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

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

Intro

CSPPA - Counter-Strike Professional Players' Association

"Who does this union really fucking serve?"

ESIC - Esports Integrity Commission

"They have been put in an impossible position."

Stream Sniping

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

Match Fixing

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

North America

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

Talent

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

Valve

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

Closing Statements

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

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Don't spend on RNG.

Don't spend on RNG.
Yesterday, I got the question about whether the "50 WP lucky chest is worth it or not." I was talking to a few people about the game and how I generally advocate going for long term steady gains through preparation and farming instead of spending on small bits of RNG here and there. For example, these enhanced crit stones for a dollar each or so in the anniversary packages.
We were going through the check CP page and I stumbled on a realization that I think everyone knows but doesn't see big picture enough. This is most of the things in the game CPwise that you can obtain. Anything with a red rectangle has RNG involved which means you need more resources than you expect in most cases:
https://preview.redd.it/d6lwy7t4xs561.png?width=1604&format=png&auto=webp&s=26b1471c92577d3d5612427c1c2f488e7d03e4f6
I wanted to call attention to the main offenders: pets and the majority of the right side of this list. The right side is everything that PA wants to sell you. As soon as you open your character page, it's all the shiny stuff that you see. Additionally, it is everything that people pull their hair out over, make "i did it!" posts on reddit over, etc. You can tell this is true because if you ask to see someone's CP, they immediately assume you're talking about their gear page instead of the Check CP list. The right side is everything that PA wants you to pay attention to and the left side is everything that is hidden and keeps you growing steadily enough to keep playing the game successfully.
In an attempt to mathematically evaluate the 50 WP lucky shop, I wanted to find a base value in dollars of what each possible drop was and multiply it by the rate (which is posted) and then compare it to 50 WPs dollar value (40 cents). So I started the math to determine a base of value of each individual product (1 red acc = $20, 1 sushi = $1, etc) but it became so convoluted that the math stopped making sense whenever you change currency values so much. Because of this, it became really hard to mathematically justify when ANY package was worth getting in order to knock RNG stuff out of the way (totem +6 for example).
What it boils down to is this: I couldn't do the math, you might not be able to do the math either, but I guarantee you PA can and has. They wouldn't sell something that they haven't calculated would make them money. This is the casino aspect of it. You should realize that anytime you buy RNG, PA has calculated that RNG to take your money favorably to them. The exception to this is when they want to release something and they need people to catch up so they might do crazy sales, but it's more likely that we get our free stuff from events to help normalize the server's CP.
Additionally, it's no surprise that some items that are heavy in RNG (pets, totems, glyphs, valks 50, sushi, resto, red lightstones, red relics, magic essence) are much much harder to obtain in game than the guaranteed items like stamps, vials, and POG tickets. Those 3 things are easier to obtain, but since they're guaranteed, we want a massive amount of all 3 of those; basically to a point where we would need to whale hard to cap.
So what's the takeaway? This game sucks and PA is full of demons? No. Not at all. This game is by far the highest quality mobile game out there. It's honestly better than most PC MMORPGs right now. But it does mean that if you want to enjoy it, you need to know how to play it. Kind of like drinking responsibly I guess. Here are a few points that help make the game more enjoyable, prevent burnout, and prevent that horrible sinking feeling of buying something and then having it piss away and wishing you could turn back time 15 minutes:
- Do not spend on RNG unless the deal is borderline a guarantee and you never need to really deal with it for a very long time. For example, when totems released, there was a hot deal for 50 totems for 30 dollars which I think most people knew was a horrible deal. That's enough for a +4 I would say. You need about 800-1000 for a +6. This was 20 dollars on black friday to get 1500, getting as close to a sure thing as you can get for that. That was the time to knock totems out. We are currently seeing this now with glyphs. You can do well enough now by getting totem +6, full pen, red relic +0, and full red accessories. That's really all someone needs RNGwise to do okay.
- If you want to spend on something for yourself this Christmas, make sure it is a non-RNG purchase. This translates to 3 things and that's really it: vials (no great vial deals right now btw. black friday was the time for those), POG (500 wp for 10 or 1500 BP for 10), or boss stamps (via hot deal only usually). Don't enhance under 100%. If someone came up to you and said "there's a 98% chance I won't kick you in the balls right now; wanna roll the dice?", you likely would not play that game. Just go to 100%.
- Do all the events, do all the dailies, and do merchantry daily. You can make silver from the resources gain, you make some stamps from merchantry, you can stay on top of your camp, you make stamps from node manager, etc. As long as you play the game, you can get items which will improve your left side. Cart 4 merchantry takes 30 minutes to go through 100k food. Cart 5 takes 15.
- Don't fall into this silly trap of thinking PA or whales are the devil just because they are offering something that you don't think is worth the price. That'd be like walking into a grocery store and being pissed off at the store that they offer chocolate milk for $4 and it should be $2. Just don't buy the fucking milk; that offer isn't for you. Only pay attention to the things that fit your personal budget, even if that's $0. Just because an item is offered for a high price doesn't mean that you have to get it to play. Just skip it. Honestly, I don't feel bad at all knowing that my competition will spend hundreds of dollars per week/month because I know that they'll eventually just burn out and I'll win that way.
- Don't treat this game like a casino. You've played RPGs before when you were a kid. They are a long drawn out marathon over time that make you stronger and stronger the more you play them. Play this game like an RPG; not a casino. Don't spend on RNG.
EDIT: Related to this, for anyone who cares, I want to tell you another story.
Before this discussion last night, a guild member of mine asked me to look at their stuff and tell them how best to grow 114 CP in 30 minutes. I saw his black spirit level was 187 and emblem was 21. I did some math since I knew the amount to get to 24 and determined he needed 86 path of glory to get there, pushing him 3 black spirit levels, 3 emblem levels, and getting him enough silver to buy a red off the market and create a pink crystal. Looking at the packages available, he found the Pearls + POG package for 50 dollars, and 3x of the 10 dollar package, and then used the WP on the 50 passes for 2500 WP. This was an 80 dollar solution to his problem to get it immediately. It was guaranteed, but in my opinion expensive to have 90 runs with only 700 WP left over.
I pointed out to him that I recommended a different solution that for 60 dollars, he could have bought 2x Double Daily Pearl II, got half his CP immediately, and then waited 10 days for the other half. This would have saved him 20 dollars and gotten him a whopping 3100 WP left over in value, both of which could have been spent on even more CP if he chose (like the 3k WP event pass and the $20 anniversary chest). I also told him that lacking in 60 CP wasn't going to make him go from 6 hits to kill someone down to 5 hits in Black Sun so effectively the 10 day wait would be identical to having it now.
The moral of the story is a lot of the packages out there are garbage and there might be much more effective means of spending if you even choose to spend. Find them or wait for them to present themselves.
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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]

