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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
submitted by The_seph_i_am to DMAcademy [link] [comments]

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
submitted by The_seph_i_am to u/The_seph_i_am [link] [comments]

The futue of Jack part 2

Part 1 https://www.reddit.com/JackSucksAtLife/comments/ggowsv/the_future_of_jack_part_1/?utm_medium=android_app&utm_source=share
May 2021: Multiple live streams stream the battle for supremacy between turd boi420 and JackSucksatlife. In the end turd boi420 ( the better channel ) prevails. Jacksucksatpopuppirate reaches 900k. Jacksucksatroblox hits 1.4 million subs. Snail mispronounces Kai and snails finds it hilarious. Both the original ace and jack Massey welsh hits 1.2 million getting many live streams about this too. Jacksucksatstuff hits 1.2 million. Jack creates a video called creating a play button for my door but it gets demonetized, rumours go around the is found crying Jack responds with " only pussies cry and I'm more of a dog person myself ". Kai posts a picture of a hamburger with his face on it and everyone laughs. Jack also slices a Jaffa Cake in half with a fake lightsaber. On Jacksucksatroblox Jack plays Roblox with Jeb Bush. Jack is said to have a small brain by many of his viewers which makes Jack angry so he slaps a picture of Kai. Editor Kai is still a brush.
June 2021: Turd boi420 hits 2 million subscribers in June even though that's not the only thing Turd boi hits as he also hits the original ace with a chair ending their friendship. Jacksucksatdrinking reaches 300k. LittleJacksucksatlife and Jacksucksatgograohy hits 600k. Samsmellsofapricots hits 500k. Jacks Twitter hits 300k. JackMasseyWelsh hits 200k and so does Ejsafc. Jack opens up his PO box again and gets sent things like a gæ rhombus, an Eggplant with Will Smiths face on it and a big picture of Kai. Jack does his weekly Q&As again for a month and his Q&As are collectively called Ight Imma head Out, STOP WILL SMITH, Funnei memes, How 9/11 REALLY went down and Jacksucksatlife: The movie. Jack is hit with an eggplant on the street as well. On Jacksucksatstuff Jack gives himself the nickname the sexy boi. Jack also slaps 100 ( actually 10 Jack just did clickbait ) Youtubers. Meanwhile, Jack finally deletes after 2 years Deleting This video soon. Editor Kai is still a brush but now has 400k subs.
July 2021: The Original Ace comes back from the hospital and immediately calls out turd boi420. Turd boi420 responds with doing the original ace review. Jack is gone for most of the month on holiday to Germany and has a particularly LOVELY time. Before he goes he does open up his PO box and he finds a picture of himself smacking Flossy, a kazoo with the words slightly taller as a female boy rather than a female girl and a skirt once worn by The Rock. The rest of the month the channel is taken over by Kai making the views skyrocket. Kai does many videos like paying people on Fiverr to become my girlfriend, Hahahahaha funny meme guys and AUSTRALIA IS NOT REAL! Editor Kai is still a brush.
August 2021: Jack returns from Germany and starts busting out loads of content. Jack resurrects Editor Thomas only for Thomas to die a week later which brings Jack to the conclusion " if you try to resurrect someone they'll just die a week later " -Jack Massey Welsh 2021. In Jacks PO box he receives a picture of Barack Obama with the words we're always watching you on it, a pigeon mask with eggplant colours on it and some Mexician maracas. The turd boi420 vs original ace drama heats up getting more personal. Look what's outside door window is the new highly unfunny meme on JackSucksAtLife. Littlejacksucksatlife and Jacksucksatgeography hits 700k. Jacksucksatpopuppirate hits 1 million subscribers. Jacksucksatroblox hits 1.5 million subs. Turd boi420 makes a life review. Jack explains to Mini Muka the reason he has more subs is because he simply has bigger p*nis. Editor Kai is still a brush.
