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Review of Martin Scorsese’s 1995 Casino [A mob movie that has many actors that will go on to be in the Sopranos].

mods please lmk if this violates the rules. i’m posting here because I write about the mob/casino and many relevant themes that are important elements of the Sopranos, in my opinion. I think they’re of the same medium and genre so wanted to post here. Hope that’s alright. Cheers! (11 min read) ————————————————————————
EDIT 2: TL;DR -
Casino is a story of sexual and financial intrigue, mob violence, union pension fund embezzlement, a “love” story, and the protagonist's masochist addiction to the pain and chaos his lover inflicts on him. It turns out that the sharp-minded genius who meticulously runs the casino, is no more rational than the gamblers who routinely frequent the casino, coming back to lose their money and hoping that the odds will magically shift in their favor.
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Every good filmmaker makes the same movie over and over again—Martin Scorsese is no different
Scorsese's Casino is a phenomenal story of the condoned chaos and "legalized robbery" that happens on a daily basis to gamblers who bett away thousands of dollars and return each day for more “FinDom,” but without any of the sexual sadism. The whole scam only persists because the house always wins: the odds are stacked 3 million to one on the slot machines, but the same shmucks return wide-eyed each day hoping for a different outcome, devoid of any rational re-evaluation required to maintain their grasp on reality, and the liquidity of their bank accounts.
Casino is a story of sexual and financial intrigue, mob violence, union pension fund embezzlement, a “love” story, and the protagonist's masochist addiction to the pain and chaos his lover inflicts on him. It turns out that the sharp-minded genius who meticulously runs the casino, is no more rational than the gamblers who routinely frequent the casino, coming back to lose their money and hoping that the odds will magically shift in their favor.
Robert De Niro plays Sam "Ace" Rothstein, recruited by his childhood friend Nick "Nicky" Santorno to help run the Tangiers casino, which is funded by an investment made with the Teamsters’ pension fund. Ace’s job is to keep the bottom line flowing so that the Mafia's skimming operation can continue seamlessly. De Niro's character felt like half-way between Travis from Taxi Driver (of course, nowhere as mentally disturbed) and half of the addictive excess, greed, and eccentric business-mind of Jordan Belfort in The Wolf of Wall Street.
Ace’s attention to detail gives him a rain-man-esque sensibility; his ability to see every scam, trick, hand signal, and maneuver happening on the casino floor make him the perfect manager of the casino, and take his managerial style to authoritarian heights in his pursuit of order and control over what is an inherently unstable and dynamic scheme; betting, hedging outcomes, and walking the line to keep the money flowing and the gamblers coming back. I’m not claiming Ace is autistic, I'm no clinician, but his managerial sensibilities over the daily operations of the casino, from the dealers to the pit bosses, to the shift managers, are to the point of disturbing precision, he has eyes everywhere, and knows how to remove belligerent customers with class and professionalism, but ultimately is short sighted in “reading” the human beings he is in relationship with. Ace is frustratingly naive and gullible in his partnership with Nicky and the threat he poses to him, and in his marriage with Ginger.
Ace has no personal aspirations to extract millions of dollars for himself out of the casino corruption venture. Ace simply wants the casino to operate as efficiently as possible, and he has no qualms about being a pawn of the bosses. While Sam, “the Golden Jew”—as he is called—is the real CEO of the whole enterprise, directing things at Tangiers for the benefit of the bosses “back home.” Ace’s compliance is juxtaposed with Nicky’s outrage upon feeling used: he gripes about how he is in “the trenches” while the bosses sit back and do nothing. Note that none of the activity Nicky engages in outside of the casino—doing the work of “taking Las Vegas over”—is authorized by the bosses. Ultimately Nicky’s inability to exert control over his crew and the street lead to his demise.
In the end, capitalism, and all that happens in the confines of the casino, is nothing but “organized violence.” Sound familiar? The mob has a capitalist structure in its organization and hierarchy: muscle men collect and send money back to the bosses who do not labor tirelessly “in the trenches.” The labor of the collectors is exploited to create the profits of their bosses. The entire business-model of the Mafia is predicated on usury and debtors defaulting on loans for which the repayment is only guaranteed by the threat of violence. But this dynamic is not without its internal contradictions and tensions, as seen in Casino.
In a comedic turn, the skimmers get skimmed! The bosses begin to notice the thinning of the envelopes and lighter and lighter suitcases being brought from the casino to Kansas City, “back home”. The situation continues to spin out of control, but a mid-tier mafioso articulates the careful balance required for the skimming operation to carry on: to keep the skimming operation functioning, the skimmers need to be kept loyal and happy. It’s a price the bosses have to pay to maintain the operation, “leakage” in their terms. Ace’s efficient management and precision in maintaining order within Tangiers is crucial for the money to keep flowing. But Ace’s control over the casino slips more and more as the movie progresses. We see this as the direct result of Nicky’s ascendance as mob kingpin in Vegas, the chaos he creates cannot be contained and disrupts the profits and delicate dynamics that keep the scam running.
Of course I can’t help myself here! We should view Scorsese’s discography, and the many portrayals of capitalist excess not as celebratory fetishization, but a critique of the greed and violence he so masterfully captures on film. See the Wolf of Wall Street for its tale of money as the most dangerous drug of them all, and the alienation—social and political—showcased in Taxi Driver. Scorsese uses the mob as a foil to the casino to attack the supposed monopoly the casino holds on legitimate, legal economic activity that rests on institutionalized theft. When juxtaposed with the logic of organized crime, we begin to see that the two—Ace and Nick—are not so different after all.
The only dividing line between the casino and organized crime is the law. Vegas is a lawless town yes, “the Wild West” as Nicky puts it, but there are laws in Vegas. The corruption of the political establishment and ruling elites is demonstrated when they pressure Ace to re-hire an incompetent employee who he fired for his complicity in a cheating scam or his stupidity in letting the slot machines get rigged; nepotism breeds mediocrity. In the end, Ace’s fall is the result of the rent-seeking behavior that the Vegas ruling class wields to influence the gaming board to not even permit Ace a fair hearing for his gaming license, which would’ve given him the lawful authority to officially run Tangiers. The elites use the political apparatus of the State to resist the new gang in town, the warring faction of mob-affiliated casino capitalists. While the mob’s only weapon to employ is that of violence. The mafia is still subservient to the powers that be within the political and economic establishment of Vegas, and they’re told “this is not your town.”
I’d like to make the most salient claim of this entire review now. Casino is a western film. The frontier of the Wild West is Vegas in this case, where the disorder of the mob wreaks havoc on, an until then, an “untapped market.” The investment scheme that the Teamsters pension fund is exploited for as seed capital, is an attempt to remain in the confines of the law while extracting as much value as possible through illegal and corrupt means for the capitalist class of the mob (and the ultimately dispensable union president). Tangiers exists in the liminal space of condoned economic activity as a legal and otherwise standard casino. While the violence required to maintain the operation, corrupts the legal legitimacy it never fully enjoyed from the beginning. This mirrors the bounty economy of the West and the out-sourcing of the law and the execution of the law, to bounty hunters. There is no real authority out in the frontier, the killer outlaw on the run is not so different from the bounty hunter who enjoys his livelihood by hunting down the killers. Yet, he himself is not the State. The wide-lens frame of Ace and Nicky meeting in the desert felt like a direct homage to the iconic image of the Western standoff. The conflict between Ace and Nick, the enforcer and the mastermind, is an approximation of the conflicts we might see in John Wayne’s films. The casino venture itself could be seen as an analogy of the frontier-venturism of railroad pioneers going to lay track to develop the West into a more industrial region.
