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Stories from 12 years of Casino Industry

I was asked to make a post about some stories within the Casino grounds so I thought I'd share. I have many so I'll do my best to pick the better ones.
Some back information: I've been a Casino Dealer for 11 years, I've been a supervisor for five years, and I've been a Surveillance Operator for one year. I've worked at three properties, none of which are connected or owned by the same company. I've worked on : Government/Private/Native American owned casinos.
  1. From Hero to Zero.
At my first Casino, I was one of the first group of people who were trained to deal Roulette . After 4 weeks of working 6PM-3AM then doing roulette training from 3AM-8AM (Not paid) , I actually really enjoyed the game and after about six months I became extremely quick at the number game and the pace of the action was steady with very low margin of errors. Young man walks in, cashes in for $500. He buys in for $2 chips and just loads the board. After a few spins and pretty decent hits, he then changes his chips from $2 to 5$ then to $10 and racks his winnings up to $10,000. It was then, five spins in a row, he loaded the board with some pretty gross bets, and every spin I would hit the ONE number with either NO CHIPS on it, or maybe 1 chip , He lost all $10,000 in a matter of minutes. He leaves , and I go on break. After my break I was going back to the same table and wouldn't you know it, the same young man walks in and cashes in another $500. He tells me he just sold his car outside and this is all that he had left. So we do the same deal, buys in for $2 chips, then slowly starts betting $5 chips, $10, $25...and he makes $10,000 AGAIN. Within the next 25 minutes it was straight agony. Every spin, same thing, he would bet $2500 in chips, and win only $250, $400, and after about a half hour he lost it all . Never saw the guy again.
2) Man down
At this property, we are 24 hours for table games. It's currently 5AM , and I'm dealing some $25 Blackjack to this guy. He's probably early thirties , heavy guy. He's sober as can be, but right away I can tell he's been losing. We know how much you've bought in for, how much your down, or up, and I could see he was down $2000+. After about twenty minutes of pure losing, his temper starts to flare.At this point I now have two other guests at my table. Drinking coffee, not saying a word, just losing their money. After losing hand, after hand, this guy looks me straight in the eye, seized up, starts shaking, he can't move. He tries to punch towards me and smashes his stack of chips all over the place and falls backwards to the floor. I call for security, we cannot touch him due to liability . I can't move from my table because, well, liability / casino cash property, all I can do is try to talk to him. As I'm doing so, these other two woman who are sitting at my table just look at me and one says "OK, dealer, cmon lets go " as she taps the table telling me to start dealing and forget about the guy having a stroke on the floor. As security takes him to the ambulance out front, I had to stay behind for a couple minutes and give a statement. I go on break. I come back, and 45 minutes later, he comes right back in with a oxygen tank and keeps gambling for the remainder of the morning.
3) You get a dildo, and YOU get a dildo!
On a late summer Saturday night, we had a large event for these massive muscle guys/strongman competition type thing. After their show, I'm at the roulette table , and five of these boys come over to play. They were absolutely hilarious. They were feeling pretty good, cashed in somewhat large amounts and I could tell this was going to be a fun time. After about a hour of dealing to these guys, it's almost midnight, everybody is pretty hammered , I spin the ball, and all five of these guys take out these god damn (what I can only tell was) two feet purple dildos from inside their pants, and wiping them around in the air. The ladies were just loving it, one of the dildos landed in the roulette wheel and we had to shut the table down to re-calibrate the wheel to make sure nothing had been changed. I just remember that night was so much damn fun, I couldn't believe what I was seeing and I would never forget it.
4) Full Moon
On this day, I was actually training dealers / supervising them on small games like Three Card poker. We opened the table at 10AM, and this older man came and sat down . He played all day. The jackpot was $21,000 and that was pretty high for this table. He played, and played and played. He's one of the players where you know he's wearing a diaper because he's been drinking coffee/pop all day and hasn't moved in eight hours. As the day went on, this man never moved from his chair. Getting closer to midnight, he was aggravated and said "I need to go have a smoke, I'm getting killed in here". He left, and the very next hand, the lady beside him was dealt the jackpot . He didn't say much, but you could just tell he just hated life at that very moment because had he not gotten up, it would of been his hand. The man calmly took his cane , his hat, jacket, coffee, and left. The next morning I found out when he did leave he drove his car straight through his bank and was arrested.
5) Slick Robber
I actually give props to people who can actually pull this off. This story may confuse you so I'll try and explain things as best as possible. A lot of casinos have machines as soon as you walk through the front doors. A man walks up to one of these machines and sticks in HIS $100 bill. He doesn't gamble it, instead he hits the cash out button and gets a $100 TITO ticket where he then takes the ticket to the ATM machine to get his $100. Now remember, his Original $100 is in the slot machine. He then takes the $100 from the ATM and goes back to the same machine, and repeats this process over a hundred times. Essentially he's taking money from the ATM, and loading up the Slot Machine . Now he knows he can't do it too much because if the slot machine gets full of money, the machine will shut down and the slow attendant will have to take all the cash out. So he deposits over $10,000 , then has a small crowbar, he cracks the machine open and makes a run out the front door. To my knowledge he was never caught . But damn, that was pretty smart .
EDIT:
6) Mental Health is a thing.
10PM man walks in to play some high limit BlackJack. This guy knows the game and played well. Dressed nice, drank juice/tea , a little bit of a attitude, cashed in over $10,000. When this man was half way down his buy in, he said something a long the lines of "If I don't win here tonight, I'm going to go set myself on fire." I wasn't sure if he was serious because when people are down, they tend to say a lot of nonsense. I actually left early that night, and from a third party was told he did exactly that in the parking lot. The next day it was clear something terrible had gone wrong in the parking lot .
EDIT:
7) Nothing good happens after midnight
After a busy Saturday night, I was dealing a mix of games, and during this story I was in the middle of Blackjack. I had one young kid (probably 19) sitting in the middle, one older male probably in his later 40's sitting beside him on his right, and I had a really nice couple in their 20's sitting together at the other side. This young kid wasn't playing just sort of watching, and ever time the old man won he would give this young guy some of his winnings. The older man, was a wine drinker, and he had black between all of his teeth, I'll never forget. He's a little drunk but nothing terrible. As the night goes on, the older man goes and uses the washroom, at which point the couple asked the young guy "Oh was that your dad?" and the young guy says "Hah, no I wish!". The couple and I just looked at each other. This old guy, was in complete control over this kid. Absolutely disgusting. The night ends, and I find out the couple called a few of their friends, and they all waited outside by this old mans truck and beat the living hell out of him. 40 years old, sleeping with a 19 year old, completely brain washed . Very weird.
8) That one co-worker where you just wish they would quit.
One of our co-workers, nice guy but had a very big ego and we as employees just sorta left him alone. One day he had enough of the atmosphere and quit. Now usually when you quit, you cannot come back until you paperwork is finalized. How ever, HR was in that day, and he was given the paperwork the very next day. He came in, cashed in $1000, and made $50,000 in about a hour at the Baccarat table. My manager, was extremely annoyed, because now this guy is just mocking the casino and having the time of his life (Thanks for the big tip by the way :) ) and so he decides to call it quits. He wants to ban himself and he wants $50,000 in cash. The casino says Nope, we are going to give you a cheque. Now here's the thing, most business people will take the cheque, how ever you CANT CASH the cheque until the following monday because it's on that day where the funds are available. The casino on the other hand will cash their own check in anytime , because they want you to play. So this guy pretty much said go to hell I want my cash, and he called the police. Police show up, and management promptly gave him the cash.I though it was absolutely hilarious .