September 2021: Turd boi420 sends a letter to Jacks house as a recruitment to stop the original ace, Jack declines so turd boi420 comes over to Jacks house and slaps him saying that the tables have turned so that Jack slaps his table in fear of it working for turd boi420. In Jacks PO box he receives a flag of North Korea, A picture of Wallace looking for cheese ( he's not dabbing )and A sack of air. Jacksucksatstuff, The Original ace and Jack Massey Welsh all get 1.4 million subs. Jack Instagram hits 300k. After finally reaching 50,000 likes on that one video Jack FINALLY releases I got 99 problems but a hoe ain't one in collaboration with Kai. On JackSucksAtRoblox Jack does a video where he gambles in the Roblox casino and his channel gets a strike for it not being family-friendly enough Jack replies with " Its a Roblox channel how can it not be family-friendly?". Jack does a collaboration with the Kai camel. Editor Kai is still a brush but now has 500k subs.
October 2021: The turd boi420 vs the original ace war continues as things heat up with the original ace diss track being made. Soon after that, the original ace vs turd boi420 boxing match is announced. Meanwhile in JackSucksAtLifes PO box he gets a kazoo with a minion on it, a mantlepiece with its everyday bro with the Disney channel flow and a miniature Donald Trump-wall. The virgin ace hits 1.5 million subscribers. LittleJackSucksAtLife and JackSucksAtGeography hit 800k. Jacksucksatdrinking hits 400k. Turd boi420 creates a new channel called turdboi gaming. A few days before one of his viewers is getting married so Jack kisses them on the cheek saying nO lOnG tErM dAmAgE. On the JackSuckAtRoblox channel Jack cheats in Roblox causing him to be IP banned from Roblox and the words Jack, JackSucksAtLife, JesusSwag4Dan and JacksucksAtRoblox are all censored on Roblox. Editor Kai is still a brush.
November 2021: The undercard of the turd boi420 vs original ace boxing match is announced, it is Kong vs Flossy, Will Smith vs Little Jack, Croatia vs Serbia, Ronald McDonald vs Colonel Sanders, Kai camel vs Augustus, Anakin vs Obi-Wan and Jacksepticeye vs Jacksfilms. In Jacks PO box he gets Star Wars s*xual fanfic, dabbing Luigi and the loss meme but with Will Smith. Turd boigaming hits 100k. Samsmellsofapricots and ejsafc both hit 600k. Topless Jack is created on the Jack Massey Welsh channel. Jack is harassed by a commenter so he controversially calls him a pee-pee head who does not deserve his milk. Jack reacts to Shrek Is love, Shrek is life and immediately gets prepared in case Shrek drops by. Jack is shown a dabbing kazoo and harrases his fans saying that all he cares about is the money and he isn't supposed to care about all the stupid peasants around. Editor Kai is still a brush.
December 2021: The original ace vs turd boi420 boxing match is decided that turd boi420 wins, on the undercard Kong beats Flossy, Will Smith defeats Little Jack, Croatia vs Serbia results in a draw, Ronald Mcdonald Mc defeated by Colonel Sanders, Kai Camel defeats Augustus, Obi-Wan defeats Anakin and Jacksfilms vs Jacksepticeye is won by Jack Doherty. In Jacks PO box he has a picture of turd boi420 beating the original ace in a boxing match with you suck on it, a paper kazoo and one of Editor Kai's old toothbrushes. After harassing Roblox for long enough Jacks account is unbanned. Little Jacksucksatlife and Jacksucksatgeography hit 1 million. Jacks Twitter hits 400k, Samsmelsofapricots hits 600k. Ejsafc and JackMasseyWelsh hits 300k. The Slightly Taller as a female boy rather than a female girl remix is created and gets plenty of views. Jack gets hit with a swirly and LOVELY face at the same time making the video unavailable in all countries that aren't Russian. Editor Kai is still a brush but now has 600k subs.
January 2022: Because of the picture turd boi420 sent him last month in his PO box Jack starts beef with turdboi, lighting a picture of turd boi420. In Jacks PO box he gets a chair with the turd boi420 logo on it, a turd boi420 lamp and a big pair of boobs, jugs, bambzookas, wongs, wah-wahs and zingers. Turd boigaming hits 200k. Jacksucksatdrinking hits 500k subs. Jacksucksatroblox hits 1.6 million subs. Jack reaches 2.2 million subs. Indian Jack is now the most unfunny meme on JackSucksAtLife just above a video of a pigeon eating an eggplant. Jack signs back up for Fiverr but tells people and he's said stuff like "I stupid Kai smart" "turrrrrdboiiiiiiiiiii" and the classic "Hello is this quality content?" " no this is JackSucksatLife". For