I would have believed that this was a documentary about how the mob took over control of the Vegas casinos in the 1970-80s … if it were not for the viewer being expected to believe that Robert De Niro could play a Jew; it's hard to believe a man with that accent and the roles he’s played his entire career could be a “CRAZY JEW FUCK!!” I kid! But alas, De Niro is a class act and the last of the many greats of a bygone era. At times, it felt like Joe Pesci lacked talent as an actor, but his portrayal of the scummy, backstabbing bastard in Nicky was genuinely remarkable, but I might consider his performance the weak point of the movie. It’s weird to see a man that short, be that much of physical menace. There are a number of Sopranos actors in Casino. I’m sure Vincent Chase watched the movie and said to himself, “bet, i’ll cast half of these guys.”The set design and costumes were gorgeous. The styles and fashion of the time were spectacular. Scorsese’s signature gratuitous violence featured prominently, but tastefully. The camera work, tracking shots through the casino and spatial movement was incredible and I thought the cinematography was outstanding, the Western-esque wide lens in the desert was worthy of being a framed still.
The Nicky//Ace dynamic is excellent and the two play off of each other well. The conflict between the two of them escalates gradually, and then Nicky’s betrayal of Ace by cheating with Ginger marks the final break between the two of them. Nicky’s mob faculties represent a brutal, violent theft that is illegal and requires the enforcement of violence by organized crime. Despite the illegal embezzlement and corruption at play with the “skimming” operation at work at the casino, the general business model of the casino stands in contrast to the obscene violence of the loan sharks. Ace operates an intelligent operation of theft through the casino, and his hands-on management approach is instrumental to the success of the casino. Nicky’s chaos pervades the casino, and the life and activities of “the street” begin to bleed into Ace’s ability to maintain order in the casino. “Connected” types begin frequenting the casino, and Ace unknowingly forces one particularly rude gambler to leave the casino, who happens to have mob ties with Nicky. The “organized violence” of the casino cannot stay intact perfectly, because the very thing holding it together is the presence of the mob. Nicky is in Vegas as the enforcer and tasked with protecting Ace but his independent, entrepreneurial (shall we call them?) aspirations lead him to attempt to overtake what he realizes is a frontier for organized crime to brutalize and exploit the characters of “the street” (pimps, players, addicts, dealers, and prostitutes) and the owners of small private businesses.
Nicky is reckless, “when i plant my flag out here you won’t need your [casino/gaming] license” Nicky thinks he, and Ace, can bypass the regulations and bureaucratic legal measures by sheer force of violence alone. But ultimately Nicky is shortsighted and doesn’t have a real attachment to the success of the casino. After all, he isn’t getting profits from it (or much anyway) and isn’t permitted to play a real, active role in its daily functions because of his belligerent, untamed personality. Nicky has no buy-in that would motivate him to follow the rules or to work within the legal parts of the economy, it’s not the game he knows how to play, and win. All that he is loyal to, or deferent too, is the bosses back home; for whom he maintains absolute, uncompromising loyalty to, but still holds intense spite for.
And now to the more compelling element of the narrative. Sam “Ace” Rothstein is positioned as remarkably intelligent, he makes informed decisions that aid in his skill as a gambler, he can read people to determine whether he’s being conned, he has an attention to detail—aided by the casino’s surveillance apparatus which monitors cheating—that is almost unbelievable. Ace knows when he’s being cheated, he knows how to rig the game so that the house always wins, enacting psychological warfare to break down the confidence of would be proficient gamblers, who could threaten Tangiers’ bottom line. But in the end, the greatest gamble Ace makes is his marriage to Ginger. Ginger is the seductive, charismatic, and flirtatious madame who makes her money with tricks and her sexual power. Ginger works as a prostitute, seducing men, and extracting everything she can, almost as a sort of sexual-financial vampirism.
Ginger is the bad bet Ace can’t stop making even when she destroys his life, her own, and puts their daughter Amy in harm’s way. Ginger is the gamble Ace made wrong, but he keeps going back to her every time, trying to rationalize how she might change and be different the next time. Ace is not a victim to Ginger’s antics. Ginger makes it clear who she is: an addict, alcoholic, manic shopaholic who will use all of her powers to extract everything she can from everyone around her. She uses everyone to her advantage and manipulates men with her sexual power in exchange for their money and protection. Ginger had a price for her hand in marriage: $1 million in cash and $1 million worth of jewelry that are left to her and her alone as a sort of emergency fund.
Ace’s numerous attempts to buy Ginger’s love—and the clear fact that no matter how expensive the fur coat and how grand the mansion, none of it would ever be enough to satisfy her—mirrored Jordan Belfort’s relationship with Naomi in The Wolf of Wall Street. Both relationships carried the same manic volatility and conflict over child custody was found in both films, with the roles reversed in the respective films. Ginger may be irredeemable and a pathological liar, but Ace can’t claim that she wasn’t clear with him; when he asked her to marry him, Ginger said she didn’t love Ace. Ace replied that love could be “developed” but required a foundation of trust to develop. That trust was never there to begin with. The love was doomed from the start to destroy the two of them; two addicts, two gamblers, lying on a daily basis to one another and themselves about reality to justify their respective existences, the marriage, and Ace’s livelihood. And as Ginger pointed out, “I should have never married him. He’s a gemini, a triple gemini … a snake” Maybe astrology has some truth to it after all.
Now I’m not licensed (but hey neither was Ace, and he ran a casino empire!), but Ginger has the inklings of a borderline personality: her manic depression, narcissism, drug and alcohol abuse, and constant begging for forgiveness all seem indications of a larger psychological disorder at play. In the end, Ginger runs away with all the money Ace left her and finds her people in Los Angeles, the pimps, whores, and addicts she fits in with, in turn exploit and kill her for 3 grand in mint coins by giving her a ‘hot’ dose.
Overall, Casino is an incredible cinematic experience. I highly recommend watching this and seeing it as part of Scorsese's anthology of commentary on our economic system and its human victims. I’d argue that Casino, Wolf of Wall Street, and The Irishman all fit together nicely into a trilogy of the Scorsesean history of finance and corruption from the 70s to the 90s.
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EDIT 2: TL;DR —
Casino is a story of sexual and financial intrigue, mob violence, union pension fund embezzlement, a “love” story, and the protagonist's masochist addiction to the pain and chaos his lover inflicts on him. It turns out that the sharp-minded genius who meticulously runs the casino, is no more rational than the gamblers who routinely frequent the casino, coming back to lose their money and hoping that the odds will magically shift in their favor.
submitted by chaaarliee201 to thesopranos [link] [comments]