Non-Dice Roll Fun in Sessions

I am a DM and a player, and had such a great session at a game I play, and I want to find out what others do in their campaigns or their DMs do that are outside of the usual "dice roll" interactions in game.
My example is, in the campaign I played, our characters came across a gambling hall, and the DM had actual casino chips, as well as cards, and we played black jack, and dice games, and earned gold for our characters. It was a lot of fun, and I want to be able to add things like that in my game. Like yes, a player did use a spell to tip the dealers hand in one game, and as the druid, I wild shapped into a hamster for the hamster races and rigged the game. But it was a lot of fun, and not just a dice roll/social interaction kind of thing.
Anyone have some fun stories or ideas to add?
I was thinking for my next session, they are looting a gigantic room full of magical items, so I am going to have them play a memory "find the matching cards" game to see if they can focus, sift through it all, and find things they want. I am hoping they will appreciate not just a "i loot with a soft 22 investigation, what do I find?" and then i just read off a list. i have a ton of loot cards printed, and then how ever many pairs they find, thats how many loot items they get to pick from the pile ( all turned down ofc so its random )
submitted by ayee_ohh to DMAcademy [link] [comments]

Kickstarter Roundup: October 11, 2020 | 30+ Ending Soon (including: THE 7th CITADEL) & 55+ New This Week (including: Frostpunk: The Board Game)

What this is:

This is a weekly, curated listing of Kickstarter board game projects that are either:
All board game projects meeting those criteria will automatically be included, no need to ask. (The occasional non-board game project may also sneak in!)
Expect new lists each Sunday sometime between midnight and noon PST.