this month Jack is sponsored by the greatest game known to man raid: shadow legends, one of the biggest mobile role-playing games of 2019 and it's totally free! Currently almost 10 million users have joined Raid over the last six months, and it's one of the most impressive games in its class with detailed models, environments and smooth 60 frames per second animations! All the champions in the game can be customized with unique gear that changes your strategic buffs and abilities! The dungeon bosses have some ridiculous skills of their own and figuring out the perfect party and strategy to overtake them's a lot of fun! Currently with over 300,000 reviews, Raid has almost a perfect score on the Play Store! The community is growing fast and the highly anticipated new faction wars feature is now live, you might even find my squad out there in the arena! It's easier to start now than ever with rates program for new players you get a new daily login reward for the first 90 days that you play in the game! So what are you waiting for? Go to the video description, click on the special links and you'll get 50,000 silver and a free epic champion as part of the new player program to start your journey! Good luck and I'll see you there! Editor Kai is still a brush
February 2022: Turd boi420 decides to steal Kais 100k plaque which makes both Jack and Kai mad. In Jacks PO box he gets a tape with a video of a person unsubscribing from him and subbing to turd boi420, A group of people dabbing and a lamp. Jacksucksatpopuppirate hits 1.2 million subs. Jacks Twitter hits 400k. Jacksucksatstuff hits 1.5 million subs. Jack creates the sequel to I HATE VILLAGERS by creating I HATE VILLAGERS EVEN MORE ARGHGGHGGHH. Since his sponsorship with Raid: Shadow Legends ends Jack does a video exposing and roasting the game. In response Raid: Shadow Legends bans any person subscribed to Samsmellsofapricots, JackMasseyWelsh, ejsafc, JackSucksatLife, Jacksucksatstuff, Jack Massey Welsh, JackSucksatgeography, Jacksucksatpopuppirate, Jacksuckaagroblox, littlejacksucksatlife or jacksucksatdrinking. Jacks fans create the nickname Jack the big boi Jack tells them to stop and then we do it some more. Jack creates Jacksucksattwerking instantly getting 200k. Editor Kai is still a brush.
March 2022: Turd boi420 vs Jack Massey Welsh vs Kai Ross-Best for Kais 100k plaque is scheduled in CoolMathsgames. In Jacks PO box he gets A turd boi420 vs Kai vs jack massey welsh scarf, a piece of LOVELY fanart and underpants that Jack pooped in once. JackSucksatDrinking hits 600k subs. Jack reaches 2.5 million subs. Turd boigaming hits 300k subs. LittleJackSucksAtLife and JackSucksatGeography hits 1.2 million subs. Jacksucksattweking reaches 300k subs. Jack and his fans raid raid: shadow legends and manage to shut the servers down for 6 hours and get #MakeMobileGamingGreatAgain 3rd trending in the US. Editor Kai does a video with his doppelganger and it gets 2 million views. Jack does the video addressing the mean comment from Captain Sparklez in his last video. Jack say that turd boi be die after cool math game ( unliterally ). Editor Kai is still a brush but now has 700k subs.
April 2022: Turd boi420 vs Kai vs Jack in Coolmathgames is won by Kai. After that both Jack and Turd boi420 are mad so they both go to Kais house and slap him at the same time. In Jacks PO box he receives a poem from Kai about him winning back his 100k playbutton, fish food and a book full of dank memes. Little JackSucksatLife hits 1.5 million subs. Jacks Instragram hits 400k. JacksucksatRoblox hits 2 million 1subs. Turd boi420 hits 3 million subs. Turd boi420 reveals he is actually JackSucksatLife it is later revealed as an April fools by turdboi the great prankster. After the recent backlash Raid: Shadow Legends is confirmed to be shutting down at the end of May. Ali-A calls out Jack for shutting the game down and ruining other people's fun of the game. Jack responds with saying Ali-A suck moster d**k. FBE releases the video kids react to JackSucksatLife where they are not very happy with the content. Jack makes a reaction video where he shouts at young people for not liking his content for 12 minutes. Editor Kai is still a brush.
submitted by Conor_Welsh to JackSucksAtLife [link] [comments]

