournament #5 - Round 1, Match 2: Peter VS Markus

Well, the last match was a deathmatch, but this second one is what is known as an objective match. This, for the uninitiated, means that the match’s main point isn’t, necessarily, who would win in a fight, but to complete a certain specific mission better than the opponent.
At the time of this match going up, though, after the strats for this one are posted, though, you can still vote in match 1 for over a full day. Check out (and influence) the brawl between a man and a bird in an airport hangar!
Scenario:
Waterfront District - One of Many Fish Markets
Morning
“What do you mean you don’t have anything?”
*Markus was having his patience tested, certainly, by this particular supplier. It was hard to find someone in this region who could provide high-quality fresh fish at a reasonable price (especially considering that some of the fish the people of Los Fortuna considered "high quality" seemed to be overpriced, constantly out of stock, and of incredibly dubious quality from the rare few glimpses he had gotten of them), but this wasn’t the first time now that the boat he had chosen to be BADD GUYS’ regular ‘guys’ had turned up with absolutely nothing one morning.
“I dunno what to tell you, Mark,” a young man in a bandana and sleeveless striped shirt said, hanging by an empty stall he was never told not to man, “sometimes, when the captain heads off to celebrate a great haul, she just disappears for days on end, and then without her, we just don’t always have what it takes to actually catch enough to turn a day’s profit.”
“That damned Captain Moonshatter…” Markus didn’t get it. The crew of the Marquise was supposedly able to accomplish such things, yet still the captain wasted her time gambling instead of leading them to their potential? Leading them towards all these amazing fish? “Where is she, man? I’ll give her a piece of my mind.”
“A casino, probably, but… Ya know how many casinos are out here? And she never tells us where she frequents! If she did, the boys and I woulda dragged her out a long time ago!”
“I know where you can find her.”
A man in a dark rain poncho, pretty typical attire for this district, spoke, eyes obscured but some of his dark hair cascading out from underneath the thing. The hapless sailor and Markus turned to him, looking quizzical but expecting, before Markus broke the silence.
“There is nothing that isn’t shady about you, sir, but.” Markus smirked. “I think shady is what I need right now. What have you got?”
Fwup!
Before Markus knew it, the stranger had flicked his hands, and a stylish business card was in between Markus’ fingers. He looked at it, then, and read the name embroidered upon it. “Heartache Casino… Interesting.”
“She likes to go around in disguise on her gambling trips, sometimes as elaborate as a fat suit and a fake beard so nobody recognizes her. Only surefire way you’ll have to get her out of there is to get everyone out of there. If she’s there, she’ll get pissed off and blow her cover, for sure.”
Markus wasn’t an idiot, even if what he caught onto being suggested didn’t bother him. “…someone wants me to mess with this casino, huh? Well, none of my business, as long as she’s actually there. If not, I’m kicking your ass, got it?”
“You have my word.” The man nodded his head, and then disappeared into the bustling fish market.
That afternoon…
Sound’s Garden Eastern Strip - Heartache Casino
Arriving at the casino, Markus took a look around, taking in the bright lights, expressive designs, and loud sounds. There were so many people strewn around the casino, and just about any one of them could be the captain… Clearing them out was going to take time.
He needed a drink.
One irish coffee later, Markus was ready. He sat at a table in the lounge area, viewing the various (mostly drunk) casinogoers, trying to suss out which ones could end up being the captain. He was mostly unsuccessful. It seemed as if he would have to get his hands dirty and start actively kicking people out if he wanted to get anywhere.
More importantly, over the course of his stay, Markus had noticed something - one of the waiters at the bar had begun eyeing him, always keeping watch of him for some reason. He was planning something, souring Markus’ mood. With a dissatisfied grunt, Markus got up and started making his way towards the slot machines to get a start on kicking people out, and the waiter seemed to follow in his steps.
No matter the pace at which he went or where he went, the waiter seemed to be right there, a couple of steps behind him. Markus’ brow furrowed in anger. He’ll see just how far that waiter was willing to go to follow him. Even near the ATMs, far away from the bar area, the waiter seemed to be constantly following him. He even tried going to the restroom for a few minutes, and the waiter was still there when he-
For all of his thinking about the waiter following him, something, or someone had crashed into him, and found himself knocked down onto the floor from the impact, covered in… water? Beer? Something. He looked up and saw another waiter, a worried expression on their face as they profusely apologized.
A glance to the right, back at the original waiter, revealed that he was… smirking? Markus couldn’t quite make the waiter’s expression out, but one thing was for certain - he was taking joy in watching Markus stumble into the other waiter, and he had likely planned this.
That asshole.
Markus quickly got up, ignoring the apologetic waiter and began quickly making his way towards the other waiter, ready to give him a piece of his mind. He didn’t know why he did what he did or what he was planning, but he sure as hell was going to grill him until he told him that.