9) No good deed goes un punished
I was dealing Three Card Poker, and the jackpot was around $17,000. This old man (a regular) was sitting there all day grinding it out. Super nice guy, always a pleasure to deal to. Well, after hours of playing, he stands up and says "Hey john!, can you come here for a minute?" so his buddy John comes over. He says to John "I need to go take a piss real quick, can you play my card until I get back?" John agrees . John takes the chips and I stop him and explain he can't play his friends chips, he needs to cash in and play his own. And he does. Welp, second hand out and bam, doesn't he win it. The old man comes back and is so happy, he can't believe it. John, took his $17,000, didn't say a word to his "buddy" and walked away. I never felt so much hatred in all my life. Didn't give him a dollar, not a thank you, nothing. The old man sits back down again, the progressive resets to $2500, and he sat there grinding away again.
10) The Top Knot
I had this player , young guy, who was born into a fortune. One of his relatives passed away and left him a pretty big sizable amount of money, so he played poker every single day for the rest of his days. I will add, he IS a good player. I did not enjoy his company just because of the "Know-it-All" attitude, but he was good. We'll call him John. John is 5'10, and well build, with muscle. John also decided today was the day to show off his Top Knot. (google top knot if you're not sure what I mean) So he sits down, and he's absolutely KILLING the table. Every hand, after hand, after hand. And because he's in such a good mood, he's playing any two cards, calling any $500 bet, and he's just dominating. This one guy at the table decided he had enough. He got up, without saying a word and left. A moment later, he comes back in, walks behind John, and takes a pair of scissors , and cuts off his Top Knot. I for one couldn't believe it, dying laughing inside, and it just turned into one big brawl. That was a good day.
11) That one bad seed
One of my best friends who I haven't seen in YEARS ended up being part of the crew. Was kind of nice to catch up. We never really got along as we grew up because he has a very high picture of himself . He wanted that 10/10 woman. A mansion, and a new Corvette. So every month or so we would all go up to the other casino to play. I myself would bring no more than $500, but I couldn't understand how this guy (we'll call him Kyle) was spending THOUSANDS of dollars at the tables. So this wen on for a few months. Well, one day, as we're closing the casino, he and I are in the High Limit room and we're getting ready to close the tables. We are told to take the chips out, count them, put them back, sign this piece of paper and that's it. Well as the supervisor was locking the tray, the piece of paper fell to the floor, so she asked Kyle to grab the piece of paper. As he bends over, a great big $500 chip falls right out of his sock. Kyle was fired immediately , but it all made sense. They offered Kyle a deal where if he replaced all the stolen chips they would not make it public. Not sure how that turned out.
12) If I ever decide to write a book, this will be the last chapter: <3
After working at my first Casino for five years, I met a Indian woman who was visiting from another part of the country. During this time I was explaining a game to her, which honestly I don't think she even cared. She explained she was visiting and sight seeing , and that was that.Well, two years later I ended up moving to the other side of the country and transferred casinos, and low and behold she worked there as a Dealer. We got married , and it's been 5 years.
13) The Tip
One of our tables that we've had for a couple years had a progressive jackpot that had reached $100,000. The dealer at the table was sitting pretty lonely. Nobody really played the game because people knew it was extremely difficult to win the jackpot. My memory is a tad foggy, but you somehow needed to flop the royal flush. This young guy sits down and says to the dealer, we'll call him John. "John, if you pay me that jackpot, I will tip you $10,000" Well John started dealing, and about a half hour into his shift, he F*cking did it. He dealt him the royal. And you know something?This young lad, kept his word, and he made sure there was a audience, and he tipped exactly $10,000. That was a moment right there. That pay cheque was real nice. I think we all got about $500 more than usual. The moment that jackpot was awarded they got rid of the table because the money it was making was not near what the casino wanted. I'm sure there have been bigger tips at other casinos, but that was something special .
14) The Lawsuit
Now this story I'm going to have to beat around the bush a bit due to the nature of what happened. I can't won't answer any questions that you may have on this topic other than what I have to say because it had a lot of publicity . The waitresses at this casino had to wear very thin sexy clothes. Not borderline legal, but it was noticed. One day they called all the waitresses to come in and explained they were changing their outfit to something even more sexier. Now these new dresses were very very borderline legal . The staff said No way. We're not wearing that.So , friday night comes, and the staff work their whole shift, then at the end of their shift were called into a meeting and were all fired. Welp, one of those ladies father was a pretty big time lawyer. Brough the casino to court and won. They won big. Good for them. We had no waitresses for a couple days haha.
Thanks for reading along, I have many more I can add as the day goes on, those were just some off the top of my head. Feel free to ask any questions of the Casino industry. I don't really have many stories about the surveillance department because that's the one area where I can't really say a whole lot due to its privacy and contracts I was and still am under.
submitted by viodox0259 to TalesFromTheFrontDesk [link] [comments]