How do you want to do this? A Discussion on Selective Rule Enforcement and the application of the "Rule of Cool"

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

Abstract:

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

**“Once upon a time, around a table…”

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

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

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

Session 2: The Ethics of a Dungeon Master

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

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

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

DM: Jacob S. Players: CJ J. (Capri-Sun), Hunter M. (Olivia Invidia), Thomas H. (Courtney Act), Clara Z. (Succor), Idan H. (Fab), Peyton L. (Harmony)
"Hello everyone!"
Naoise Capri-Sun and Sif Courtney Act sit at a glittery decorative table with a tall stack of pictures between them.
"My name is Capri-Sun..."
"And I'm Courtney Act..."
"And welcome," Capri continues, "to the first ever PuBall's Frack Race Fashion! Photo! Review!!!" She leans forward, resting her chin in her hands. "We're here to recap the inaugural season of PuBall's Frack Race by tooting--" She gives a thumbs up. "--and booting--" She dramatically flips her hand over into a thumbs down. "--the runway looks from the competition!"
"We'll be judging the outfits, hair, and jewelry from each contestant's runway appearances. So, without further ado, let's get started with the first week's theme: Talent show."
Capri picks up the first page from the stack of pictures. On it is a drawing of herself in a cirque outfit, hanging from an aerial silk. "Now... we might be a little biased, considering both of us were contestants, but being the first season there weren't any former contestants to host this so here we are! Anyway, this was my look. I did a bit of a cirque performance."
She points to the leotard in the picture. "My main critique of this outfit is that I wish I'd come up with a better design for the embroidery, but I think the colors worked really well, especially with them being in my comfort zone of shades to work in."
Courtney nods. "Matching the outfit to the silk was a nice touch. I'll give this a toot."
"Why, thank you!" Capri feigns bashfulness. "I also give this a toot."
She puts the picture down and Courtney picks up the next two images from the stack, each of which show a triton in a different outfit. "This was Picassa's look, or rather, looks."
"I love a reveal or a transformation. Neither of these outfits stands out but I have to applaud the choice to do two in the first challenge so I will also give this a toot."
Courtney shrugs. "I dunno, I think the second one was stronger and without actually incorporating the change into her talent it was just sort of distracting. I'm gonna boot this one."
"To each her own," Capri shrugs. She picks up the next image, which shows a greyscale tiefling in a sparkly cloak. "So, next up we have Harmony. This is definitely a bit of a simple look but I think it works."
"Harmony's talent was magic, and I think this look says adventurer, but the cloak is very nice so I think that elevates it and really ties it together. Toot."
"Toot from me as well," Capri says as Courtney picks up the next picture. It shows a slightly older, scholarly woman.
"Next we have Lady Lardesse," Courtney announces. "This was a good look for her, I think, probably in her comfort zone but for the first challenge that's alright. Toot"
"Agreed. I'll give this a toot." Capri picks up the next picture, which shows a large Kostroman woman holding a log. "This one is Helgenberg," she announces. "Okay, this might be an unpopular opinion, but I thought her outfit really worked. She got a bit tangled up in it which was a shame, but the look itself did a good job of being sort of coarse but in a purposeful way. I want to give this one a toot."
"I can see what you mean," Courtney says. "And I think including one of the logs as a sort of accessory was a good choice, it weirdly ties a lot of things together. Toot from me as well." She shows the next picture, which shows Corven Succor.
"This one is Succor, which, I know we're tooting and booting the fashion but I can't not mention how delightful they were as a fellow contestant. They brought such a positive energy, it was great. This look... not so much."
"They didn't do a great job of making this outfit work with the feathers. I'm no stranger to having to incorporate whatever you're working with into looks so I get that it's hard, but Succor definitely could have done a better job. Gonna have to boot it."
"I'm booting this as well, I definitely agree with you on the, eh, cohesion front. They could've done better and I feel more comfortable saying that because, spoiler alert, Succor does do a much better job of that with some later looks." Capri picks up the next image, which shows a half-orc woman in a dancing costume. "Next up we've got Taura. This look is fine. I don't really have a lot to say, it's alright."
Courtney nods in agreement. "I'll be nice and give it a toot, I don't have any problems with it." She pulls out the next picture as Capri agrees with the verdict. "Now it's my turn!" The picture shows Courtney in a stark white ensemble of a miniskirt and bralette, with long gloves and garter socks as well as a white wig.
"I might be biased, but I loved this look," Capri says. "It looked clean, all the components were exactly the same color, it was interesting... toot."
"I'm definitely biased but I agree," Courtney laughs. "Toot!"
"What would you do if I'd booted your look?" Capri asks.
"Be unbelievably offended, of course. What would you do if I'd booted yours?"
"Cry," she answers, completely straight-faced. Capri picks up the next picture, which shows a human woman in a sheer black lounge singer-style gown. "Firin from Finance," she announces. "This is such a classic look, very elegant. Definitely fits Firin's style. I'd have liked to see something a little more daring from her but no real complaints. Toot."
"With you on the elegant look. Firin could definitely pull off a brighter color, or really any color, but the black isn't bad. Toot as well." Courtney selects the next image. It shows a fallen aasimar adorned in dark colors. "Next up is Elma. Very moody, very artsy. She did poetry for her talent so I definitely see where it was going. I'll toot this."
"I don't know, I think it's a bit too edgy. Poetry doesn't have to be sad, you know? Even a fallen angel can have some fun. I'm going to boot this one." She picks up a picture of an Ashkirin human woman in a flamenco-style dress. "This next one is Karina." She looks the picture over.
"Another pretty classic type of look. I have similar feelings to Firin, this feels a little safe but it is just the first week so I'm not upset by that."
Capri nods. "Classic looks are classic for a reason, yeah? Toot."
"Toot." Courtney selects the next picture, an image of Oliver Olivia Invidia in a slightly bloody casino suit. "Now this is how you get bold with a classic look. The suit fits well, it's a nice color, but that blood is a wild choice and I think it paid off."
"Once again I'm giving points for the look tying in with the performance. Knowing Olivia, blood is actually sort of tame, but to use in a runway look it definitely is a bold choice and I liked it. Toot!"
"Toot." Courtney agrees as Capri picks up the next image, a picture of an air genasi.
"Kayootie! Oh, she was such a gem."
"Gone too soon," Courtney says solemnly.
"Truly... but looking at her outfit I can see how it wasn't enough to offset her performance. This silhouette is... a choice. And I think it was a good choice, I'm giving this a toot, but I do think it's not everyone's cup of tea so this is a personal taste toot."
"I can respect that. And honestly the look was the only thing Kayootie had going for her in this challenge so acknowledging her successes there only seems fair. Toot."
Courtney picks up the final picture and holds it up, revealing Fib Fab surrounded by drums. "Last but not least we have Fab."
"This is a queen who lives up to her name," Capri laughs. "Drums and bongos are classic Fab and incorporating them into her look and, of course, her talent was really well done, and there's a bit of humor to it as well."
"Yes, for sure. The coordination here was really good and I'm hard-pressed to find anything I hate about this. Toot."
"That's a toot from me as well, which brings us to the end of this first Fashion Photo Review! Catch us next time for a review of the second week's runway looks as we work our way through the whole season of Puball's Frack Race. I'm Capri-Sun!"
"And I'm Courtney Act."
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How do you want to do this? A Discussion on Selective Rule Enforcement

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

Abstract:

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

**“Once upon a time, around a table…”

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

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

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

Session 2: The Ethics of a Dungeon Master

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

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

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

With GTAO seeming to continue getting milked for the future on next gen too,i wrote 15 DLC concepts which i will be posting over the coming days and weeks and i hope you guys like them.
The first concept is a spinoff update which just focuses on luxury lifestyle.
You'll be able to buy a Mansion which can be customised a lot in the inside. You'll have customisation like the Casino Penthouse where you can hang up different types of artwork but also place statues around. Those decorations can be purchased on the laptop inside your office in the Mansion. Another type of customisation would be having the style of the inside of the Mansion,you could go for a more stonish style,or more old school wooden or maybe colourful? Or how about goldish? You can have a sports and gym room with a tennis court,an indoor swiming pool and hot tub,30 car garage which can be customised into your type of style,a gaming room with a few arcade games and bowling and darts. Also have a masterbedroom,theatre and bar. You'll also have a limousine driver who can fast travel you.
Another property would be beach houses. Those would be the Stilt Houses 2.0 of the update. The beach houses in LS have never been purchasable,they should be as they are very unique looking and could cost around 400k minimum.
New Mk2 weapon livery: The update will have new luxury engravement liveries for Mk2 weapons.
Clothing would obviously be new expensive watches,jewelry like earrings or necklaces,new dresses(maybe some with diamonds on them),new suits and so on.
New Yacht colour: Gold.
Vehicles:
I wanna see the Stretch E. We currently have the Stretch E in GTAOnline but this one is weaponized and a pegasus and ceo vehicle. I am talking about a non-weaponized version. One which you can store in your garages and also customise and use in races. This Stretch E can be purchased in 2 versions too: Normal and armoured. Just like the Baller,Schafter,XLS and so on.
Another vehicles i would love to see in this Update are:
-V-STR(armoured): A slightly more expensive version which is bulletresistant and survives one explosive.
-Streiter(armoured): A slightly more expensive version which is bulletresistant and survives one explosion.
-The Ferrari Sergio.
-Lamborghini Veneno (Roadster).
-Maybach Exelero.
-Rolls Royce Sweptail.
-Bugatti la voiture noire.
-Speeder Deluxe(golden Speeder which would cost 1 more million than the normal Speeder).
-History Supreme
-Eurocopter EC225 Super Puma Mk II+
-Gulfstream G500
Maybe some more vehicles but i did some research and think that the vehicles i mentioned would fit nicely into a luxury themed update like this one.
The update could also feature finally some new VIP missions.
As you can see,this concept is mainly like The Executive and other Criminals Update. Mostly luxury related.
I hope you likes this concept! :D
Got more concepts in the coming weeks such as multiple and unique businesses and heists.
submitted by Sparkinator_OwO to gtaonline [link] [comments]

July 4th weekend Public Service Announcement [COVID-19 Guidelines & Information]

Hello folks of venturacounty!
Since Governor Newsom will not be making a press conference today (it's apparently an observed holiday), I have decided to instead compile a list of guidelines and helpful information to help keep you and your loved ones safe & happy celebrating this July 4th weekend.
Information has been compiled from the Governor himself via Twitter, FB, or covid19.ca.gov as well as various reliable news outlets. Feel free to openly start discussions on specific county laws and ordinances. I have tried to include some pertinent ones for Santa Barbara, Ventura, Orange County, & LA. I will be periodically updating this post as more information gets released.
   