Ending Soon

Project Info Players Backers Min / Avg Pledge Ends Comments
Broadside Empires of Steel A fully printable tabletop miniatures game set in the era of the Dreadnought Battleship. // Has raised A$11,322 of A$3,000 so far. (~377%) ☑ 2 206 $22 / A$55 Oct 11 kicktraq bgg
PERTHRO A Norse mythology-inspired dice game for two players. // Has raised CHF13,392 of CHF3,500 so far. (~383%) ☑ 2 484 $20 / CHF28 Oct 12 kicktraq
Random Fun Generator, Dice Games from Steve Jackson Games A collection of over twenty dice games from Steve Jackson Games! Use any existing six-sided dice, or play using our many custom dice!!! // Has raised $79,119 of $500 so far. (~15824%) ☑ varies 3166 $15 / $25 Oct 12 kicktraq
Sharks Feeding Frenzy Life getting you down? Wouldn't you rather be a shark? Eat new and exciting people! // Has raised $11,309 of $10,000 so far. (~113%) ☑ 2 - 6 169 $29 / $67 Oct 13 kicktraq
Kingdom (2nd Edition) Build your community together. Fight for what you believe in… or watch it burn. A game about communities by the author of Microscope // Has raised $35,010 of $2,500 so far. (~1400%) ☑ 2 - 5 1214 $10 / $29 Oct 13 kicktraq #rpg #newedition
The Thing - The Boardgame The official board game inspired by the 1982 movie The Thing. // Has raised €318,357 of €42,000 so far. (~758%) ☑ 1 - 8 3995 $93 / €80 Oct 14 kicktraq bgg
Apogee: A New Space Tale A card management game from 1 to 5 players to discover the New Space // Has raised €110,467 of €20,000 so far. (~552%) ☑ 1 - 5 2014 $43 / €55 Oct 14 kicktraq bgg
Soulgivers Absorb the Souls of the fallen heroes and capture the Fragment to survive the Decay in this competitive strategy game for 2 players. // Has raised €64,148 of €40,000 so far. (~160%) ☑ 2 863 $82 / €74 Oct 14 kicktraq bgg
Fruit Salad: The Multiple Games in One Game We will be creating a board game called Fruit Salad. This game comes with 8 different games perfect for all kind of players. // Has raised $4,301 of $7,064 so far. (~61%) 1 - 10 30 $25 / $143 Oct 14 kicktraq
Bots Up Build a bot, send it to battle and compete to be the last bot standing!Find out more at botsupgame.com // Has raised £15,831 of £3,500 so far. (~452%) ☑ 2 - 5 546 $20 / £29 Oct 15 kicktraq bgg
Hogs Of War The Miniatures Game A 1-4 Player Tabletop Miniatures Game with Tech-Tree, Hidden Movement and Base-Building mechanics. Solo and Co-op Modes included! // Has raised £101,206 of £18,000 so far. (~562%) ☑ 1 - 4 1091 $88 / £93 Oct 15 kicktraq bgg
Office Buzz The Drinking Game To Become The CEO // Has raised $6,553 of $5,000 so far. (~131%) ☑ 3+ 231 $18 / $28 Oct 15 kicktraq
Machina Arcana ~ To Eternity A dark and immersive experience awaits you and your group of explorers. Travel the unknown, face cosmic horrors and fight for survival! // Has raised $447,554 of $30,000 so far. (~1492%) ☑ 1 - 4 5682 $25 / $79 Oct 15 kicktraq bgg #expansion
Best Left Buried: Deeper A new version of the rules light fantasy horror roleplaying game, Best Left Buried. // Has raised £23,277 of £10,000 so far. (~233%) ☑ ? 447 $13 / £52 Oct 15 kicktraq #rpg
Night Parade of a Hundred Yokai Raise an army of supernatural beings to haunt the islands of Japan in this asymmetrical engine building game! // Has raised $51,323 of $10,000 so far. (~513%) ☑ 1 - 4 904 $50 / $57 Oct 15 kicktraq bgg
10+ Game A Card Game for Players & Inventors // Has raised HK$104,132 of HK$46,500 so far. (~224%) ☑ 2 - 6 284 $24 / HK$367 Oct 15 kicktraq
Forgotten Depths A quick-playing but substantial experience of exploration and combat // Has raised $29,423 of $26,000 so far. (~113%) ☑ 1 - 3 994 $30 / $30 Oct 15 kicktraq bgg #take2