[WTS] Auction Leftovers #6

Hello again, and good morning!
This listing is for items that did not sell during the January 17 Auction, so you can buy anything you want right here and right now - no buyer's premiums, no additional fees.
*FREE shipping for any order over $100.
*All items priced at $1 are now .75 each
Each lot was individually imaged (front and back) for the auction - so the easiest way for you to see exactly what you're buying is to visit the auction link (the auction is over, so I'm not advertising anything different or advertising an upcoming auction) - so here that is:
https://www.invaluable.com/catalog/2qx7j50tq0?size=50&page=1&categories=&sort=
Here is the required "prove you still have the stuff" photo with the username card and today's date:
PHOTO
Payment: PayPal only. I do not have Venmo/Zello/Bitcoin or any other form of digital payment at this time. No notes if using PPFF, please. (Thank you.) If you choose to use PPFF, please make sure to send me your shipping address here as it won't automatically load with your payment.
Shipping: I will charge you what it costs me for the USPS label rounded up to the nearest dollar. For First Class that is usually $4, for USPS Priority Mail Flat Rate Small Box it will be $9. I will get you a tracking number right after payment is received and will get your package scanned into the USPS system within 24 hours of receipt of payment. I will offer "Risky Shipping" (via stamped greeting card) at my discretion for $1 - for single, small coins ONLY. NOTE: These prices are for Continental US shipping only - if you live outside the continental US, shipping will be more expensive. I am still happy to do it under the same rules as above, but just keep in mind it's going to cost more.
What do YOU need to do to buy coins from this group: send me a list of which lots you want (for example, I want to buy lots # 51, 52, 53, 54, 55) and I will send you a total. There are too many coins here (plus there are duplicates) so I cannot look up the coins you want by description - just give me lot numbers and it will be much simpler.
I'd like to make a simple and polite request - if I have sent you my PayPal information (meaning we've agreed to a deal) please finish it up as soon as you can so I can check you off the list and move on to the next person. This helps make sure you get all the coins we discussed and no one else is in limbo.
I will do my absolute best to update the ad as soon as lots sell.
LEFTOVERS:
52 China (Republic) 10 Cash $5.00
57 China (Hu-Peh Province) 10 Cash $1.00
59 Hong Kong - 1866 1 Cent NICE $8.00
61 China (Republic) 10 Cash $3.00
62 China (Kiang-Nan Province) 10 Cash NICE $20.00
63 China (Republic) 20 Cash $5.00
64 1977 D Eisenhower Dollar UNC MINT CELLO $4.00
67 British West Africa - 1940 1/10 Penny NICE $5.00
70 France (Perpignan) 1917 A 10 Centimes $5.00
71 1976 Shelbyville Dam (Illinois) Elongated/Smashed Nickel Souvenir $3.00
76 France (Orleans/Lyon/Toulouse) 10 Centimes Transportation Token (good to 31 Dec 1918) $3.00
77 Papua New Guinea - 2008 2 Kina UNC $2.00
78 Missouri Insurance Company (St. Louis) Good Luck Token $3.00
79 1900 India (Rama-Laksmana) Type C #1 (Brotman) Temple Token NICE $40.00
80 1956 Roosevelt Dime UNC TONED $6.00
83 1955 General Motors "Motorama" Medal BU $15.00
86 Central States 70th Anniversary Convention Token Jerry Lebo Advertising $6.00
87 Consolidated Numismatic Advertising Token Good For $1 Edmundston, Canada $2.00
88 France (Perpignan) 1917 A 5 Centimes $5.00
91 France (Perpignan) 1921 A 25 Centimes Scalloped Edge $8.00
93 Ukraine - 2003 100 Hryvnia UNC $2.00
94 German East Africa (Tanzania) - 1916 T 20 Heller $10.00
95 Illinois Governer Otto Kerner Inauguration Medal $2.00
96 5 Cent Trade Token NICE $3.00
98 Germany (Schleswig-Holstein) - 1923 10 Mark Notgeld UNC $10.00
99 A. Phillips Co Cambridge, Maryland 20 Cent Trade Token NICE $8.00
100 EZ Park Courtesy Token $1.00
159 Great Britain - 1949 Penny NICE $2.00
163 1959 Type B Reverse Washington Quarter UNC TONED $12.00
165 Great Britain - 1932 1 Penny NICE $3.00
166 1960 Type B Reverse Washington Quarter UNC $10.00
167 1960 Type B Reverse Washington Quarter UNC $10.00
169 Portugal - 1921 10 Centavos NICE $10.00