From Newsom's 07/02 press conference:
Masks keep Californians healthy! Wear One! Renewed emphasis on the evidence pointing to decreased transmission rates with masks. Masks are one of the most impactful COVID-19 prevention measures. Countries that have implemented masks or have had universal mask policies in place have seen significantly less spread of COVID-19. Similar trends in other US states who have adopted masks early.
Californians should not gather with people you do not live with. Avoid crowds. We need to temper the curve again like we did months ago. This week is EXTREMELY important, the Governor stresses. He wishes us all a Happy 4th of July otherwise!
"We are just trying to encourage people to be safe, thoughtful of self and others. Just because someone else is doing it, doesn't mean you should..." He encourages people to do the right thing. Look at the hard numbers. The facts.
 
"Consider that when you are coming together with people this weekend, that one of those statistics could be YOU!"
   
Today's COVID-19 Statistics
California now has 248,235 confirmed cases of COVID-19, resulting in 6,263 deaths. The number of COVID-related deaths increased by 1.6 percent from Wednesday’s total of 6,163. The number of COVID-19 diagnostic test results in California reached a total of 4,448,176 an increase of 109,458 tests since Wednesday. The rate of positive tests over the last 14 days is 6.4 percent. California’s hospitalizations due to COVID-19 increased by 151 from Wednesday.
82,819 new cases in last 14 days. 1,292,474 tests conducted in last 14 days. 6.4% positivity rate.
 
List of counties on watchlist (updated 07/03):
(Old: 18) Fresno, Glenn, Imperial, Kern, Kings, LA, Merced, Orange, Riverside, Sacramento, San Bernardino, San Joaquin, Santa Barbara, Santa Clara, Solano, Stanislaus, Tulare, Ventura
(New: 2) San Diego, Monterey
(Removed: 1) Contra Costa
 
What's open? [editor's note: The 20 counties on the watchlist may experience variance. Look under "What is open with county variance?" or refer to your local county website]
 
Essential services that protect public health, public safety, and provide essential needs will remain open, such as:
Gas stations
Pharmacies
Food: Grocery stores, farmers markets, food banks, convenience stores, take-out and delivery restaurants, restaurants with outdoor dining
Banks
Laundromats/laundry services
Childcare
Essential state and local government functions will also remain open, including law enforcement and offices that provide government programs and services.
 
Retailers can open statewide. All will require modifications to support social distancing. This includes:
Shopping malls
Libraries
Movie theaters and drive-in theaters (with modifications)
Bookstores
Jewelry stores
Toy stores
Clothing and shoe stores
Home and furnishing stores
Sporting goods stores
Florists
Offices (in all sectors, not only critical infrastructure)
 
Limited services which do not generally require close customer contact, such as:
Pet grooming
Dog walking
Car washes Appliance repair
Residential and janitorial cleaning
Places of worship [New guidelines released 07/01]
Plumbing
Outdoor museums
 
Music, film, and TV production
Professional sports (without live audiences)
Schools and day camps
What's closed?
 
Statewide, the following are still closed:
Personal services, like nail salons, body waxing and tattoo parlors
Public events and gatherings, like live audience sports
Convention centers
Theme parks and festivals
Higher education (in person), except where supporting essential workforce activities, including but not limited to providing housing solutions, COVID-19 response, and training and instruction for the essential workforce.
Indoor playgrounds, like bounce centers, ball pits and laser tag
Saunas and steam rooms
Recreational team sports
What is open with county variance?
 
The following may open only in counties approved to move further in the Resilience Roadmap:
Dine-in restaurants
Hair salons and barber shops
Casinos
 
Counties that are approved to progress further into the Resilience Roadmap can decide to open the following industries but are strongly encouraged to wait until June 12, 2020:
 
[Updated 07/03 13:45 pm; Ventura County Specific Guidelines)
Family entertainment centers
Restaurants, wineries and bars [Note: limited. bars can still serve if they also serve food. Santa Barbara has closed ALL bars, regardless of food. restaurants & wineries can open outdoor seating patios.
Zoos and museums [Note: must be outdoor]
Gyms and fitness centers [Note: new guidelines released 07/01]
Hotels (for tourism and individual travel)
Cardrooms and racetracks
Campgrounds and outdoor recreation [Note: unspecified, looking for more info on VC)
 
Counties that are approved to progress further into the Resilience Roadmap can decide to open the following industries but are strongly encouraged to wait until June 19, 2020:
Personal services, like nail salons, body waxing and tattoo parlors
Is it safe to shop at an open business?
 
The risk of COVID-19 infection is still real for all Californians and continues to be fatal. That is why every business permitted to open should take every step humanly possible to reduce the risk of infection by following these state guidelines.
Can I still leave the house even if I am not a essential critical infrastructure worker?
 
Yes. As described in more detail elsewhere in applicable state public health directives (including on this page), there are a wide range of circumstances in which you may leave your home or other place of residence, even if you are not an Essential Critical Infrastructure Worker. For example, you may leave your home to work at any business or other entity that is allowed to open, to engage in in-person worship and protest activities consistent with public health directives, to patronize local businesses, or to care for friends or family members who require assistance (as set forth under Health care). And errands like these are not the only reasons you may leave your home: you may also leave your home with or without a specific destination in mind (for example, to walk your dog, to engage in physical recreation, or simply to get some fresh air) as long as you maintain physical distancing and comply with any other applicable public health directives.
Are gatherings permitted?
 
State public health directives prohibit professional, social and community gatherings. Gatherings are defined as meetings or other events that bring together persons from multiple households at the same time for a shared or group experience in a single room, space, or place such as an auditorium, stadium, arena, large conference room, meeting hall, or other indoor or outdoor space. They pose an especially high danger of transmission and spread of COVID-19.
On May 25, 2020, in an effort to balance First Amendment interests with public health, the State Public Health Officer created an exception to the prohibition against mass gatherings for faith-based services and cultural ceremonies as well as protests. Those types of gatherings are now permitted indoors so long as they do not exceed 100 attendees or 25% of the capacity of the space in which the gathering is held, whichever is lower. State public health directives now do not prohibit in-person outdoor faith-based services or protests as long as face coverings are worn and physical distancing of 6 feet between persons or groups of persons from different households is maintained at all times. All other gatherings are prohibited until further notice, except as otherwise specifically permitted in state public health directives (including in applicable industry guidance).
Crowds and limited physical distancing increase the risk for COVID-19. If you attended a protest, remember that confidential, free testing is available. Find a testing location near you. If you test negative it does not mean that you may not develop COVID-19 later on. Therefore, it is advisable that you self-isolate for 14 days if possible.
Which beaches are closed?
 
[Updated 07/03 13:30 pm]: Beaches in the counties of Orange, LA, Ventura, & Santa Barbara have been closed. All associated local/state beach parking has also been closed. Santa Barbara residents may be fined $1,000 or experience jail time for gross disregard of health orders.
Can I set off fireworks this weekend?
 
Please refer to your local county website & guidelines. When setting off fireworks, please consider doing so in safe & considerate manner. CA is entering brush fire season; additionally, we house many veterans who are sensitive to large, explosive noises. county-specific note: VC may impose fines of up to $1,000 for illegal fireworks.
How can I report businesses that are violating COVID-19 industry guidelines?
 