Mythalix: Chapter 1: Greek Mythology Gods and Titans clash in a new world.Battle opponents, control areas & build your deck in this light strategy board game. // Has raised £14,588 of £10,000 so far. (~146%) ☑ 2 - 4 316 $32 / £46 Oct 15 kicktraq bgg
THE 7th CITADEL After The 7th Continent, explore the world of the Collapsing Lands! // Has raised €2,238,010 of €300,000 so far. (~746%) ☑ 1 - 4 27409 $81 / €82 Oct 15 kicktraq bgg
Brick Logic: The Game A kid designed logic game that uses LEGO bricks. Great for pandemic fun. // Has raised $2,227 of $204 so far. (~1092%) ☑ 1+ 130 $12 / $17 Oct 15 kicktraq
Castaway Curse (Second Printing) The shipwreck adventure game, now available with international shipping! 2-6 players, 20 min/player. Ages 13+ // Has raised $1,748 of $1,000 so far. (~175%) ☑ 2 - 6 22 $100 / $79 Oct 15 kicktraq bgg #newedition
RUMSKI (Second Edition) A quick-thinking, rummy style, strategy card game // Has raised $2,904 of $3,500 so far. (~83%) 2 - 6 81 $13 / $36 Oct 15 kicktraq #take2
Set 🔥 Watch: Swords of the Coin ⚔️ The highly anticipated stand alone expansion to our acclaimed 1-4 player cooperative game, Set a Watch // Has raised $167,927 of $20,000 so far. (~840%) ☑ 1 - 4 3554 $28 / $47 Oct 15 kicktraq bgg #expansion
Ultimate Bestiary Miniatures A horde of miniatures for your tabletop adventures! Based on the best selling monster book; Revenge of the Horde! // Has raised $85,513 of $75,000 so far. (~114%) ☑ - 1229 $10 / $70 Oct 15 kicktraq #minis
What's The Point? - The Cactus Card Game What's The Point? is an exciting, family-friendly, and cacti-loaded card game! // Has raised $7,925 of $3,000 so far. (~264%) ☑ 2 - 6 156 $25 / $51 Oct 15 kicktraq
Lucky Luau Flower matching and lei making fun from beautiful Hawaii! // Has raised $5,204 of $4,000 so far. (~130%) ☑ 2 - 6 180 $15 / $29 Oct 15 kicktraq bgg
Choo Choo Game. The Choo Choo card game is a train building game for everyone. // Has raised A$761 of A$750 so far. (~101%) ☑ 2 - 12 19 $20 / A$40 Oct 15 kicktraq
Pets Gone Shady - Card Game A card game that lets you throw octopuses, deal with naked turtles and avoid hangry hamsters! // Has raised $25,190 of $12,500 so far. (~202%) ☑ 2 - 5 520 $20 / $48 Oct 16 kicktraq #newedition
Good vs Gooder Fun debates for funny people—a family-friendly party game celebrating the gooder things in life // Has raised $17,758 of $18,500 so far. (~96%) 3+ 209 $29 / $85 Oct 16 kicktraq
Dinosaur World and Dinosaur Island: Rawr 'n Write Dinosaur World and Dinosaur Island: Rawr 'n Write are two stand-alone games set in the Dinosaur Island Universe! // Has raised $642,373 of $25,000 so far. (~2569%) ☑ 2 - 4 7422 $30 / $87 Oct 16 kicktraq bgg
Brinkwood: The Blood of Tyrants A castlepunk Forged in the Dark roleplaying game. Mask up. Spill Blood. Drink the Rich. Join the discord! https://discord.gg/R72Endm // Has raised $48,598 of $10,000 so far. (~486%) ☑ ? 1644 $10 / $30 Oct 16 kicktraq #rpg
DOPPELT ODER NICHTS Ein Kartenspiel, bei dem niemand sicher ist. Du hast die Wahl, aber wenn du dich überschätzt, trifft es dich doppelt -ENGLISH AVAILABLE // Has raised €5,803 of €7,000 so far. (~83%) 4 - ? 115 $20 / €50 Oct 17 kicktraq
Escape Deathrace 2182 A pocket-sized table-top dungeon crawler that pits you against your friends (and aliens!) in a cosmic street race to save the galaxy! // Has raised $4,044 of $8,200 so far. (~49%) 1 - 4 45 $25 / $90 Oct 17 kicktraq bgg
Arms & Influence A political strategy card game, where you compete with neighboring nations to achieve world dominance. // Has raised $10,916 of $7,500 so far. (~146%) ☑ 3 - 4 215 $19 / $51 Oct 17 kicktraq bgg