170 Germany (Prussia) 1700's-1800's Jeton (Token) Wilhelm 3 "Neue Ehre Neues Gluck" $3.00
172 1963 Type B Reverse Washington Quarter UNC TONED $12.00
175 1964 D Washington Quarter UNC TONED $8.00
176 Canada - 1921 1 Cent NICE $4.00
179 Stag Beer Wooden Nickel "Fair on the Square" $1.00
180 The TV Shop Slidell, LA One Wooden Buck $1.00
181 Canada - 1929 1 Cent NICE $3.00
185 1962 Type B Reverse Washington Silver Quarter NICE $8.00
186 Canada - 1920 1 Cent NICE $4.00
188 1957 Type B Reverse Washington Quarter NICE $6.00
192 Canada - 1945 5 Cents NICE $2.00
193 State of Missouri Sesquicentennial Medal $2.00
194 State of Missouri Sesquicentennial Medal $2.00
195 Canada - 1945 5 Cents NICER $4.00
196 France - 1916 2 Centimes LOW MINTAGE $2.00
197 Germany (Empire) 1914 J 2 Pfennig NICE $8.00
198 Mexico - 1946 1 Centavo NICE $1.00
200 Mexico - 1924 2 Centavos BETTER DATE $6.00
259 1954 S Washington Quarter UNC $10.00
260 1957 Washington Quarter UNC TONED $10.00
261 1963 Type B Reverse Washington Quarter UNC TONED $20.00
262 1999 D Kennedy Half Dollar UNC from Mint Set GEM BU PROOFLIKE $3.00
263 1941 S "Large S" Lincoln Wheat Cent $1.00
264 1941 S "Large S" Lincoln Wheat Cent $1.00
266 1941 S "Large S" Lincoln Wheat Cent $1.00
267 1941 S "Large S" Lincoln Wheat Cent $1.00
269 Maybrook NY Golden Jubilee Good For 10 Cent Wooden Nickel $1.00
270 Maybrook NY 1975 Golden Jubilee 25 Cent Wooden Nickel $1.00
274 2009 P Lincoln Cent "Formative Years" Doubled Die Reverse 013 UNC $2.00
275 World Silver - Barbados 1973 Proof 5 Dollars LOW MINTAGE $20.00
276 2009 P Lincoln Cent "Formative Years" Doubled Die Reverse 013 UNC $2.00
277 2009 P Lincoln Cent "Formative Years" Doubled Die Reverse 013 UNC $2.00
279 2009 P Lincoln Cent "Formative Years" Doubled Die Reverse 012 UNC $2.00
280 2009 P Lincoln Cent "Formative Years" Doubled Die Reverse 012 UNC $2.00
281 2009 P Lincoln Cent "Formative Years" Doubled Die Reverse 012 UNC $2.00
282 2009 P Lincoln Cent "Formative Years" Doubled Die Reverse Book Low UNC $2.00
286 2009 P Lincoln Cent "Formative Years" Doubled Die Reverse 002 UNC $2.00
287 1983 Lincoln Cent DDO FS-101 $25.00
288 2009 P Lincoln Cent "Formative Years" Doubled Die Reverse 012 UNC $2.00
289 2009 P Lincoln Cent "Formative Years" Doubled Die Reverse 012 UNC $2.00
291 1964 D Washington Silver Quarter UNC TONED $8.00
293 1960's Terre Haute, IN Sesquicentennial Wooden Nickel $2.00
295 2009 P Lincoln Cent "Formative Years" Doubled Die Reverse 002 UNC $2.00
296 2009 P Lincoln Cent "Formative Years" Doubled Die Reverse 002 UNC $2.00
298 1982 Buffalo NY Sesquicentennial Wooden Nickel $1.00
352 Denmark - 1950 5 Ore KEY DATE $10.00
354 2009 P Lincoln Cent "Formative Years" Doubled Die Reverse 013 UNC $2.00
355 2009 P Lincoln Cent "Formative Years" Doubled Die Reverse 013 UNC $2.00
356 2009 P Lincoln Cent "Formative Years" Doubled Die Reverse 013 UNC $2.00
357 1990 Rappahannock Area Coin Club Wooden Nickel $1.00
359 Germany (Empire) - 1874 C 1 Pfennig $2.00
360 Old Time Wooden Nickel Co Support Our Troops Wooden Nickel $1.00
361 1941 S "Large S" Lincoln Wheat Cent $1.00
362 1941 S "Large S" Lincoln Wheat Cent $1.00
364 1980 D Jefferson Nickel Mint Error - Minor Curved Clip (@3:30) $3.00
365 1979 S "Type 2 - Clear S" Proof Jefferson Nickel $2.00
367 Germany (Empire) - 1895 F 1 Pfennig $3.00
368 Germany (Empire) - 1874 A 1 Pfennig $2.00
369 Germany (Empire) - 1900 F 1 Pfennig $2.00
370 Germany (Empire) - 1874 B 1 Pfennig $2.00
371 Australia - 1951 3 Pence $2.00
372 Great Britain - 1861 3 Pence $3.00
373 Germany (Empire) - 1875 J 5 Pfennig $2.00
375 50 Cents in Trade Token $1.00
376 Germany (Empire) - 1874 E 2 Pfennig $2.00
377 Clear Lake, IA Perkins Wooden Nickel $1.00
378 50 Cents in Trade Token $1.00
379 Medallic Art Co Grand Canyon National Park 50th Anniversary Medal Bronze $3.00
380 Great Britain - 1981 25 New Pence UNC $3.00
382 Pomona National Bridge / Jackson County 200 Year Anniversary Medal $3.00
383 Guyana - 1970 1 Dollar UNC $2.00
384 Germany (Empire) - 1875 J 2 Pfennig $4.00
385 Illawarrra Numismatic Association Membership Discount Wooden Nickel Token $1.00
386 San Juan Quality Royale Casino Token $1 Face Value $1.00
387 Canada - 1963 Prooflike 1 Cent Emerald Rainbow Toning $3.00