PHP Script Casino Management System Online Casino Full Feature

[ Removed by reddit in response to a copyright notice. ]
submitted by Champion01 to u/Champion01 [link] [comments]

Fresh Wiped Empire Gaming PvP

Fresh Wiped Empire Gaming PvP

https://i.redd.it/g9ywv46k2t241.gif
Welcome to Empire Gaming PvP,

Empire Gaming PvP is a Pippi inspired PvP server with friendly experienced admins, daily raidhours and easy rules.
Our community consists of a wide variety of players which makes it a perfect place for anyone looking for a new server to settle in.
Our server has been consecutively placed as the Top #1 Server in Conan Exiles trackers for some time.
In addition to the genuine PvP and raiding we've combine countless high reward quests around the map,
not to mention donation perks, ingame economy, thrall automated market, event park, marriage chapel and
a brand new Casino (music, blackjack and gambling with coin rewards for ingame use)!

• Free Starter Pack
• Experienced Active Admin Team
• Streamer Support Pack
• Season Pass - Daily Login Reward System.
• Raid Protection for 48hrs if raided or Wipe Long Raid Protection.
• Anti Spawn Camp for obelisks.
• Empire Park with Casino, Challenges and Events.
• Empire Market with Donators Lounge, Traders and Weekly Lottery System.
• Trade Route Quests.
• Daily Hunting Quests and Game's First and Only Interactive Marriage System.
• Weekly admin hosted PvP events
• Improved Inhouse DDoS Protection with Dynamic Whitelisting.


• Server IP: 51.89.153.114
• Raid-hours: 19:00-22:00 GMT+1 every day.
• 5x Harvest, 7x XP - Max Clan Size 8 - StarterPack - Raidprotection 48hrs to Permanent.
• Mods: Pippi, Warrior Mutator Incl. No balance, LitMan Item Stack, Pickup+ and Lemurian Architect.


[ Wipe Date: Server will be wiped on 2pm CET after Mount Update Releases! ie Approx 1 hour from now ]

Come join us today!
https://discord.gg/b42K6f3
submitted by LtDeztructo to playconanservers [link] [comments]

Empire Gaming PvP

Empire Gaming PvP

https://i.redd.it/a19gmoql1t241.gif
Welcome to Empire Gaming PvP,

Empire Gaming PvP is a Pippi inspired PvP server with friendly experienced admins, daily raidhours and easy rules.
Our community consists of a wide variety of players which makes it a perfect place for anyone looking for a new server to settle in.
Our server has been consecutively placed as the Top #1 Server in Conan Exiles trackers for some time.
In addition to the genuine PvP and raiding we've combine countless high reward quests around the map,
not to mention donation perks, ingame economy, thrall automated market, event park, marriage chapel and
a brand new Casino (music, blackjack and gambling with coin rewards for ingame use)!

• Free Starter Pack
• Experienced Active Admin Team
• Streamer Support Pack
• Season Pass - Daily Login Reward System.
• Raid Protection for 48hrs if raided or Wipe Long Raid Protection.
• Anti Spawn Camp for obelisks.
• Empire Park with Casino, Challenges and Events.
• Empire Market with Donators Lounge, Traders and Weekly Lottery System.
• Trade Route Quests.
• Daily Hunting Quests and Game's First and Only Interactive Marriage System.
• Weekly admin hosted PvP events
• Improved Inhouse DDoS Protection with Dynamic Whitelisting.


• Server IP: 51.89.153.114
• Raid-hours: 19:00-22:00 GMT+1 every day.
• 5x Harvest, 7x XP - Max Clan Size 8 - StarterPack - Raidprotection 48hrs to Permanent.
• Mods: Pippi, Warrior Mutator Incl. No balance, LitMan Item Stack, Pickup+ and Lemurian Architect.