Upon getting close enough to the waiter and coming up from behind him, Markus firmly grabbed his arm to keep him from running away again. “Hey, you. What do you want from me? Why were you following me, and what exactly do you stand to gain from doing this, huh?!”
The waiter turned around, only to seem… entirely confused? “Sir, what are you talking about? I didn’t do anything - I don’t even know who you are, or why you’re here! I- I don’t want to make a scene, if you have any complaints you can bring them to my supervisors, just- I need to go back to the bar and bring food to the customers, you know? I-”
“Bullshit. I noticed you! You were constantly keeping watch of me, following me- hell, I went to the fucking restroom and you were still there when I came out! Don’t give me these crocodile tears, I know you want something from me!”
Just as the argument between Markus and the waiter began, someone else found their way into the casino - Peter Bequasimodo.
Earlier that afternoon…
Downtown Los Fortuna - Hotel Delmano
Peter had stopped a fair few crimes in his day, not to mention done some less than legal things in others where the rule of law was the real crime. It was certainly strange, though, that someone had thought to send him a handwritten letter at some point… It seemed someone had realized before he could stop a crime, he had to find his way there. He read and reread the text again.
The Heartache Casino will see a tragic failure today… Nobody can do a thing to prevent it, so kiss everyone who sets foot in it goodbye! Think you can get everyone to leave by X:XX o’clock?!
Great, Peter thought to himself. Someone wants to play some stupid game with me… Just perfect. Just what I need when things are starting to heat up more. Despite his immediate thought of annoyance, though, he couldn’t help but have a bad feeling about this… Who sent letters in 202X? Who would send them to him? Peter was usually pretty careful to cover his tracks, and his usual mode of transportation made it so that not even the snoopiest detectives could track him down.
Usually, he was able to use his more than capable skills to hack into the odd police database or private server, or simply use his stand to cut through so much crap, but with a letter, he couldn’t do any of that easy stuff. It would take some footwork to track down the source of this, let alone the location of this ‘Heartache Casino…’
Or, as an ally pointed out, he could just search up the letter’s return address online.
“…urgh, what am I thinking? Of course they wouldn’t actually give where they were sending this from if they wanted to stay this mysterious! This damn place they wrote down is just…” He blinked, looking at his screen. “The Heartache Casino. That settles it, alright. I’m being baited.”
Even if the threat was fake, just designed to get him to the casino, he would have to look into whoever had this much information on him… Seriously, who could have this level of knowledge when he’d barely done a thing in this city?
Beyond that, in the off chance it wasn’t an empty threat, there was a serious danger to other people there. He needed to minimize the chances of that if he could. That time was less than an hour away. He walked over to his bed and grabbed his gauntlet and pack. In a flash [Running in the 90s] appeared on Peter’s face and he disappeared into the information superhighway. It was time for Treagon to take care of business.
“You know,” Peter said, the mood he’d tried to psyche himself up for blending into the chill attitudes of the casino evaporating quickly, “it might not be much my business, buddy, but when I see people being shitty to service staff… That kinda thing really isn’t cool, yeah? Let the man do his job.”
“Stay out of this,” Markus answered tersely, shoving the waiter away as the man backed off, returning to ordinary business, “you think I don’t know that sort of thing? I’m here as a favor to people like that.”
There was a certain impatient entitlement to this guy that really bothered Peter, especially as he spoke like that. All the more, he was finding himself with reasons to kinda want to leave this guy crying and begging for mercy. “You’re really annoying, you know that?” He said, bluntly and with a sort of lax tone, grinning with malice as he stuck his hand in his pocket and leaned back. “I got business of my own to take care of, but don’t lemme catch you acting up like that again, yeah? It’s hard enough just scaring people off so I can look this place over… Shit! Barely half an hour left!”
“Wait, you mean to say you’re also trying to-”
The waiter happened to slink by, and after that moment, Peter was gone. Markus gave a confused look, but then, felt his own phone vibrating. Curious, he moved to open it up. “SCREEEEEEEEEEEECH!”
“Ffuck-!” He couldn’t help but fumble his device in alarm at the strange face on the screen, which vanished soon after, and as he looked up, Peter was standing around again, and so Markus grit his teeth. “You..!”
Peter, on his end, found the antagonism hilarious, and it was easy enough to accomplish that he felt good about the efforts therein. Now, anyway, it was time for him to get to work on finding a way to force everyone out of here…
He’d been spending these few minutes searching, but couldn’t find any sign of any sort of electronic tampering, or security footage of someone stealthily dropping any bombs anywhere, or whatever else might make him able to solve this problem in any better a way than this…
It was now exactly thirty minutes to the mystery time. He’d just have to get as many people to leave this place as possible, even as more constantly poured in.