New This Week

Project Info Players Backers Min / Avg Pledge Ends Comments
"Really Karen?" Party Board Game Live the life of a 'Karen' as you argue and complain around town with your friends in this hilarious party board game. // Has raised $2,715 of $10,000 so far. (~27%) 2 - 6 43 $30 / $63 Nov 06
13 Monsters: Armed to the Teeth - Battle expansion pack Supercharge your battles with 13 Monsters: Armed to the Teeth, the brand-new expansion pack for 13 Monsters: The game. // Has raised €1,558 of €6,500 so far. (~24%) 2 - 8 37 $30 / €42 Nov 05 bgg #expansion #reprint
Additive Drinking: The Card Game For Drinkers A fast paced and competitive drinking game. Influence your opponents drinking tasks to impossible levels using cards like +1, +4, x2. // Has raised $451 of $500 so far. (~90%) 2 teams 16 $12 / $28 Nov 02
Ambush Epic A semi-cooperative Dungeon game. Lead your hero to the creepy and darkest nook of the dungeon. // Has raised €14,570 of €25,000 so far. (~58%) 1 - 4 309 $42 / €47 Oct 29 bgg #take2
Animal Family A card game for the whole family. It matches animals in different family dynamics, which has rules for both ages 3 - 6 and 6 - 10. // Has raised $1 of $5,000 so far. (~0%) ? 1 $12 / $1 Dec 06
ANiMOZ - The trading card game of Australian animals The game changing conservation. Come be a Ranger! // Has raised A$12,836 of A$5,900 so far. (~218%) ☑ 1 - 4+ 198 $11 / A$65 Oct 31
Blood & Plunder: Raise the Black Golden age pirates join the world of Blood & Plunder as we move into the 18th century! // Has raised $220,954 of $120,000 so far. (~184%) ☑ 2 1133 $50 / $195 Nov 04 bgg #expansion #reprint
Bluffy pirates An extremely fun, highly competitive, strategic party game, suited for groups from 4 to 6 people. // Has raised €862 of €5,000 so far. (~17%) 4 - 6 25 $19 / €34 Oct 26
Card Bard A highly thematic card game where players take up the mantle of the bard! // Has raised $4,182 of $12,000 so far. (~35%) 2 - 4 70 $38 / $60 Nov 05 bgg
Cartographers Heroes + 3 Map Pack Expansions The stand-alone follow up to the critically acclaimed map-drawing game - Cartographers: A Roll Player Tale. // Has raised $218,516 of $20,000 so far. (~1093%) ☑ 1 - 100 4073 $22 / $54 Oct 23 bgg
Cooking Customers - Play Cards, Roll Dice & Don't Get Fired! Cooking Customers is a "stick it to your competition" card and dice game where you play cards, roll dice and try not to get fired! // Has raised $22 of $100 so far. (~22%) 2 - 10 3 $15 / $7 Oct 24 bgg #take2
Dice Command A semi-abstract tactical wargame for 2-4 players with dice action selection and engine building! // Has raised C$10169 of C$7000 so far. (~145%) ☑ 2 - 4 183 $35 / C$56 Nov 05
DICTATOR-Y LITTLE BITCH: A Cooperative Card/Board Game Team up with intelligent life forms from all over the Universe to resist the DICTATOR-Y LITTLE B!†₵Ħ before he totally Fµ₵кs the WORLD. // Has raised $1,357 of $13,000 so far. (~10%) 2 - 6 22 $34 / $62 Nov 02
Disciples - The Immoral Game of Cults and Consequences Start a cult! Perform ridiculous rituals, collect disciples and forget your morals in this fun global strategy tabletop game. // Has raised $2,653 of $3,333 so far. (~80%) 2 - 4 35 $38 / $76 Oct 30 bgg
Do You Realize How Much? An engaging, fun and surprising card game about our human footprint // Has raised €5,721 of €6,000 so far. (~95%) ? 145 $18 / €39 Nov 11
Dungeon Decorators A new tile-drafting light strategy game from the makers of The Red Dragon Inn! // Has raised $26,777 of $40,000 so far. (~67%) 2 - 4 476 $39 / $56 Oct 29 bgg
Dungeon Drop: Dropped Too Deep and Tavern Tales Prepare to drop deeper with an epic expansion to the premier "drop-style" tabletop game. Then complete your story with Tavern Tales! // Has raised $143,731 of $14,500 so far. (~991%) ☑ varies 2357 $16 / $61 Oct 29 bgg #expansion
Eternal Eight A Miniature War game with True 3D Castles and Villages! // Has raised $1,855 of $100,000 so far. (~2%) 1 - 4 19 $89 / $98 Nov 09
EvenQuads A new card deck, and five new games, featuring the biographies of women mathematicians through history. // Has raised $6,043 of $3,000 so far. (~201%) ☑ 1 - ? 146 $18 / $41 Nov 19
Fearsome Wilderness: the board game & miniatures collection a tabletop gaming experience crafted for gamers, hobbyists, and horror fans alike. // Has raised $17,390 of $10,000 so far. (~174%) ☑ 1 - 4 289 $49 / $60 Nov 05 bgg
Filibust! Party Card Game A party card game full of laughter; just don't let it out! You and your friends must keep a straight face saying your whacky lines. // Has raised $587 of $10,000 so far. (~6%) 3 - 8 10 $25 / $59 Dec 08
Frostpunk: The Board Game A city-survival game where heat means life and every decision comes at a cost. From the designers of Nemesis and This War of Mine: TBG. // Has raised €1,093,059 of €200,000 so far. (~547%) ☑ 1 - 4 9962 $89 / €110 Oct 28 bgg
Gun and Gun A fast-paced competitive card game featuring action-packed 1v1 duels and a two-deck draft system, brought to you straight from Japan. // Has raised $27,313 of $10,000 so far. (~273%) ☑ 2 438 $30 / $62 Oct 22 bgg
Herbaceous - Pocket Edition A new, compact version of Herbaceous that's just as relaxing and beautiful as the original // Has raised $18,466 of $4,500 so far. (~410%) ☑ 1 - 4 925 $15 / $20 Oct 19 bgg #newedition
Hey Doc, A adult party game for health care workers, students and anyone who finds bodily functions humerus! // Has raised $12,005 of $11,000 so far. (~109%) ☑ 3+ 269 $35 / $45 Nov 01 #take2 #lolwut
Hidden Society of the Gnomes: Great Invasion Gnomes are taking over the world! The invasion is inevitable! Will they succeed, or will the human race prevail? The choice is yours! // Has raised €222 of €60,000 so far. (~0%) 2 4 $47 / €56 Dec 08 #hmm
High Rise: The UltraPlastic Edition The tabletop board game about construction and corruption, now with gorgeous plastic buildings // Has raised $49,273 of $50,000 so far. (~99%) 1 - 4 706 $5 / $70 Oct 29 bgg #newedition #expansion