[ Wipe Date: Server will be wiped on 2pm CET after Mount Update Releases! Approx 1 hour from this post]

Come join us today!
https://discord.gg/b42K6f3
submitted by LtDeztructo to ConanExilesServers [link] [comments]

MisfitMC [SMP] [PvE] 1.7.5 {Economy} {Player Shops} {Mature Community}

• Server Name: MisfitMC • Server Locale: US, East Coast • Website: http://www.misfitmc.com • Server Address/IP: login.misfitmc.com • Version: 1.7.5 • Game Play Type/s: [SMP] [PvE] • Additional Worlds: Nether, The End, and Mini-Games
Our Mission: Putting the fun and survival back into survival.
Who is MisfitMC: Launched in January 2014 by a collection of adults (our average age is in the 30s) looking to put their own spin on the vanilla Minecraft experience.
What Makes Us Different The focus of MisfitMC is not to appeal to everyone. Instead our focus is on creating a grief-free and unique survival experience geared towards economists, miners, builders, and explorers. And we do this without overpowered donator perks and server commands - we'd rather go broke than have this be a pay to win server. Here are a few of our main features:
The Misfit Museum - All players can apply and have their builds judged for entrance into the Museum. Players earn recognition and rewards for accepted builds.
The Misfit Mining Company - We created a custom system for players to earn money for digging all types of ores.
Player Run Economy - Players set all buy and sell prices through player run shops using the ShowcaseStandalone plugin. Open a wool superstore or corner the diamond market. Anything is possible. Server restrictions are in place to eliminate economy flaws in vanilla (mob and item grinders/villager trading).
End Game - Obtain End Portal Frames through various means for the opportunity to fight the End Dragon! Conquerors are rewarded with prestige and otherwise unobtainable housing plots.

Other Features

  1. Interactive Monthly Events such as Scavenger Hunts and this month's Easter Egg Hunt
  2. No PVP anywhere
  3. Grief Protection via active and friendly Admins as well as LWC, Residence and CoreProtect Plugins
  4. Daily Fishing Tournament
  5. Custom Parkour, Archery, and TNT minigames
  6. 2 Custom Mob Arenas
  7. Tons of Slot Machines in our Casino with various reward mechanisms
  8. A borderless world - explore as far as your heart desires
  9. Active admins that like to play the game just like you.
  10. TeamSpeak3 server to chat with other players
Getting Started Guide
Rules
• Server Hardware: Dedicated server, 16GB Ram, 1 Gbps port
• OwneAdmins/Moderators: Those designated with a bold lime green name.
submitted by Spof_ to mcservers [link] [comments]

MisfitMC [SMP] [PvE] 1.7.2. {Economy} {Player Shops} {Mature Community} {Easter Egg Hunt 18th to 20th}

• Server Name: MisfitMC • Server Locale: US, East Coast • Website: http://www.misfitmc.com • Server Address/IP: login.misfitmc.com • Version: 1.7.8 (Title is incorrect, but can not change at this time) • Game Play Type/s: [SMP] [PvE] • Additional Worlds: Nether, The End, and Mini-Games
EASTER EGG HUNT: April 18th to 20th - Search for eggs and earn money in a 1000x1000 world!
Our Mission: Putting the fun and survival back into survival.
Who is MisfitMC: Launched in January 2014 by a collection of adults (our average age is in the 30s) looking to put their own spin on the vanilla Minecraft experience.
What Makes Us Different The focus of MisfitMC is not to appeal to everyone. Instead our focus is on creating a grief-free and unique survival experience geared towards economists, miners, builders, and explorers. And we do this without overpowered donator perks and server commands - we'd rather go broke than have this be a pay to win server. Here are a few of our main features:
The Misfit Museum - All players can apply and have their builds judged for entrance into the Museum. Players earn reorganization and rewards for accepted builds.
The Misfit Mining Company - We created a custom system for players to earned money for digging all types of ores.
Player Run Economy - Players set all buy and sell prices through player run shops using the ShowcaseStandalone plugin. Open a wool superstore or corner the diamond market. Anything is possible. Server restrictions are in place to eliminate economy flaws in vanilla (mob and item grinders/villager trading).
End Game - Obtain End Portal Frames through various means for the opportunity to fight the End Dragon! Conquerors are rewarded with prestige and otherwise unobtainable housing plots.

Other Features

  1. Interactive Monthly Events such as Scavenger Hunts and this month's Easter Egg Hunt
  2. No PVP anywhere
  3. Grief Protection via active and friendly Admins as well as LWC, Residence and CoreProtect Plugins
  4. Daily Fishing Tournament
  5. Custom Parkour, Archery, and TNT minigames
  6. 2 Custom Mob Arenas
  7. Tons of Slot Machines in our Casino with various reward mechanisms
  8. A borderless world - explore as far as your heart desires
  9. Active admins that like to play the game just like you.
  10. TeamSpeak3 server to chat with other players
Getting Started Guide
Rules
• Server Hardware: Dedicated server, 16GB Ram, 1 Gbps port
• OwneAdmins/Moderators: Those designated with a bold lime green name.
submitted by Spof_ to mcservers [link] [comments]

l2DeathWhisper Best PvP Lineage Server Join TODAY!