Citizens are encouraged to file reports with their county website. Reports & complaints can also be filed at covid19.ca.gov/ or on specific, department websites (i.e.- OSHA). Many citizens have found that Twitter is an efficient platform is raising awareness to force government bodies and businesses to act. Please help in keeping your community safe! Report any unsafe businesses immediately! Report businesses in Ventura County. You can also call the Ventura County COVID Compliance hotline: 805-202-1805; or email them @ [email protected]
   
Helpful Links:
California Department of Public Health (CDPH) website
What to do if you start to develop symptoms of COVID-19 & want to get tested (courtesy: CDPH)
COVID-19 CA Emotional Support & Well-Being Resources
 
editor's note:
Happy July 4th weekend venturacounty! Remember folks, spread the love, not the virus!
submitted by Noanswer_merelyapath to venturacounty [link] [comments]

Need help with my protagonist's personality

Hello.

I need help writing my protagonist for a fantasy anime-style webnovel I'm writing. Genre: psychological, drama, maybe some action. Things he doesn't have yet: personality, a goal.


**Magic System**

In this setting, there are six types of Arcana, or dual–themed elemental magic, available to humans. I say *elemental*, but some non–elemental magic falls into it too, as long as it's thematically related to the element.

These are:

The Wave Arcana (Fire+Water)
The Moon (Light+Darkness)
The Nest (Life+Death)
The Cloud (Air+Gravity)
The Tower (Earth+Aether)
The Great Passage (Time+Entropy)


These 12 elements are taken from the online cardgame, [Elements the Game.](www.elementsthegame.com) Feel free to check it out, we're running low on players :(

Anyway, back to the story. A person is usually born having one of these Arcana; two if talented, and up to three for those really gifted. The number of Arcana is a status symbol in this world. Having multiple Arcana is enough to appoint you president of a country.

But there was one person, Shion, who was born with, not one... not two... but *all six* Arcanas currently in existence. This was unheard of. Never before in history has there been a royal flush of Arcanas, all inside one person. Shion was a one in a million miracle, so, his birth was treated like the coming of Christ.

It wasn't just for show, Shion was the strongest human alive by a wide margin. He could move mountains with just a flick of a finger, he could start thunderstorms with just a mere blow of his breath. Destined for greatness, the people raised him to be the perfect hero, and by the time he's grown, he'd already accomplished countless great feats.

[Shion](https://www.deviantart.com/verticalskyline/art/Hero-800648919)



**Premise**

Shion was tasked with the role of defeating the *DemonLord*, a powerful entity far within the depths of hell.

Long story short, it did not go well. The DemonLord proved too powerful to banish. In the heat of the moment, Shion resorted to a last–ditch severing spell, a Light element magic that targeted the Darkness–based constitution of the DemonLord. It was a success. The DemonLord was split... That night, 10000 pieces of the DemonLord's magic rained down upon the continents. Even if Shion couldn't kill him, this should be enough to count as a win.

But the use of this spell also left Shion open to a counterattack. As the DemonLord lay dying, he cursed Shion. He cursed the Arcanas of human magic, and promised that never again will Shion have authority over his Arcanas. Blinding flash of light.

Shion wakes up, with no more magic, no idea of who he is, and no memories of his previous life. This... "Amnesia Shion", will be the main character of our story. Standing before him now, are six waifus, all representing the Arcana magic Shion once possessed. The DemonLord had taken his magic, and turned it into sentient beings that can now think for themselves — this is what he meant by Shion *never again having authority*.

So as with the DemonLord being split into 10,000 pieces, Shion the Legendary Hero was also split into 7 people: 6 magical beings (representing his powers), and the leftover physical body.


**Aftermath**

The Arcana waifus, like their magic, have vastly differing personalities. They can get along to some extent, but most of the time they can't settle their differences. They all have their own opinions, their own outlook on life, and they all think they're superior over the others. They want to prove their own magic is the best one; working together is the last thing they want to do.

Each waifu is magically as strong as the original Shion — just one of them has enough power to destroy an entire country. Early in the story, they part ways and go on separate journeys across the continent, with each Arcana trying to accomplish their own thing. They try to steer clear of each other's business, but as it stands, the world is a small place... It's not uncommon for the Arcana waifus to bump into each other, and it's definitely not uncommon that one Arcana interferes with another's plans. If two of them clash, the resulting damage would be unimaginable.



**The Arcanas**



Let's have a quick rundown of the waifus. First off, the *Wave* Arcana.


Master of Fire. Master of Water. Main girl.


Let's call her Raine.


[Uncolored](https://www.deviantart.com/verticalskyline/art/20191027-210437-N-821514897)

[Colored](https://www.deviantart.com/verticalskyline/art/The-Wave-822171183)


Raine wants to hunt down the 10,000 DemonLord pieces scattered about. It's "what the original Shion would've wanted", so it's only fair they respect his wishes. The other sisters don't care about any of that though, and deep down, Raine too doesn't want to hunt demons out of her own accord. She only does so because it's the one thing she understands about the original Shion.

She believes they (the Arcanas) are existences who should not have been born. If Shion had just been careful, he'd still be alive and intact right now. It's only by a fluke that they're alive. Them being there only adds insult to the fact that the original Shion is gone, so she feels the only way to get validation for their existence is to finish everything Shion started: clean up the remaining 10,000 demons.

She tries talking this through with her sisters, but when none of them listen to her, like Fire, she can be volatile. At one story arc, she hatches a plan to magically explode the sun. Sure, it would kill all the demons in one go, but would also kill everyone else, completely missing the point. That's her flaw — she wants to follow the *killing demons* part to the letter. She's willing to destroy the world just to end the 10000 demons, which, just going out on a limb, is *not what the original Shion would've wanted*.


*The Moon*

[Darkstar](https://www.deviantart.com/verticalskyline/art/Ijime-800647535)

[Colored](https://www.deviantart.com/verticalskyline/art/The-Moon-Arcana-810226656)

Darkstar is Darkness-dominant. She hates the Light element within her, she never uses it, and will stop at nothing to get rid of it. It's probably easiest to visualize her as the "goth girlfriend". After leaving the others, she sets out on a journey to research samples of the DemonLord's magic. She is very interested in them, especially on how the DemonLord was able to severe the Arcanas from Shion. It seems demon magic can do things human magic cannot.

She wonders if demon magic could also alter the pre-existing Arcana pairs. She wants to cast a worldwide reality warp that will scramble up the Arcanas, in hopes that her Light magic will finally leave her Darkness side.



*The Nest*


She has two forms. At night she's *Memento.*

[Death](https://www.deviantart.com/verticalskyline/art/Death-800647137)


During the day she's *Mori.*

[Life](https://www.deviantart.com/verticalskyline/art/Life-800635987)

[Colored](https://www.deviantart.com/verticalskyline/art/Mori-832018199)



Nest Arcana is not a very combat–suited magic. It's main use is agriculture, healing, and communicating with souls of the dead. Life magic is the least dangerous of all, making Mori the safest waifu around.

That said, Memento's Death magic is dialed up to eleven; she unconsciously saps the life force out of everyone around, making her a walking bio–weapon.

Mori is very shy. She prefers talking to plants and animals rather than people. She's also a bit animalistic, eating meat raw and with her hands. This makes her all the more self–conscious of herself in front of people. Memento is very non–caring, and talks to inanimate objects instead. She does want company to some extent, but accepts that her power is a curse preventing that. The two personalities are perfectly content staying away from human contact.


*The Great Passage*


[June](https://www.deviantart.com/verticalskyline/art/Cheerleader-825435543)

A cheerful, lively girl. There are other split personalities she can tap into (because entropy means randomness). She's usually happy-go-lucky — because she already saw the future and knows how things turn out. However, there's one blockage in the future that she can't seem to see past through. At some point in the future, Darkstar will succeed with her grand, paradigm–shifting plans. The universe will disappear, to be replaced by a parallel, alternate reality. She can't see the future past this point. She doesn't know what will happen, but whatever it is, it can't be good.