Jack Rabbit JAM: Battle Roulette A casino-style 1v1 game of strategy and luck, inspired by classic arcade fighters. // Has raised £83 of £777 so far. (~11%) 2 13 $10 / £6 Oct 28
Journey to Ecrya: A roleplay-driven board game Play as 1 of 8 unique heroes and embark on a dangerous journey through a rich fantasy landscape in this 2 to 4 players game. // Has raised €2,180 of €13,000 so far. (~17%) 2 - 4 53 $30 / €41 Nov 10 bgg
King of the West A quick Weird West area-control card game that fits in your pocket. Only $9! // Has raised $2,169 of $3,500 so far. (~62%) 2 - 9 86 $9 / $25 Nov 03 bgg
Mighty Armies: Invasion The dead have risen! The living must form armies as they combat the forces of foul necromancers. Welcome to Invasion. // Has raised $1,441 of $500 so far. (~288%) ☑ 2? 22 $10 / $66 Oct 18
MUD: A Political Card Game The dirty game of American elections. // Has raised $19,427 of $12,000 so far. (~162%) ☑ 2 - 6 394 $25 / $49 Nov 02 bgg
NOONGK - the future is already here! Harness the power of technologies and leverage them as a tool to achieve the sustainable development agenda. // Has raised €182 of €30,000 so far. (~1%) ? 5 $35 / €36 Nov 11 #hmm
Pocket Paragons 3-minute Asymmetrical Duel // Has raised $11,591 of $8,000 so far. (~145%) ☑ 2 214 $20 / $54 Nov 05 bgg
Prosperitea A simple and elegant card game about blending, selling, and trading loose leaf tea. From the studio that brought you Cantankerous Cats! // Has raised $3,714 of $20,000 so far. (~19%) 3 - 6 95 $29 / $39 Nov 02 bgg
Rainbow Unicorn Rescue Rainbow Unicorn Rescue is a true family board game; created by two young sisters and brought to life with a little help from dad. // Has raised $4,046 of $5,000 so far. (~81%) 2 - 4 56 $30 / $72 Nov 01
Random Fun Generator, Dice Games from Steve Jackson Games A collection of over twenty dice games from Steve Jackson Games! Use any existing six-sided dice, or play using our many custom dice!!! // Has raised $79,119 of $500 so far. (~15824%) ☑ varies 3166 $15 / $25 Oct 12
Rathskellers Modular Table : For Dining, Gaming & RPG's Rathskellers' 1st kickstarter project ! Presenting Sunnygeeks: A truly epic & modular table for Dining, Gaming & RPGs. // Has raised €269,740 of €100,000 so far. (~270%) ☑ - 231 $1182 / €1,168 Nov 12 #bling
Reputation: The Game of Fame A scandalous card game about your journey to superstardom. // Has raised A$1,155 of A$1,500 so far. (~77%) ? 25 $18 / A$46 Nov 02
ROTTEN MINIATURES MMXX Resin miniatures in dark fantasy style for players, collectors, and painters. // Has raised €4,486 of €2,500 so far. (~179%) ☑ - 79 $10 / €57 Nov 07 #minis
RPG Battles: The Card Game The easiest roleplaying, cards, and strategy game ever! Based on the mechanics of the Pathfinder RPG, without the complication. #TTRPG // Has raised $961 of $1,000 so far. (~96%) 2 - 6 31 $15 / $31 Nov 06 bgg
Sig: City of Blades Cosmopolitan Planar Fantasy, Forged in the Dark // Has raised C$15246 of C$10000 so far. (~152%) ☑ ? 354 $19 / C$43 Oct 30 #rpg
Solid Oak Dice Tower Evolution Dice tower / tray / storage combo // Has raised £1,605 of £400 so far. (~401%) ☑ - 26 $39 / £62 Oct 29 #bling
Spindlewheel A tarot-like interpretive storytelling game where you weave a story from card to card. // Has raised $19,970 of $5,000 so far. (~399%) ☑ ? 321 $35 / $62 Nov 07 #rpg
Studies in Sorcery Studies in Sorcery is an engine building and drafting game for 1-4 players about getting your master's degree in the dark arts. // Has raised $16,327 of $5,900 so far. (~277%) ☑ 1 - 4 545 $19 / $30 Oct 29 bgg
Takkure, a cyberpunk rugby game In a violent cyberpunk universe, the players take on the role of coaches to lead teams of 4 players. // Has raised €19,734 of €13,000 so far. (~152%) ☑ 2 282 $77 / €70 Oct 25 bgg
The Conquistadors A game simulating the Spanish conquest of the Americas from 1518-1548 // Has raised $6,373 of $2,500 so far. (~255%) ☑ 1 - 5 80 $64 / $80 Oct 27 bgg
The Sleepover A lightly horror themed family friendly co-op board game. Where you have to restore power to the house before the Boogeyman gets you. // Has raised $2,569 of $27,000 so far. (~10%) 2 - 6 32 $45 / $80 Nov 06
Time Vault Soccer - The football card game A 2 player starter pack and expansion for the original Time Vault Soccer "Debut" set - with added World Cup-ness. // Has raised £613 of £1,000 so far. (~61%) 2 - 6 14 $27 / £44 Nov 05 bgg #expansion #newedition
To The Moon And Back A fun and highly tactical board game where in up to six players compete against eachother as intergalactic parcel couriers. // Has raised €3,724 of €20,000 so far. (~19%) 2 - 6 68 $48 / €55 Nov 05
TorKings: The World's Greatest Strategic Alignment Game UNTAMED and UNLEASHED - The genre's EXTREME UPGRADE of gameplay and hardware is here. // Has raised A$38,686 of A$5,000 so far. (~774%) ☑ 2 - 6 406 $39 / A$95 Oct 27 bgg
Truth or lie, do you know your friends? The boardgame where you will have to discover if your friends are lying or telling the truth, with the most intimate questions // Has raised €322 of €2,200 so far. (~15%) ? 8 $24 / €40 Nov 03
Unforgiven: The Lincoln Assassination Trial Relive one of the most famous trials in US history--a tense, tabletop duel where you sway a jury & a nation for swift justice. // Has raised $22,177 of $7,999 so far. (~277%) ☑ 2 373 $29 / $59 Oct 31 bgg
WOKE UP! “There is no such thing as a single issue struggle"Audre Lorde (Black, Lesbian, Mother, Warrior) // Has raised £1 of £4,600 so far. (~0%) 2 - 6 1 $20 / £1 Nov 04
Yonder: A Fantasy Tabletop Roleplaying Game Refugees from a cataclysm venture into a magical land where they are transformed as they reveal their inner nature. // Has raised C$8192 of C$6000 so far. (~137%) ☑ ? 176 $19 / C$47 Nov 01 #rpg
You Don't Know Me: The Friendship Party Game Testing friendships since 2020. // Has raised C$2957 of C$8000 so far. (~37%) 3 - 6+ 36 $19 / C$82 Nov 05