We are glad to present you L2DeathWhisper Interlude PvP, yes this is not a joke! After 6 years, L2DeathWhisper is coming back much more stable and unique than ever! Server is running on latest Acis revision, with all patches/mods imported to avoid any bug/exploit. Furthermore, we worked hard on server's balance and economy, in order to provide you the best gaming enviroment. Ladies and gentlemen, welcome to L2DeathWhisper!
EXP: 5000x SP: 5000x Drops: 5x Adena: 8000x. Safe Enchant: 7 Max Enchant: 30 Enchant Rate: 75% Blessed Enchant Rate: 85% TOP Lifestone Chance: 13% High Lifestone Chance: 10% Augment Skill Stack: 1 Active + 1 Passive
We reworked Nexus to fit with L2DeathWhisper. Join the automatic TvT, CTF, Domination and mini events to win event medals!
The most precious and dangerous zone in DeathWhisper's world is located in TOI and you need a party to go there. On the last floor, there is a raid boss which is also dropping precious things. This zone is a flag zone, which means everyone can kill anyone for the glory of the spot. You need a party, if you wanna survive.
The more you farm the more items you get. Farming is not easy on deathwhisper, so we decided to give some extra rewards to the top farmers. To avoid cheats, only specific mobs are counted in.
The guy with the most pvp kills within 24 hours, will get a reward. In order to participate, you need to kill enemies in our pvp or chaotic zone only.
Gather your clan and invite other clans to a war! Winner takes reputation points!
Individual Vote: After you click on Vote Manager NPC and vote on our website, you will get the vote buff which will give you some extra P.Def/M.Def for 12 hours. After 12 hours, you have to vote again in order to get the vote buff. Massive Vote: The more votes we get, the more rewards for L2DeathWhisper players. Massive Vote rewards all players, when a number of votes is achieved.
S grade Weapons are boosted against mobs. So choose your gear wisely before you start farming.
DeathWhisper is back, so we couldn't replace our old Death Weapons and Whisper Armors. If you wanna see a preview, just scroll up and click on our promo video. Epic mask, Epic Shield and Tattoos are included as well, just like the old times! [i]Note: Custom Items are restricted from olympiad games.
Olympiad Games Enchantment Value Formula[/color] With simple words, no matter how big your enchantment is, stats will be counted as +7. We believe that olympiad games will be much more balanced like that.
Zones/Items Gold Coin: Used to buy custom items. Can be farmed on Cruma, Primeval Isle, Chaotic and Raid Bosses. Blue Coin: Used to buy custom items. Can be farmed on Antharas Lair, Primeval Isle, Chaotic and Raid Bosses. Event Medal: Obtainable from events. Used to buy items. Gold Bar: 1kkk adena = 1 gold bar. You can exchange it on shop. Noblesse Scroll: Right click to become noblesse. Mark of Hero: Right click to become hero for 24 hours.
[color=#0099ff]NPCs[/color] Champion Mob: It is spawned in farm zones and has better drops. Shop: All retail items can be bought here. Custom Shop: All custom items can be bought here. Buffer: 1 click buffs, scheme buffs, pet buffs, all buffs are here! Account Manager: If you want to change your password, use him. Casino Manager: Double or nothing? Play with caution! Vote Manager: Use it 2 times per day to vote for L2DeathWhisper and get special rewards! Gatekeeper: Teleport worldwide for free! Siege Informer: Register on a siege! Clan Manager: Upgrade your clan here! Clan War Manager: Register on a clan war!
[color=#0099ff]Other Functions[/color] KS protection enabled on all farm zones PvP count enabled in sieges/arenas Antibot Protection Anti-feed Olympiad Protection IP/HWID Protection Top PVP player login auto announcement Top PK player login auto announcement Siege Lord player login auto announcement PVP/PK name color Hero Period: 7 days
At the moment we have imported 2 new epic raid bosses with special abilities/tactics, there is one more in chaotic zone but its power is currently unknown. They are spawning automatically every day, and if you slay them you will obtain extremely rare items. Remember that you need tactics in order to kill them since their skills are very powerful. Are you ready to mess with [url=http://l2deathwhisper.net/forum/index.php?topic=133.0]Balok[/url] and Halisha?
Website: http://l2deathwhisper.net Forum: http://l2deathwhisper.net/forum Facebook: http://facebook.com/l2deathwhisper
submitted by sariklo to MMORPG [link] [comments]