More than anything though, she takes it a personal insult that someone is locking down her prophecy powers. Her main goal is to prevent Darkstar's plans and alter the future.

She's mostly offscreen, only occasionally appearing to warn Ashi about the future.


*The Cloud*

[Agyros 1](https://www.deviantart.com/verticalskyline/art/Agyros-800634867)

[Fish Orbs](https://www.deviantart.com/verticalskyline/art/Fish-Orb-810227519)

[Fish Orbs Colored](https://www.deviantart.com/verticalskyline/art/Agyra-828370569)

[Agyros 3](https://www.deviantart.com/verticalskyline/art/Agyros-uncolored-824748076)

Agyros. She's hot–blooded and aggressive, with even Darkstar going so far as to call her "unhinged". She wants to fight a strong opponent. She has no qualms killing people, she just wants to fight. One as challenging as possible. Her journey is one of finding the strongest people on earth and defeating them, and when it's clear no ordinary human in the world can match her, she turns to lopping off her Arcana sisters one by one.


*The Tower*

[Hera](https://www.deviantart.com/verticalskyline/art/Hera-2-831818318)

[Hera 2](https://www.deviantart.com/verticalskyline/art/Hera-1-831818128)

Last but not least, Hera is obsessed with power. She wants to be worshipped, by as many as possible. She wants people serving her, because "servants" equal *power*. She believes true power is having the allegiance of others, either by choice or by force, and since she inherited Shion's inhuman power levels, the whole world is now hers for the taking.

Aether covers mental (non–physical) magic, spatial magic and parallel dimensions. Earth magic includes rocks, metals and precious minerals (diamonds, rubies, etc.), so every shiny jewelry there is, Hera wants for herself. She uses these riches to buy people's servitude, and for those she can't bribe, she'll use mind control magic to force them.


**The Protagonist**


The body.

The part of Shion left when his powers were removed. He's lost all memories, he's lost all magic, and he's lost all things that made him the great hero he once was. Let's call him *Amnesia Shion,* or 'Ashi' for short. He is a *Vacuum* — that is, people born with zero Arcana. They can't use magic, they're very weak. They *can* infuse magic into their body, though it's not as glamorous as it sounds.

For the Vacuums, magic is like an unlearned skill (e.g. playing the piano/doing a sommersault). To learn it, you practice over and over 'til you get it right. Each Arcana has a way to 'train' a Vacuum into using magic, and once you've gone through them, a Vacuum will learn to use Arcana the same as a natural born mage.

Here's the catch though: Vacuums are not designed to learn that skill. Their body hates it, so a Vacuum is always in a constant trajectory of "unlearning" all the magic experience they get. It's like studying for a pop quiz of your most hated subject. You absorb the knowledge just long enough for the exam, then once it's over, your brain can't wait to forget every useless thing it tried to cram.

Vacuums have no workaround for this, they just have to face losing every magic skill they learn. Not training for a day is like not playing the piano for a week, you get rusty insanely fast.

If there's one thing they have going for them, it's flexibility. Normal people can't change their magic type, they're stuck with whatever Arcana they've got. But for the Vacuum, they're free to train any and every Arcana they want. Ashi could have Nest Arcana now, and then Cloud next week, and then Tower; it's very versatile...


**The Philosophical Battle**

As I said, at the start of the story the Arcana waifus can't settle their differences. They find it way too easy to argue because of their differing personalities, but the real nail in the coffin is how each interpret differently Shion's life.

Raine argues that he's a hero. Of course, he saved the world countless times, and he always does the right thing. He's what everyone in the world should strive to become. Darkstar says this is bullshit, and that all Shion was was a puppet — an overrated military weapon that did whatever he was told.

Agyros also argues against this hero interpretation, but posits that Shion was "an existence beyond human strength". He did not obey anyone. He reached the peak limit of human magic, and was simply bored that everyone else on the planet was so weak. That's why he challenged the DemonLord, when he was sitting oh so quietly in hell. Shion didn't want to save the world or fluff like that, he just wanted a worthwhile fight. He wanted to know if he could beat God.

June supports this, citing how Shion was unable to forecast how the fight will turn out. When Time magic fails to show you even *one* future outcome, you know that's a sign something bad will happen. If he knew what's good for him, he would've stayed away from the DemonLord at all costs.

When asked how Memento considers Shion, she simply replies as "dead". Mori, however, thanks Shion as you would food before eating. She views Shion as a necessary sacrifice so that all of them can exist. Finally, Hera agrees with Raine on the point that Shion is a hero, but adds that he wasted his life doing all those useless things, when he could've been so much more productive.

This sets the waifus against each other, and makes Ashi question how he should view this so–called *Shion.*


**Ashi's Magic**

The protagonist here faces severe magic shortage, so to combat this, I've decided to train him mostly in the Great Passage Arcana. I've thought about this, and *Time plus Entropy* seems to be the most fitting element for a protagonist. It's an intercepting magic that works with minimal violence.

Entropy is described as the thing that makes a bent nail or a crumpled paper hard to straighten again — it is the chaos and randomness in the universe. Entropy magic then specializes in churning out buffs and nerfs with no pattern, as if one were a walking casino slot machine. It's chaotic, it's unpredictable, and it's the last thing you want to see when you have grand evil plans rolling out tommorow.

Time magic is the opposite. It's peaceful, it's orderly, it's magic that seeks to reduce the entropy of the universe. Combining the neutralizing power of Entropy and the rewinding/repairing magic of Time, the Great Passage Arcana has theoretically the best defense out of all six types.

First off... Ashi can't have magic for long periods of time. He won't have it 24/7, so to not be caught empty–handed right when he needs it, he takes a leaf out of June's book trying to forecast the future. This way, he has an early warning which emergency situations will need magic. He won't predict all of it, but he'll be prepared for a good story arc or two. It's better than going in blind. Next, he'll excel in a close–quarters disarming spell. It's a simple fusion of speed magic plus predicting, very effective in stopping an assailant.

And for his bread and butter, the whole Entropy package. Entropy has a lot of utilities. You want to destroy an evil deathray machine? *Entropy is your friend.* You have to break into the enemy's lair? *Entropy is your friend.* And most important of all, you want defeat someone a hundred times stronger than you (the Arcana waifus)? Entropy is your only shot.

When it comes to other Arcanas, victory always goes to the stronger, smarter, and more experienced fighter. But against Entropy magic, that advantage is meaningless. Entropy closes the gap between the stronger and the weaker fighter, such that any predefined strength difference is rendered unuseable. Entropy's theme is that no matter how strong the enemy is, there's always a chance to turn the tables around; the strongest magics always fall against the simplest ones (sneeze spell, tickle spell, etc).


**Antagonists**

There are two types of antagonists in this story: the 10,000 demon pieces, and the Arcana waifus.

The demons take up bulk of the story. Demons find people with powerful emotions such as jealousy and anger, and give them demon powers of their own. They act as the bridge for ordinary people to do evil things. Maybe someone wants revenge, maybe someone wants to take down the government... these are things the demon pieces easily latch onto. Anyone who is a host for demons receives powers beyond human limits, and will start a chain events which the main characters get caught up into. So in this scenario, the antagonists will be other fellow humans.

The second antagonists are the Arcana waifus. They're not "evil" per se, but they're morally misguided. The story progression ultimately heads towards one of these Arcanas attempting to do some "world destroying". Raine does it. Darkstar does it. Pretty much everyone does it at some point. They are the overarching antagonists that everything is progressing towards.

Now, I say they are *antagonists,* but they also take turns being the heroes. They have a weird dynamic where they're all so powerful they could destroy the world, but they're simultaneously the "safety switches" that can stop each other. When facing an Arcana waifu attempting to destroy the world, the protagonist or the military are enough. It takes an Arcana waifu to beat another Arcana waifu.


**The Story**


*Part 1, Raine's Arc*

To paint a picture of what Ashi will face, I'll go into a very quick rundown of the main key events.