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Footnotes

Tip Jar

These lists take time and money to put together. Not a lot, but a little. If you enjoy them, maybe toss me a buck now and then. Signing up for a free AirTable account via my referral link can help, too. Plus, it's swell!
submitted by Zelbinian to boardgames [link] [comments]

What Qualifies as a Board Game and What Doesn't?

Tl; dr: What is 'crisp set' and what is 'fuzzy set' or whatever terminology you want to use, and what isn't a board game at all?
X = crisp set
Y = fuzzy set
Z = out-group (not within nor bordering the in-group) Chess = X/board game Poker = Z/standard card game (casino game and tabletop game) Necromunda = Y/tabletop wargame, board game hybrid (heavily leaning to tabletop wargame) Magic: The Gathering = Z/custom card/trading card game Blood Bowl = Y/board game, tabletop wargame hybrid (more wargame than board game)
Poker? Necromunda? Magic: The Gathering? Chess? Blood Bowl?
The reason the aforementioned can't all be crisp set (in-group) board games is because it would, therefore, include all possible physical games (or close to it); thus, it would be rendered a useless, all encompassing category.
I will tell you what I think of such examples, and then you can tell me what is taken to be the truth within the board gaming space.
Note: According to Board Game Geek (BGG), one of the leading authorities of all things board gaming, and a website heavily followed by such Reddit pages as this one, they pretty much publish whatever they feel is 'board game' or, rather, under the overarching group of 'tabletop', as they see fit, so their website does, indeed, have Poker on their listing, along with Warhammer 40,000, for example, which is not at all a board game but a tabletop wargame, though there is some overlap, of course.
Poker = standard card game and casino game (out-group)
I think Poker isn't a board game because it (1) doesn't use dice, a board, or otherwise elements and (2) only uses a standard deck of cards. This is a 'gateway' to either card games or casino games, or maybe like-minded tabletop games, but not board games (though some may include it within 'party game', but still not 'board game', as the overarching group of 'tabletop' is also not 'board game', just as 'tabletop wargames' are not 'board games', such as Warhammer 40,000).

Necromunda (2017) = tabletop wargame, board game wargame hybrid (fuzzy set)
I think Necromunda could be seen as a board game hybrid because it does use a board, along with other board game-like mechanics, not just tabletop wargame, but it is primarily a tabletop wargame, yet marketed and treated as a hybrid/fuzzy set due to its board game nature, cardboard game board, and skirmish nature. Some also call it a 'gateway game', meaning, 'a gateway to the more standard forms of tabletop wargaming'. I would call this a 'true fuzzy set' but leaning heavily to 'tabletop wargame' as once you remove the board, it's really just a 'skirmish tabletop wargame', but the addition of the board makes it a fuzzy set board game, once all the other elements and mechanics are factored. Necromunda is also seen as a real 'gateway' to either place. Note that Necromunda isn't a board game at all, it's just a tabletop wargame with a forced hybridisation for marketing purposes and as a 'gateway', but it's still a tabletop wargame at its core, and edges, for the most part.

Chess = board game (crisp set)
I think Chess is a board game because it (1) doesn't use standard cards; (2) uses a board; and (3) uses game pieces. Chess is a 'gateway' to other abstract board games or board wargames, not card games or tabletop wargames.

Magic: The Gathering = custom/trading card game (out-group)
I think Magic: The Gathering is a custom/trading card game because it (1) uses custom cards; (2) doesn't use dice; (3) doesn't use a board; (4) doesn't use standard cards; (5) doesn't use game pieces or miniatures; and (6) doesn't use otherwise game pieces. I know some people throw Magic in with the overarching group of 'board game', but the problem with this is it would include every card game.
Blood Bowl = board game, tabletop wargame hybrid (fuzzy set)
I think Blood Bowl is a fuzzy set board game because it (1) uses a board; (2) uses miniatures; (3) uses custom cards; (4) uses dice; (5) has individual characterisation; and (6) uses core wargaming mechanics. This is common for 'skirmish wargames', but not so common for board games; further, it has all the elements of both wargaming board games and tabletop wargames, so I would call it a 'true fuzzy set' (or 'gateway', to either place). Of course, you could view all 'miniature games' as 'tabletop wargames', regardless, though sometimes there are 'fuzzy set' examples; in fact, many 'grand' board games have miniatures and are not tabletop wargames at all. But, maybe it's only extended when the miniatures are individual characters, and not just representations/abstractions. Likewise, it could be that 'any game played on a board' is a board game, or that a certain combination is required to make 'board game' instead of 'tabletop wargame'.

This means a board game can exist, or partly exist, without a board at all, and it also means that just because it has a board, it's not necessarily a board game. And, a board game must include something other than a standard deck of cards; further, we can state that a 'fuzzy set' is a 'gateway between the two game classifications that it is bordering', typically, 'board game' and 'tabletop wargame'.
Again, I have seen much debate online about the aforementioned games -- and, more importantly, what their game types are. What is taken as true within the board games space, and what are your own views? Thanks.
submitted by TheRetroWorkshop to tabletopgamedesign [link] [comments]

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

Non-Dice Roll Interactions for Sessions

I am a DM and a player, and had such a great session at a game I play, and I want to find out what others do in their campaigns or their DMs do that are outside of the usual "dice roll" interactions in game.
My example is, in the campaign I played, our characters came across a gambling hall, and the DM had actual casino chips, as well as cards, and we played black jack, and dice games, and earned gold for our characters. It was a lot of fun, and I want to be able to add things like that in my game. Like yes, a player did use a spell to tip the dealers hand in one game, and as the druid, I wild shapped into a hamster for the hamster races and rigged the game. But it was a lot of fun, and not just a dice roll/social interaction kind of thing.
Anyone have some fun stories or ideas to add?
I was thinking for my next session, they are looting a gigantic room full of magical items, so I am going to have them play a memory "find the matching cards" game to see if they can focus, sift through it all, and find things they want. I am hoping they will appreciate not just a "i loot with a soft 22 investigation, what do I find?" and then i just read off a list. i have a ton of loot cards printed, and then how ever many pairs they find, thats how many loot items they get to pick from the pile ( all turned down ofc so its random )
submitted by ayee_ohh to DnD [link] [comments]

What Qualifies as a Board Game and What Doesn't?