MisfitMC [SMP][PvE]{1.8}{Mature Community}{Economy}{Quests}{No PVP}

• Server Name: MisfitMC
• Server Locale: US, East Coast
• Website: http://www.misfitmc.com
• Server Address/IP: login.misfitmc.com
• Version: 1.8.3
• Game Play Type/s: [SMP] [PvE] [Minigames]
• Additional Worlds: Nether, the End, Extra Hard World

NEW - MISFIT QUESTS

Today we are introducing a daily quest system onto the server. Each day our quest giver will ask for one or more items for you to collect and turn in. Rewards are given based on the quest difficulty and a number is added to your name tracking how many quests you have completed!
Who is MisfitMC: Established in January 2014 by a collection of adults looking for an lasting and engaging economy survival experience. This group of individuals likes to hang out on TS in the evening to play Minecraft and others games like TF2, Age of Empires II, Shell Shock Live. Feel free to check us out even if your Minecraft obsession has since waned.
What Makes Us Different: Adult owned and operated - this means we care about protecting the long-term stability of the server and community. One example of this is our /callforhelp command that notifies staff via email so you can get help quickly.
Why MisfitMC?
  1. Your creations are safe - The server has never and will never reset. Maybe you want that awesome airship you built on your single player world. For subscribers we offer to send you the schematic file for any of your builds.
  2. Land Claims - Claim any 500 x 500 block area in the world! A claim comes with a TP to and from the central Hub. Take a look at the online world map, find your dream spot and claim it!
  3. Player Shops - All items are bought and sold by players - Open a wool superstore or corner the diamond market. Anything is possible. We use the GUI based Better Shops plugin
  4. AutoChest - Are you OCD and like all your material sorted perfectly? We built a plugin to have minecarts auto sort materials into chests however you desire!
  5. Supply Crates - It's like the lottery, but better! We often do 'Crate Bombs' during events where 100s of Crates and Keys are given out.
  6. Optional Extra Hard World - A custom world with buffed mobs and random spawning chests to find. For those players that like to feel the fear of death :) Diamond gear is provided in this world.
  7. The Misfit Mining Company - A fun economy twist on mining! A special pickaxe causes some blocks to drop named ores when broken that the bank will buy!
  8. Misfit Museum - A collection of MisfitMC best builds. Anyone can submit a build for inclusion!
  9. Casino - For the gambling addict! Lots of unique slot machines and the MisfitMC exclusive - Shroulette - watch those sheep burn!
  10. Ender Dragon - Find 12 End Portal Frames and open the portal to fight the Ender Dragon!
  11. Minigames - 10+ unique short minigames to explore + spleef areas + 2 detailed 1 to 4 player mob arenas.
  12. Collecting - Collect all the monster spawn eggs (even the wither and ender dragon)! For even more fun, combine a mob spawner with a spawn egg to create monster zoos :)

Other Features

We also host a TerraFirmaCraft server - tfc.misfitmc.com Whitelist Application

• Rules: http://www.misfitmc.com/index.php?/rules.html/
• Server Hardware: Dedicated server, Intel Xeon E3, 16GB DDR3, 1 Gbps Dedicated Port
Dynmap
submitted by LoreMisfitMC to mcservers [link] [comments]

MisfitMC [SMP] [PvE] 1.7.2. {Economy} {Player Shops} {Mature Community} {Easter Egg Hunt}