At the start, Ashi travels with Raine, (more like she forced him to), aiming to hunt DemonLord pieces. He goes along with her because, well... he'll starve to death if he doesn't do anything, and she seems like she already knows the society of this world. He's strung along to hunt demons without being proactive himself, which is generally bad for a protagonist, but since defeating demons is not the story goal, he maybe gets a pass.

The first arc covers Ashi and Raine chasing after a demon into a village populated by Vacuums. Since they're vulnerable, they are all protected by the *Nine Circles of Hell*, nine Fire specialists who had the most massive kill counts in the previous world war. From a skateboarding maid to a loli who uses pencils to attack, they are held as one of the strongest military forces to date.

Ashi gets his first experience training magic here. Meanwhile, he notices something weird. Despite being called The *Nine* Circles of Hell, there's only eight of them. Ashi and Raine find out the story of how they had to kill one of their members after catching them in the act of doing a crime.

She was a Moon–user. Despite not being a Wave, they recruited her because of Light's very useful, Lie Detection spell. She made information gathering easy, which gave them huge leverage during the war. However, a few years later, she was caught doing (insert crime here). She defends herself, saying someone she knows is being held hostage and she's being forced to do it — something along those lines... But since all the others are Wave users, not Moon, they don't have their own way to determine if she's lying or not. Ironically, it's their own *lie–detector* they can't lie–detect.

They ask, "Why didn't you just tell us before? We're the best military troop around, we could have rescued that hostage." Now, I'm a sucker for internal conflict, and I would love nothing more than to put here that line in Page 18 of Kaguya–sama wa Kokurasetai, Chapter 182:

[Kaguya 182](https://mangapark.net/manga/kaguya-sama-wa-kokurasetai-tensai-tachi-no-renai-zunousen-akasaka-aka/i2425080/c182)

I absolutely get off on this shiz. Things like insecurity, things like self–blame... when the reason for the story's conflict is based around something psychological rather than physical, it just hits on a whole new level.

Considered a traitor, she was burned alive and buried in the center of town. The Demon smells this injustice — even if she's long dead, her anger for the Nine Circles lingers forth.

The Demon takes over her anger and turns into a towering monster. Civilians are evacuated as destruction rains everywhere. Knowing the full story, what do Raine and Ashi plan to do? Insert character development here.


The next arc covers Raine and Ashi out at sea meeting Hera, who's already teamed up with a bunch of pirates and is trying to dig up a shipwreck supposedly carrying "tons of gold". Hera asks Raine to help her out (since sea counts under the jurisdiction of Water magic).

Raine agrees, on the condition that Hera later goes to help her demonhunt. Raine and Hera work together to split the ocean and unearth a shipwreck from within its depths. However, as soon as Hera transfers the gold into a pocket dimension, she destroys her crewmates' ship, not intending to share the loot. Raine saves them, angry that Hera would stoop so low. Hera says she's still up for demonhunting if Raine wants, but Raine takes it back, realizing the dangers of having Hera as company. Hera teleports away.

Over the next few weeks, Raine tries to catch word of her sisters. Darkstar and Memento Mori have been completely under the radar so far. Raine stumbles across Agyros, who true to her character, has gone and challenged every professional fighter she could find. Raine asks her to join demonhunting, to which Agyros says she'll do it if Raine beats her in a fight.

Raine refuses, saying she's not going to hurt her sisters. Agyros says that's her weakness. If you want anything in this world, you should be prepared to take it by force. Agyros leaves.

The last person to meet is June. When Raine meets June, although she doesn't want to do it, she takes Agyros' advice and challenges June to a fight. June agrees, and absolutely scrapes all her attacks. Raine failed to land a single strike. Frustration builds up. June says that contrary to what Agyros said, Raine's true weakness is that she doesn't *mean* what she does. There's a world of difference between simply trying to do something, and using everything in reach to achieve that goal. June leaves.

This is when Raine gets fed up with everything. It's pointless to rally the Arcanas together, she should've just done everything from the start. She disbands the team with Ashi, and goes off on her own.

Ashi hears of the news that the sun is acting weird. June tells him that Raine is trying to blow up the sun and kill everyone. That's insane, he says. Ashi tells June to stop her, but she just leaves. Ashi chases after her, he tries to find Raine, but no matter what he does, with no magic he can't do anything. He is useless by himself... He trips. All hope lost...

That's when Darkstar appears, revealing that she had been following Ashi all along. She doesn't have the same goal as Raine, but she is similarly interested in the demons. So, she secretly followed the two while concealing herself with invisibility magic.

Ashi pleads Darkstar to stop Raine. Darkstar doesn't really care if the sun blows up or not, but the idea of teaching "miss goody two shoes" a lesson *does* enthrall her. An unlikely duo, Ashi and Darkstar team up to stop Raine. Light should protect against non–physical attacks like Fire, but Darkstar is stubborn. She won't use it. Only when she's on the verge of defeat does she use Light's heals.

Raine almost succeeds with her plan, but Darkstar also unleashes what she's been working on. A huge, snake/dragon–like smoke figure appears, black as the night. It catapults into the sky and swallows the sun. I reference this to the quest *Eclipse* in Dragonfable. (very amazing game if you want to check it out)

Ashi (Entropy) fights Raine who has little mana left. Just in the nick of time, Ashi pulls out a lucky *body–swap* magic. With Ashi in Raine's body and Raine in Ashi, the disaster has been successfully neutralized. Raine reflects on the error of her actions. Hotsprings filler episode where the body swap effect suspiciously won't revert.


*Part 2, Memento Mori*

Darkstar and Ashi truly part ways this time. Ashi and Raine are about to return to demonhunting when they notice that for some reason, the demons have become more powerful. This was Darkstar's doing. Though the world has Darkstar to thank for stopping a solar burst, this was her true motive all along. That Eclipse spell was an experiment to see how demons in the vicinity will react to Darkness magic — stopping Raine was just a side errand. All over the news, demons start cropping up, swarming the major cities. Raine makes a mental note to discuss this the next time she sees Darkstar, but in any case, there's too many demons for one person to handle alone.

June quickly tells them where to find Memento, before disappearing again. With no better option, Ashi and Raine go to Memento for help. They manage to convince her after a long talk, and as the idol of Death, she mass wipes most of the demons in one go. They enlist her to the party.

From here, Raine, Memento Mori and Ashi go on one or two mini–adventures together. I'm thinking of, instead of the usual demonhunting formula, they get involved in a murder mystery... to make it thematic to the Death element. Anyway, there's a lot of opportunity to insert adventures here. *A lot.* So probably a series of self–contained arcs takes place, exploring the world and introducing many interesting characters.

But as said, Memento passively lifesteals everyone around her. As time goes on, it becomes increasingly obvious she shouldn't have joined her party. Just as they were starting to develop a bond, Memento tethers around whether it's best for her to just leave. I do love my internal conflicts, so Memento's character arc is going to be about her wondering if it's better for everyone she go back to isolation.

The nail in coffin is (details not worked out yet) when she uses a Resurrection spell to revive someone from the dead, completely shocking everyone around. Even Raine didn't know that was possible. The best Death magic could do so far was either necromancy (corpse reanimation), or simulating a hologram of the dead that talks and acts like the original. A *true* Resurrection spell was not something that's ever been done before.

Memento confirms that the original Shion could do it. However, he kept it a secret from everyone somehow. News of this got out quickly — that someone brought back the dead, good as new as if they never died.

Everyone suddenly wanted a piece of this. Everyone wanted Memento to revive their loved ones. People were rioting, fighting, to get to Memento first. This must be what Shion feared. He must've (with Time magic) predicted this insanity.

Memento cuts off ties and goes into hiding. Raine and Ashi go in search of her, as well as thousands of people who want that Resurrection magic. Now begins a worldwide race to find Memento. Meanwhile, Agyros has already beaten all the strongest fighters in the world; she's running out of challengers. She comes to June for advice. "A person worth fighting, where can I find one?"