388 Artisan Silverworks Temecula, CA Wooden Nickel $1.00
389 Canada - 1966 1 Cent Emerald Toning $2.00
390 Germany (Empire) - 1875 E 2 Pfennig $2.00
391 Germany (Empire) - 1874 H 2 Pfennig $4.00
392 5 Cent Token $1.00
394 Germany (Empire) - 1894 F 1 Pfennig $3.00
395 Denmark - 1904/804 1 Ore NICE $8.00
396 Netherlands Antilles - 1965 2.5 Cents UNC TONED $6.00
397 Germany (Empire) - 1874 G 1 Pfennig $10.00
398 Netherlands - 1921 1/2 Cent BETTER DATE $2.00
399 Netherlands - 1922 1/2 Cent BETTER DATE $4.00
400 Germany (Empire) - 1874 D 10 Pfennig $3.00
451 Sweden - 1901 1 Ore $1.00
452 Norway - 1948 50 Ore Overdate 4/4 $5.00
453 Netherlands Antilles - 1959 1 Cent UNC $2.00
454 Germany (Empire) - 1899 A 1 Pfennig $1.00
455 Germany (Empire) - 1899 A 1 Pfennig $1.00
456 Germany (Empire) - 1898 A 5 Pfennig $1.00
457 Germany (Empire) - 1875 F 5 Pfennig $1.00
458 Canada - 1948 5 Cents $1.00
460 Denmark - 1951 10 Ore NICE $5.00
461 Barbados - 1973 Proof 5 Cents in OGP $1.00
462 Germany (Empire) - 1875 A 5 Pfennig $1.00
463 Barbados - 1973 Proof 25 Cents in OGP $1.00
464 Germany (Empire) - 1876 D 5 Pfennig $1.00
465 Hungary - 1965 2 Filler Key Date $5.00
466 Germany (Empire) - 1889 A 5 Pfennig $1.00
467 Germany (Empire) - 1889 A 5 Pfennig $1.00
468 Switzerland - 1968 5 Rappen UNC TONED $1.00
469 Germany (Empire) - 1875 A 5 Pfennig $1.00
470 Germany (Empire) - 1875 C 5 Pfennig $1.00
471 Trinidad & Tobago - 1973 Proof 1 Cent in OGP $1.00
473 Germany (Empire) - 1892 D 5 Pfennig $1.00
474 Germany (Empire) - 1897 A 5 Pfennig $1.00
475 Germany (Empire) - 1890 E 5 Pfennig $1.00
477 Germany (Empire) - 1890 D 5 Pfennig $1.00
478 Germany (Empire) - 1894 D 5 Pfennig $1.00
480 Barbados - 1980 Proof 25 Cents in OGP cello $1.00
481 World Silver - Switzerland 1975 1 Franc $6.00
482 Germany (Empire) - 1897 D 5 Pfennig $1.00
484 Canada (New Brunswick) - 1861 1 Cent $3.00
485 Canada (Nova Scotia) - 1861 1/2 Cent $2.00
486 Austria - 1893 10 Heller $1.00
488 Netherlands East Indies - 1921 1/2 Cent NICE KEY DATE $8.00
489 Austria - 1895 10 Heller $1.00
490 Austria - 1894 20 Heller $1.00
492 World Silver - Mexico - 1887 Do C 10 Centavos LOW MINTAGE $5.00
551 South Africa - 1965 Proof 1 Cent LOW MINTAGE 25,000 $2.00
553 Switzerland - 1902 2 Rappen KEY DATE FIRST YEAR $8.00
554 Panama - 1975 Proof 1 Centesimo in OGP $5.00
557 South Africa - 1965 Proof 5 Cents LOW MINTAGE 25,000 $2.00
560 South Africa - 1965 Proof 20 Cents LOW MINTAGE 25,000 $2.00
561 Panama - 1975 Proof 5 Centesimos in OGP $1.00
562 Panama - 1976 Proof 5 Centesimos in OGP $2.00
563 South Africa - 1965 Proof 50 Cents LOW MINTAGE 25,000 $5.00
564 South Africa - 1966 Proof 1 Cent LOW MINTAGE 25,000 $2.00
565 South Africa - 1966 Proof 2 Cents LOW MINTAGE 25,000 $2.00
566 South Africa - 1966 Proof 5 Cents LOW MINTAGE 25,000 $2.00
567 South Africa - 1966 Proof 10 Cents LOW MINTAGE 25,000 $2.00
568 Panama - 1974 Proof 5 Centesimos in OGP cello $1.00
569 South Africa - 1966 Proof 20 Cents LOW MINTAGE 25,000 $2.00
572 Panama - 1973 Proof 1/10 Balboa in OGP $1.00
573 South Africa - 1967 Proof 1 Cent LOW MINTAGE 25,000 $2.00
574 Barbados - 1973 Proof 1 Cent $1.00
575 Panama - 1973 Proof 1/4 Balboa in OGP $1.00
576 South Africa - 1967 Proof 2 Cents LOW MINTAGE 25,000 $2.00
577 South Africa - 1967 Proof 5 Cents LOW MINTAGE 25,000 $2.00
578 South Africa - 1967 Proof 10 Cents LOW MINTAGE 25,000 $2.00
579 South Africa - 1967 Proof 20 Cents LOW MINTAGE 25,000 $2.00
580 South Africa - 1967 Proof 50 Cents LOW MINTAGE 25,000 $4.00
584 Liberia - 1974 Proof 10 Cents in OGP $1.00
590 Mexico - 1923 1 Centavo NICE UNC TONED $8.00
593 Mexico - 1923 5 Centavos NICE $5.00
594 Bahamas - 1970 Proof 1 Cent in OGP $1.00
595 Mexico - 1935 20 Centavos NICE $30.00
596 Token "10" Unknown origin $1.00
652 Indiana Sesquicentennial Medal 1966 $3.00
654 Alleppey Dist Treasury 286 Token $3.00
655 Creotina Remedies Belleville, IL Token $3.00
657 Mexico - 2001 1 Peso UNC in original cello $1.00
658 Germany (Empire) - 1903 A 1 Pfennig $4.00
662 Germany (Weimar) - 1924 A 1 Pfennig NICE $6.00
664 Malaysia - 1977 50 Sen TONED UNC $3.00
665 Franklin D Roosevelt $2 Trade Token Union Maystern $3.00
666 Great Britain - 1953 5 Shillings UNC (Crown sized) $5.00