Markus had also heard Peter mention a half an hour, and though he didn’t know of any sort of vague threat, he had a feeling that that created a sort of ‘deadline’ for this. Well, he didn’t know what to look for, so may as well go for quantity over quality, right? He’d force these people out of here.
Though both had the same end goal, the immediate shared contempt they held for one another, both immediately understood, had made this a contest. Never mind that they were far from the only two people who would see it as such, their prides were at stake here, and they resolved to completely show the other up as priority number one.
Open the game!
Location: The First Floor of The Heartache Casino, one of the many which dot the Eastern Strip of the Entertainment District.
The area is 50 meters long and 105 meters wide with each tile being 5 by 5 meters and the ceiling being 5 meters high as well. The green square represents the exit and the gray square is the way to the second floor, currently it is being sectioned off by bouncers who are only letting VIPs enter and exit. The players are represented by the circles of their respective team colors with Markus near the top center and Peter near the bottom center.
The grey circles around the center are ATM machines, and the white circle is a reception and transactions desk where you can buy or redeem chips. The two sets of blue tiles are restrooms, men’s restroom on the left and women’s restroom on the right.
The left side is the lounge area with a bar, denoted by the brown shape, tables represented by green circles, pool tables represented by the purple rectangles, poker tables represented by the red circles and roulette tables represented by the light blue circles. In the top left is a netted off area represented by the hollow blue rectangle where people can play darts and to its right are two rows of vending machines with water in the blue squares and sodas in the purple.
The blue rectangles, red triangles, and yellow hexagons are all rows and sets of slot machines. The blue ones are traditional slot machines, and the yellow and red ones are virtual slot machines. The blue slot machines pay out in chips and the yellow and red ones pay out in receipts that are redeemable at the reception desk, but all of them only take in money.
There are chairs around the slot machines, tables, and bar where appropriate and the place at the moment is mostly full with gamblers, loungers, and a number of roaming security guards and employees. In general if you are looking for a free spot at a table or machine you can probably find one with a bit of looking.
Someone has already disabled the floor’s sprinkler systems, and literally nothing will make them function. Curious.
Goal: Over the course of thirty minutes, cause more people to leave the casino than your opponent! It can be taken for granted, for balance’s sake, that there will always be people present to disrupt so long as a location isn’t completely rendered unable to function.
Make sure to have some subtlety with it, though, as the guards are as watchful as one would expect casino guards to be. Being too blatant or repetitive would run the risk of getting you in trouble.
Additional Information:
Patrons have 2 in strength and agility, 5 in endurance, 2 in gambling (in general they know how the games here work, but that doesn’t make them any more likely to succeed at them), and 2 in tenacity; in short, a mere mild inconvenience won’t be enough to completely send a person away, but they probably won’t tolerate repeated annoyances too long before at least moving somewhere else in the casino or outright leaving once they get fed up. They carry cell phones, wallets, and assorted amounts of casino chips. Ones on the West side of the floor can be assumed to be carrying food or beverages with them, according to the kinds of things one could expect to find at a casino.
If your actions cause significant risk of harm or death to patrons, rather than simply getting them to leave through various means, police will be contacted to provide further support to the guards, quickly becoming wise to your tactics and arresting you; the owner is rich, so the cops will arrive extremely quickly. If you are arrested for assault, manslaughter, murder, public indecency, and/or accidental homicide, you will no longer be able to gain points.
As wanton slaughter on casino grounds isn’t what your contact had in mind, murdered or otherwise slain patrons do not count towards total score, even if, yes, their souls have exeunt; paramedics will be under specific orders not to remove the bodies until after the time limit has passed, specifically to spite the attempt. And also you’re still arrested.
Team Combatant JoJolity
Baker Street Rat Pack Peter "Treagon" Bequasimodo “I’ve heard that in Kansai, if the Yakuza who run Cee-lo Games catch you cheating, they shove two of the dice in your eyes and dump you in the river.” You really don’t like this guy much at all. If this man intends to undermine your protections, then you’ll teach him a lesson. Identify and find ways to interfere with your opponent’s strategies in favor of your own!
BADD GUYS Markus Ness Mathison “Nobody makes a fool out of Kishibe Rohan! I know you’re laughing at me in your head right now and I can’t stand it!” You really don’t like this guy much at all. If he thinks he can be so self-important all the damn time, he has another thing coming! Identify and find ways to interfere with your opponent’s strategies in favor of your own!
T5 Teams and Character Spreadsheet
T5 Match Schedule
Interested spectators, feel free to ask judges via PM to a link to our tourney’s official Discord server!
submitted by Dungeon_Dice to StardustCrusaders [link] [comments]

is no risk matched casinos legal in the us video

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