Tl; dr: What is 'crisp set' and what is 'fuzzy set' or whatever terminology you want to use, and what isn't a board game at all?
X = crisp set
Y = fuzzy set
Z = out-group (not within nor bordering the in-group) Chess = X/board game Poker = Z/standard card game (casino game and tabletop game) Necromunda = Y/tabletop wargame, board game hybrid (heavily leaning to tabletop wargame) Magic: The Gathering = Z/custom card/trading card game Blood Bowl = Y/board game, tabletop wargame hybrid (more wargame than board game)
Poker? Necromunda? Magic: The Gathering? Chess? Blood Bowl?
The reason the aforementioned can't all be crisp set (in-group) board games is because it would, therefore, include all possible physical games (or close to it); thus, it would be rendered a useless, all encompassing category.
I will tell you what I think of such examples, and then you can tell me what is taken to be the truth within the board gaming space.
Note: According to Board Game Geek (BGG), one of the leading authorities of all things board gaming, and a website heavily followed by such Reddit pages as this one, they pretty much publish whatever they feel is 'board game' or, rather, under the overarching group of 'tabletop', as they see fit, so their website does, indeed, have Poker on their listing, along with Warhammer 40,000, for example, which is not at all a board game but a tabletop wargame, though there is some overlap, of course.
Poker = standard card game and casino game (out-group)
I think Poker isn't a board game because it (1) doesn't use dice, a board, or otherwise elements and (2) only uses a standard deck of cards. This is a 'gateway' to either card games or casino games, or maybe like-minded tabletop games, but not board games (though some may include it within 'party game', but still not 'board game', as the overarching group of 'tabletop' is also not 'board game', just as 'tabletop wargames' are not 'board games', such as Warhammer 40,000).
Necromunda (2017) = tabletop wargame, board game wargame hybrid (fuzzy set)
I think Necromunda could be seen as a board game hybrid because it does use a board, along with other board game-like mechanics, not just tabletop wargame, but it is primarily a tabletop wargame, yet marketed and treated as a hybrid/fuzzy set due to its board game nature, cardboard game board, and skirmish nature. Some also call it a 'gateway game', meaning, 'a gateway to the more standard forms of tabletop wargaming'. I would call this a 'true fuzzy set' but leaning heavily to 'tabletop wargame' as once you remove the board, it's really just a 'skirmish tabletop wargame', but the addition of the board makes it a fuzzy set board game, once all the other elements and mechanics are factored. Necromunda is also seen as a real 'gateway' to either place. Note that Necromunda isn't a board game at all, it's just a tabletop wargame with a forced hybridisation for marketing purposes and as a 'gateway', but it's still a tabletop wargame at its core, and edges, for the most part.
Chess = board game (crisp set)
I think Chess is a board game because it (1) doesn't use standard cards; (2) uses a board; and (3) uses game pieces. Chess is a 'gateway' to other abstract board games or board wargames, not card games or tabletop wargames.
Magic: The Gathering = custom/trading card game (out-group)
I think Magic: The Gathering is a custom/trading card game because it (1) uses custom cards; (2) doesn't use dice; (3) doesn't use a board; (4) doesn't use standard cards; (5) doesn't use game pieces or miniatures; and (6) doesn't use otherwise game pieces. I know some people throw Magic in with the overarching group of 'board game', but the problem with this is it would include every card game.
Blood Bowl = board game, tabletop wargame hybrid (fuzzy set)
I think Blood Bowl is a fuzzy set board game because it (1) uses a board; (2) uses miniatures; (3) uses custom cards; (4) uses dice; (5) has individual characterisation; and (6) uses core wargaming mechanics. This is common for 'skirmish wargames', but not so common for board games; further, it has all the elements of both wargaming board games and tabletop wargames, so I would call it a 'true fuzzy set' (or 'gateway', to either place). Of course, you could view all 'miniature games' as 'tabletop wargames', regardless, though sometimes there are 'fuzzy set' examples; in fact, many 'grand' board games have miniatures and are not tabletop wargames at all. But, maybe it's only extended when the miniatures are individual characters, and not just representations/abstractions. Likewise, it could be that 'any game played on a board' is a board game, or that a certain combination is required to make 'board game' instead of 'tabletop wargame'.
This means a board game can exist, or partly exist, without a board at all, and it also means that just because it has a board, it's not necessarily a board game. And, a board game must include something other than a standard deck of cards; further, we can state that a 'fuzzy set' is a 'gateway between the two game classifications that it is bordering', typically, 'board game' and 'tabletop wargame'.
Again, I have seen much debate online about the aforementioned games -- and, more importantly, what their game types are. What is taken as true within the board games space, and what are your own views? Thanks.
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casino dice games list video

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