667 Russia - 1994 50 Roubles Blind Mole Rat LOW MINTAGE UNC $3.00
672 Mint of Romania Aluminum Token UNC $3.00
673 Bahamas - 1973 and 1974 Proof 1 Cents in OGP (two coins) $1.00
675 Canada - 1939 5 Cents UNC $20.00
676 Penny Press Mint 1 Dollar Token (Morgan Dollar Inspired Design) $2.00
677 Penny Press Mint 1 Dollar Token (Morgan Dollar Inspired Design) $2.00
678 France (Paris) Montmartre Auditing Firm "Good for one audition" Token $2.00
679 Thailand - Bangkok Institute of Accounting Token $1.00
680 Swedish Shooting Medal Double Pistols Design $3.00
681 1941 Mercury Dime Pin $4.00
682 Korea (Republic) - 1968 5 Won UNC $25.00
683 Korea (Republic) - 1973 50 Won NICE $5.00
684 Russia - 1994 50 Roubles Bison NICE LOW MINTAGE $2.00
685 Coca-Cola 1974 "It's the real thing" Silver Dollar City Token $5.00
686 State Mint of Romania Octagonal Token UNC $2.00
687 Canada - 1937 Dot 5 Cents UNC $10.00
688 France - 1977 10 Francs TONED $2.00
690 Saarland - 1954 10 Franken UNC $8.00
692 Mount Vernon, VA High School Token $1.00
693 Korea (Republic) - 1967 10 Won NICE $5.00
694 Korea (Republic) - 1967 10 Won UNC $40.00
695 Princes of Jerusalem - Cahokia Council A.A.S.RITE Valley of East St Louis Token $3.00
697 Magic Mountain Valencia California Souvenir Token $2.00
698 Pearl Harbor, Hawaii Driver's Association "good for one full fare" token $1.00
700 Downtown Granite City (Illinois) Shopping Center Token $3.00
751 Canada - 1957 House of Commons Medal $3.00
753 Mr. Pizza (World's Worst Pizza) Wooden Quarter Token $1.00
754 National Pony Express Centennial Medal So Called Dollar UNC TONED $5.00
755 Pulaski Bowling Center Free Game Wooden Nickel Token $1.00
756 Four Canada 1991 UNC Cents (4 coins) in OGP CELLO $1.00
757 Four Canada 1991 UNC 5 Cents (4 coins) in OGP CELLO $1.00
758 Pair of Two Thomas Jefferson 1 Cent Postal Stamps $1.00
761 Mexico - 2000 10 Pesos UNC in original cello $6.00
764 Ye Olde Curiosity Shop Seattle 25 Cent Wooden Nickel Token $1.00
765 Mexico - 2000 20 Pesos UNC in original cello $10.00
768 Morocco - AH1320 10 Mazunas $8.00
773 Diamond Dolls Pompano Beach, FL Free Hamburger Wooden Nickel Token $1.00
774 Nadine's Backwoods Bistro One Free Tap Beer Wooden Nickel Token $1.00
775 Ocean Springs Mini Golf One Free Game Wooden Nickel Token $1.00
777 Poland - 2014 2 Zlotych UNC $2.00
778 Lansing, Michigan University Quality Inn One Free Well Drink Wooden Nickel Token $1.00
780 San Jose, California Donut Delight One Small Drink 40 Cents Wooden Nickel Token $1.00
781 H.E.B. Hustle Chip Wooden Nickel Token $1.00
782 Two Mixed Tokens $1.00
784 South Gate, California Robby's Tepee 1 Glass Draft Beer Wooden Nickel Token $1.00
785 Macadoo's One Free Sara Lee Bagle (with butter!) Wooden Nickel Token $1.00
786 Canada - 1970 1 Cent TONED $1.00
788 State Penal Institution 5 Cent Good For Token $3.00
790 Fishing Equipment & Tackle 10% Discount Wooden Nickel Token $1.00
791 District Treasury Alleppey 1860 Token Government of Kerala $2.00
792 Russia (Empire) - 1881 1 Kopek $1.00
793 Black Duck Buck Good For One Premium Drink Wooden Nickel Token $1.00
794 Goodles, Michigan Cook's Cobblestone One Free Beer Wooden Nickel Token $1.00
796 San Diego, California My Yogurt Place One Free Frozen Yogurt Sundae Wooden Nickel Token $1.00
797 Canada - 1939 Coronation Medal $2.00
798 Ellsworth, Maine Bicentennial Headquarters Wooden Nickel Token $1.00
800 Suwanee River Attractions 25 Cent Admission Wooden Nickel Token $1.00
851 Sunnyvale, California Odyssey Room 1 Free Drink Wooden Nickel Token $1.00
852 Great Britain - Queen Victoria 60 Years of Rule Medal $3.00
854 Belgium - 1944 2 Franc NICE $1.00
855 Fredericksburg, Virginia Rappahannock Area Coin Club Wooden Nickel Token One free month $1.00
859 Monarch Automatic Co Northhampton Good For One Coupon in Trading Token $2.00
860 Netherlands - 1881 1 Cent $1.00
862 Mexico - 2000 20 Pesos UNC in original cello $10.00
863 Fredericksburg, Virginia Rappahannock Area Coin Club Wooden Nickel Token One free month $1.00
864 Tullahoma, Tennessee The Finish Line Free Drink Wooden Nickel Token $1.00
865 Here's Johnny's 25 Cents off Purchase Wooden Nickel Token $1.00
866 $1 Good For Token Large $3.00
867 Canada - 1939 Coronation Medal $3.00