• Server Name: MisfitMC • Server Locale: US, East Coast • Website: http://www.misfitmc.com • Server Address/IP: login.misfitmc.com • Version: 1.7.2 • Game Play Type/s: [SMP] [PvE] • Additional Worlds: Nether, The End, and Mini-Games
EASTER EGG HUNT: April 18th to 20th - Search for eggs and earn money in a 1000x1000 world!
Our Mission: Putting the fun and survival back into survival.
Who is MisfitMC: Launched in January 2014 by a collection of adults (our average age is in the 30s) looking to put their own spin on the vanilla Minecraft experience.
What Makes Us Different The focus of MisfitMC is not to appeal to everyone. Instead our focus is on creating a grief-free and unique survival experience geared towards economists, miners, builders, and explorers. And we do this without overpowered donator perks and server commands - we'd rather go broke than have this be a pay to win server. Here are a few of our main features:
The Misfit Museum - All players can apply and have their builds judged for entrance into the Museum. Players earn reorganization and rewards for accepted builds.
The Misfit Mining Company - We created a custom system for players to earned money for digging all types of ores.
Player Run Economy - Players set all buy and sell prices through player run shops using the ShowcaseStandalone plugin. Open a wool superstore or corner the diamond market. Anything is possible. Server restrictions are in place to eliminate economy flaws in vanilla (mob and item grinders/villager trading).
End Game - Obtain End Portal Frames through various means for the opportunity to fight the End Dragon! Conquerors are rewarded with prestige and otherwise unobtainable housing plots.

Other Features

  1. Interactive Monthly Events such as Scavenger Hunts and this month's Easter Egg Hunt
  2. No PVP anywhere
  3. Grief Protection via active and friendly Admins as well as LWC, Residence and CoreProtect Plugins
  4. Daily Fishing Tournament
  5. Custom Parkour, Archery, and TNT minigames
  6. 2 Custom Mob Arenas
  7. Tons of Slot Machines in our Casino with various reward mechanisms
  8. A borderless world - explore as far as your heart desires
  9. Active admins that like to play the game just like you.
  10. TeamSpeak3 server to chat with other players
Getting Started Guide
Rules
• Server Hardware: Dedicated server, 16GB Ram, 1 Gbps port
• OwneAdmins/Moderators: Those designated with a bold lime green name.
submitted by Spof_ to mcservers [link] [comments]

MisfitMC [SMP] [PvE] {1.7.5} {Economy} {Player Shops} {Mature Community}

• Server Name: MisfitMC • Server Locale: US, East Coast • Website: http://www.misfitmc.com • Server Address/IP: login.misfitmc.com • Version: 1.7.5 • Game Play Type/s: [SMP] [PvE] • Additional Worlds: Nether, The End, and Mini-Games
Our Mission: Putting the fun and survival back into survival.
Who is MisfitMC: Launched in January 2014 by a collection of adults (our average age is in the 30s) looking to put their own spin on the vanilla Minecraft experience.
What Makes Us Different The focus of MisfitMC is not to appeal to everyone. Instead our focus is on creating a grief-free and unique survival experience geared towards economists, miners, builders, and explorers. And we do this without overpowered donator perks and server commands - we'd rather go broke than have this be a pay to win server. Here are a few of our main features:
The Misfit Museum - All players can apply and have their builds judged for entrance into the Museum. Players earn recognition and rewards for accepted builds.
The Misfit Mining Company - We created a custom system for players to earn money for digging all types of ores.
Player Run Economy - Players set all buy and sell prices through player run shops using the ShowcaseStandalone plugin. Open a wool superstore or corner the diamond market. Anything is possible. Server restrictions are in place to eliminate economy flaws in vanilla (mob and item grinders/villager trading).
End Game - Obtain End Portal Frames through various means for the opportunity to fight the End Dragon! Conquerors are rewarded with prestige and otherwise unobtainable housing plots.

Other Features

  1. Interactive Monthly Events such as Scavenger Hunts and this month's Easter Egg Hunt
  2. No PVP anywhere
  3. Grief Protection via active and friendly Admins as well as LWC, Residence and CoreProtect Plugins
  4. Daily Fishing Tournament
  5. Custom Parkour, Archery, and TNT minigames
  6. 2 Custom Mob Arenas
  7. Tons of Slot Machines in our Casino with various reward mechanisms
  8. A borderless world - explore as far as your heart desires
  9. Active admins that like to play the game just like you.
  10. TeamSpeak3 server to chat with other players
Getting Started Guide
Rules
• Server Hardware: Dedicated server, 16GB Ram, 1 Gbps port
• OwneAdmins/Moderators: Those designated with a bold lime green name.
submitted by Spof_ to mcservers [link] [comments]

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