June tells her that there is one such person — a person much, much stronger than Agyros. If she wants to find out the details, she needs to be at this [exact place and time], right where the climax of Memento's story arc takes place. Agyros asks if June thinks Memento can beat her, but June clarifies that it's *not* Memento. It's someone the six Arcanas haven't seen before, and June further teases that it's someone they couldn't even *imagine* existing.

If it's not Memento, that means it's one of the people looking for her... — this is how Agyros interprets it. June alludes that Agyros should kill everyone approaching Memento. Protect Memento from all the ones after her. Just keep doing that, and someone *amazing* will appear before her eyes soon enough...

Agyros takes this advice and leaves for Memento, warning June that she better not be lying, or else. Agyros finds Mori, they travel together. Mori doesn't want to kill people, but there's too many people after her. Agyros happily does all the killing. This goes on for a while...

As things heat up, a huge, cult–like organization starts putting others in danger as well. They kidnap Ashi, thinking he knows where Memento is. June informs the others of what happened. Raine, Mori and Agyros all break into the secret hideout to bail Ashi out. Huge and long complications ensue, lasting several chapters, and involving many innocent civilians. Raine is trying to break Ashi out of the organization's grasp, while Agyros is killing everyone she could find. The designated meeting time should be right around now; he should be coming soon — that supposed "strongest person". In the height of the climax, Ashi is held at gunpoint. He is about to get killed.

Memento was fine if they'd just gone after her and not involved anyone, but going after Ashi too is unforgiveable. She's had it, this is the last straw. Out of nowhere, Memento takes over Agyros and the two combine to form a new, different waifu. Memento and Agyros are gone now — in their place, a unique, *never before seen* Death+Air waifu. Her magic is not something resembling any known Arcana. She combines Air's long–range slicing magic and Death's ability to kill. No one is spared, everyone is instantly diced.

Memento and Agyros return to their original forms. Agyros is shocked by what transpired. Memento reanimates the corpses of the dead to follow her, and comes to the conclusion that she should've just stayed alone from the start. Memento ends the conflict by saying that next time anyone comes near her, she's surely killing them, before leaving into the distance.


*Part 3, Agyros*

Agyros confronts June about what happened. June explains that what that was was a "Fusion", a phenomenon that happens when two of the Arcana waifus, in the heat of the moment, share a *common goal.* The Arcanas, by default, are too different to get along together. In times that they do see eye to eye however, that one moment where they understand each other and share the faintest semblance of an emphatic bond, when *that* happens, they unlock a hidden power to merge into one unified being.

Back then, when Ashi was in danger, both Agyros and Memento aimed to kill the enemy. This mutual understanding is what allowed them to combine the best of both their Arcanas: Death's killing power, and Air's long reach. A Fusion has the fighting strength of two Arcana waifus combined into one.

Agyros is not satisfied with this... She wanted to *fight* a strong opponent, not be merged into one... She orders June to fuse with another Arcana right now — June says it's not that simple, but that there *will* be more Fusions to come in the future. With Agyros' anger reaching its peak, the two fight. June uses speed magic, but Cloud Arcana is unfortunately the hard counter for it. Gravity sucks things in a magnetic "field". It's an area coverage, it's not something you can dodge or run from. June is defeated, and now, Agyros decides the "strongest people" she's looking for are her sisters.

I'm fuzzy on the chronology after this. Maybe more filler arcs here and there. Agyros goes after Darkstar, who only narrowly escapes, and then Mori next. Probably for emotional effect, Raine finds Mori on the verge of death. Raine tells Mori to fuse with her so they can defeat Agyros, but the Fusion fails. Mori doesn't want to fight her sisters, so she passively accepts her fate.

Raine freezes Mori to preserve her life, and takes it upon herself to stop Agyros. The matchup is now Raine (and Ashi) vs Agyros. Agyros tries to suffocate Raine with Oxygen Depletion magic, but Raine hard–counters this by taking the battle underwater. Raine and Ashi narrowly take the win.

From here there's two Arcana left: Hera and Darkstar. I haven't worked out the details, but Hera eventually goes for a worldwide mind control, and Darkstar for a reality warp.


**Themes**

The easy way to write this is probably that Ashi wants to save the world, just like the original Shion did.

"Even though he's weaker than the average person, heroism and righteous deeds are not something you forget. They're inside you." So Ashi, despite not remembering anything about anything, is still the same person through and through: *a hero.* You can build up to an emotional climax with this theme; it's simple, it's reliable, and no need to write the story super complicated.

But I don't want this. This is a direction I'd prefer to avoid at all costs. In fact, I want to show the complete opposite theme: *Shion is gone.* Whether you like it or not, a person that has amnesia is no longer the same person you know. A person is defined by his memories and personality. Change that, and you've basically killed that person.

So we get Ashi, who is in stark contrast to Shion. He has no traits of being a hero in him. It would even be better if he's an asshole, or *rude* — something to that effect. He should have beliefs (not finalized yet) that are unsavory to listen to... things like you should not give to the poor, or that slavery is a natural product of human nature. He doesn't sugarcoat things, and says them in an almost cynical way.

Right now, I'm envisioning Ashi as someone who's "a hero for the wrong reasons". For example, let's say Ashi at a birthday party. Suddenly, bad guys break in and kidnap the birthday girl. A fight ensues, where Ashi and main characters are defeated because they weren't ready. Target is taken to a secret hideout, because *insert plot element here.*

Ashi and the cast break into secret hideout, retrieving the hostage and taking her as far away as possible. As bad guys chase after our characters, Ashi stays behind to delay one of the henchmen. In your usual action story, Ashi would be doing this for the team. He's giving the others *valuable time* to escape, he's doing it for birthday girl.

But Ashi here cares about none of that. He just has a bone to pick with the guy who beat him. He takes it as a personal insult that he was defeated because he was caught offguard, so now it's a fight with no surprises...

This is the kind of development I'm leaning towards. He's clearly fulfilling a heroic act here, but there's something that makes it unheroic all the same. This happens every single time. Ashi doesn't reach that state of being *100%* truly heroic. There's always something off about it, whether it's the motive, the method, his decision–making, etc...

Add to that that Entropy magic can backfire (help the enemy instead), and there's the perfect case of a non–hero. Once the bad luck starts rolling in, Ashi will turn the smallest problems into a world–level threat. There'll be conflicts that are entirely his fault, throwing him for a loop, and it would now be up to Raine or another Arcana to clean up his mess, not that they hate doing that.

This is what I want Ashi's character to be about: *a celebration of flaws.* He accepts that trying to be a 100% righteous hero is unrealistic, because no one is born a saint. So he does things the way he wants to, for better and for worse. To the question of who he thinks Shion is, his answer will be "not me".


**What personality fits Ashi?**

I can't come up with a personality that complements all his unique points. He's very... contradictory. He can be pessimistic at times... selfish, petty, and even reckless. Yet, he *still* has enough resolve to save the world when someone like Raine is threatening to destroy it. Next to the Arcanas and their senseless violence, he is the voice of reason. But next to the average person, he's someone who lacks basic decency. I can't imagine him having a normal interaction with the other characters and it not turn super awkward super fast.

Right now he's not really a character yet, moreso a plot device to save the world/make things worse when needed.


**Goal?**

There may also be the problem of him not having a long–term goal to work towards. It's okay if he doesn't want to hunt demons (Raine has that covered), but he should have something he wants to achieve concerning the Arcana waifus. Preferably Hera, since she gives the most "Final Boss" vibes.

One thing I'm considering is making Ashi our world's *parallel universe* counterpart of Shion. A normal highschool student. He committed suicide, was fished out from the void by Hera (Aether magic includes parallel dimensions), and correspondingly transferred into Shion's leftover body. Ashi regains memories of his life (our world) one by one, and makes it his personal goal to confront Hera why she resurrected him at all? What is the purpose of him living in this new world?

I think this adds a unique touch to his character. He doesn't care about innocent people or justice at all. The reason he saves the world from destruction is that he can't fish out the truth from Hera anymore if the world ends, he's just too fixated on that goal...
submitted by Hotaka_ to CharacterDevelopment [link] [comments]

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