868 Boise, Idaho Miller's Sewing Center 25 Cent Needle Package Wooden Nickel Token $1.00
869 San Antonio, Texas Dan's 10861 FM "Round TUIT" Wooden Token $1.00
870 Belgium - 1836 2 Centimes $1.00
871 Vandalia, Ohio Skipper's $3 off purchase Wooden Nickel Token $1.00
872 Roseville, California Onyx Club One Free Beer Wooden Nickel Token $1.00
873 Long Beach, California Fayette Cleaners Wooden Nickel Token $1.00
874 Beckett, Massachussetts 1965 Bicentennial Lee National Bank 5 Cent Wooden Nickel Token $1.00
875 Munhall, Pennsylvania 5 Cent Wooden Nickel Token $1.00
877 Washington, Indiana Sesquicentennial 1966 Wooden Nickel Token $1.00
878 1953 Queen Elizabeth Coronation Medal $3.00
881 Fredonia, New York Coyle's Pub One Free Drink Wooden Nickel Token $1.00
882 Monterey, California Wharfside Restaurant Complimentary Calimari Appetizer Wooden Nickel Token $1.00
883 Lyman, Wyoming Cecil Sanderson Military Token & Wooden Nickel Collector "Round TUIT" Token $1.00
884 Eastlake, Colorado Karl's Farm Dairy Inc 25 Cent Wooden Nickel Token $1.00
885 Elko, Nevada Ed's Coins & Currency "Cents of Humor" Wooden Nickel Token $1.00
887 Richmond Hot Stuff Deluxe Tattoo One Free Drink Wooden Nickel Token $1.00
888 Australia - 2014 1 Dollar 100 Years of ANZAC $1.00
889 Sacramento, California The Tides 1 Free Beer Wooden Nickel Token $1.00
890 Lancaster, Pennsylvania The Comic Store Free Comic Wooden Nickel Token RARE $1.00
891 Bennington, Vermont Bicentennial 1961 5 Cent Wooden Nickel Token $1.00
892 Torrance, California Old Towne Mall One Free Play Wooden Nickel Token $1.00
893 Duenweg, Missouri State Bank One Quart Token NICE $3.00
894 Rotary International Token $1.00
896 Canada - 1930 House of Commons Medal $3.00
897 Greenfield, Iowa Al's Shoe Service 5 Cents Wooden Nickel Token $1.00
900 France - 1944 C 2 Francs $1.00
951 France - 1944 C 2 Francs $1.00
952 Poland - 2006 2 Zlotych $3.00
953 Poland - 2003 2 Zlotych $3.00
954 Aurora, Illinois Dairy Queen Free Small Sundae Wooden Nickel Token $1.00
955 Mullan, Idaho Silver Dollar Bar 1 Free Drink Wooden Nickel Token $1.00
956 Poland - 2004 2 Zlotych $3.00
957 New Horizons Computer Learning Center Turkey Token 10 Auction Dollars Wooden $1.00
962 Lake of the Woods 40th Anniversary Token $2.00
963 The Travancore Bank Trivandrum #103 Token $1.00
964 Perryville, Wisconsin Good For 1 Glass Tap Beer Wooden (plastic) Nickel Token $1.00
966 1925 Larkin Dollar Medal BU $8.00
968 Palmolive Soap Chicago, Illinois Good For One Cake Token NICE $5.00
969 Duenweg State Bank Duenweg, Missouri Strawberry Token Good For 1 Crate $6.00
970 Dallas, Texas City Hall Token $1.00
971 California State Numismatic Association 1973 53rd Anniversary Token $2.00
972 Worldwide Bi-Metallic Collector's Club World Money Fair Encased Coin (Mexico 20 Centavos) $3.00
973 Worldwide Bi-Metallic Collector's Club World Money Fair Encased Coin (Mexico 20 Centavos) $3.00
977 Worldwide Bi-Metallic Collector's Club World Money Fair Encased Coin (New Zealand 5 Cents) $3.00
979 Worldwide Bi-Metallic Collector's Club World Money Fair Encased Coin (New Zealand 5 Cents) $3.00
981 Worldwide Bi-Metallic Collector's Club World Money Fair Encased Coin (New Zealand 5 Cents) $3.00
983 Worldwide Bi-Metallic Collector's Club World Money Fair Encased Coin (New Zealand 5 Cents) $3.00
984 Worldwide Bi-Metallic Collector's Club World Money Fair Encased Coin (New Zealand 5 Cents) $3.00
987 Harry S Truman US Mint Bronze Medal in OGP $3.00
988 John Wayne US Mint Bronze Medal in OGP $5.00
989 Vietnam Veterans National Bronze Medal in OGP $3.00
992 2010 Korea Money Fair Token with original Flip $3.00
993 Matchless Metal Polish Co Liverpool 1906 Token $5.00
995 Marissa, Illinois 1967 Centennial Wooden Nickel Token $1.00
996 Central States Numismatic Society 2005 Token Original AirTite $2.00
997 Central States Numismatic Society 2005 Token Original AirTite $2.00
998 Central States Numismatic Society 2005 Token Original AirTite $2.00
999 Rustler Silver Gas Token $1.00
1000 Worldwide Bi-Metallic Collector's Club World Money Fair Encased Coin (Euro 5 Cent) $3.00
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How do you want to do this? A Discussion on Selective Rule Enforcement and the application of the "Rule of Cool"

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

Abstract:

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

**“Once upon a time, around a table…”

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

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

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

Session 2: The Ethics of a Dungeon Master

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

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

Finally, we can discuss how the desire to make the most enjoyable experience for everyone at the table plays out using real-world examples and advice from some of the most well-known DMs in the business. Using the concept of Situational Ethics’ Agape, we can see how to work in the rule of cool using eight tips for Dungeon Masters.
Tip 1: It is advised to know your audience.
Not everything is as it seems, so be sure to pay attention to your players and look at them when you are describing the situation. Make note of how they react when tones or themes change. Remember those reasons people play games mentioned earlier? This is where those come into play. Additionally, while not something outright suggested, it is nevertheless important to take team dynamics into account.
The book “Four lenses unfolded” describes how various personality types can interact and work to solve problems. In it, the book describes four primary temperaments: Green (analytical), Blue (empathetic), Orange (adventurous), and Gold (goal oriented). Unlike most other personality tests, four lenses theory suggests that while we have a dominant personality at any given moment, other aspects of these personalities can manifest as well. Being able to draw on these aspects at will is the mark of a “mature” individual.14 As a DM/referee, coach, or manager, being able to do this and adapt to the needs of the players will take player engagement to the next level.
Tip 2: Establishing and Managing Expectations Early and Often, Works to Prevent Disappointment and Confusions
Mercer once put it this way, “Establish early on in your campaign how much of a level of crazy you're willing to allow. This allows for players to better understand what to try for and what not to try for.”15 Whether you are a teacher, referee, coach, parent, supervisor, or mentor, establishing expectations with those involved mitigates problems before they arise.
One of the main tools DM’s have for this is that is recommended by Mercer, as well as nearly every DM in existence on the internet, is the “Session Zero.” Session Zero is a term used to describe a session where no play occurs but instead rules that will be used and rules that will be ignored or bent is established. It also serves to establish a theme the players can expect from any campaign. Using the first chapter of the DMs guide will help considerably in establishing this. Additionally, one of the best guides for this is laid out by the DM YouTubers known as “the Dungeon Dudes” in their video titled, “How to Run a Session Zero for Dungeons and Dragons 5e.”16 But always keep Agape in mind throughout this process. In this step, it means actively listening to the players. The DM may want a gritty, tough, realistic, and challenging campaign. But if the players want a high fantasy power trip, some adjustments are going to need to be made to the campaign. Listening to players and changing the plans accordingly is not easy. It requires A LOT of humility and ego suppression. Especially when the DM has already designed how the game is going to go… which leads us to the next tip.
Tip 3: It is important to develop a healthy relationship with failure.
Celebrated author Orson Wells once wrote; “If you want a happy ending, that of course, is dependent of where you stop your story.”17 This applies to both the players and DM. There will be times when the DM is tempted to ignore the rules because the consequences seem dire. The player fails an athletics check trying to use a dynamic that had a high-risk, high-reward moment. Now the player’s character is doomed to fall several hundred feet down a ravine to what is likely certain doom in lava. But this isn’t the end. That player’s character is most likely dead, but their death could result in a moment of drama and tension for the players. It’s the very real chance of failure that encourages players to think critically about a situation and experience excitement and tension. Brennon Lee Mulligan, the DM of the D&D streaming show, “Dimension 20,” put it this way… “if you are not allowing for failure, you are essentially just telling a story,” and thus never actually playing a game (make-believe as Suits would put it). 18
Another thing to consider is that through failure, we can often find comedy as well as ways to encourage players to think critically and find new escapes, 19 at least according to the mind behind the “Replaying the Curse of Strahd” videos, Benjamin (Puffin Forest) Scott. Lastly, Mercer strongly advises that if a DM allows too many “rule of cool moments” to happen in succession, the weight of the moments and consistency of the game will be lost. 20
Players that are afraid to fail will not try. Mercer explains that “Most role play games are designed to forge a heroic story (showing feats of legend) so let the players try! Let them fail, and occasionally succeed!” This is where his catch phrase “you can certainly try” comes from. 21
Tip 4: Whenever Possible, Avoid Taking Things Personally
In his lecture on not talking things personally, soccer referee and public speaker, Frederik Imbo, explained there are two sides of a coin to keep in mind when trying not to take things personally: “It is not about you,” and “it is about you.” 22 Look at the other person’s intentions not just yours. With that in mind, it is okay to give yourself empathy and speak up. When someone seems upset with you, ask what are they hoping to get out of this releasing of emotions? Additionally, ensure that your pride isn’t preventing you from making the correct call. Yes I am talking about Ego again; it is that important! It is the DM’s world, but it is the players’ game. Without both, the world and the game, you do not have D&D.
D&D has a weird paradox of being both a story and a game. It has both a narrative as its core premise, but it is, in fact, also a multi-player game. Without at least two people you cannot really have much fun. DMs should make sure that everyone at the table enjoys themselves.
Tip 5: Mechanics are important precisely because they are a means of delivering impactful story moments.
Remember that rule of cool concept? Extraordinary moments don’t happen often, and this is by design of the mechanics of the game. Humans remember the novel and unique way more often than the mundane. Mundane things tend to blend into the background. It’s the unexpected moments that highlight the more impactful story moments, especially if that moment is tied to strong emotions.23
With that in mind, Mulligan suggests looking at where the players are putting their resources before deciding how to rule on a situation. Have they invested experience points/levels into a specific skill that is relevant to this situation instead of just something they can use in combat? If so, reward them for wanting to do something that is a part of the world you are creating together. 24
Tip 6: Discourage metagaming but allow it whenever possible.
Look for any and every excuse you can to give advantage on an arcana check by setting the DC low (10 or higher). If the player succeeds, they can use what they know… they are going to anyway, but at least then they can talk about it with the other players.
According to the DM guide Chapter 8, metagame thinking means “thinking about the game as a game,” Examples would be thinking “the DM wouldn’t throw such a powerful monster at us so early in the game, so we will surely be saved and not have to take this fight seriously,” or “the DM spent A LOT of time describing that door… maybe we should search it again!” 25
The problem with metagaming isn’t really about what advantage the players are getting in the game. The problem is that manipulation of the dynamics, when used to extremes, can spoil the plot line of the cumulative story being told. This can lessen the drama and tension elements resulting in decreased enjoyment of those involved. Additionally, it can create a dynamic where the DM is constantly having to escalate encounters to challenge the player, encouraging a potentially toxic “DM vs player” mentality.
For instance, how would a street orphan barbarian with no formal education and a wisdom of …let’s say very low…be able to know that liches phylactery is the source of their power. The solution here depends on why the players are playing this specific game. Is it the narrative of the story? Is it discovery? If these aren’t anywhere close to the reasons these players came to the game table in the first place, the narrative is not going to take as much of a factor into decisions. Metagaming in this instance isn’t going to be much of a problem.
Tip 7: Keep in mind, the ending is “A” destination, but the story is about how you get there.
A DM may hold off the extra cool moments for the final parts of the game, keeping their players in complete darkness and grit the entire way. However, without at least some levity along the way, some “water for the weary travelers,” as Mercer put it, they may not make it to the end.26 So, do not be afraid to relax the rules from time to time to give them those cool moments, but do so sparingly lest the destination lose its luster as well. Always keep in mind it’s about the enjoyment of crafting and playing in the world together that makes this, or really any game, fun.
Tip 8: When all else fails… take a break and have the Tarrasque attack the party.
When all else fails, roll two D-20s out of players’ views… fake a worried expression… role a D-100 (also out of player’s view) look over the score concerned as you pour through your notes… then explain sorrowfully… “I’m sorry… The Tarrasque has risen and has attacked the party. Everyone roll initiative.” This is actual advice from the DM manual. It is right under “faking illness and running away.”27 The point is this: never be afraid to pause or call a game when it’s over or needed.
Maybe something incredibly uncomfortable for a player has happened. Maybe the DM has reached the end of what they were able to prepare for that session. Perhaps everyone is hungry or needs a bathroom break. Maybe the entire table has gotten to a point where no one can agree on anything and team dynamics are breaking down. That game world will always be there… but your friends won’t. Cherish that moment and make as many good moments as possible. Additionally, taking breaks both in-game and in the real world allow for quiet moments. These allow for the greater moments to shine through and the players will enjoy their experience more.
https://i.redd.it/1ncu361zlqf61.png
The graphic above serves to summarize the eight tips above and show their relationship with the narrative, enjoyment, and the rules when put in the context of situational ethics. From this graph, the relationship between the eight tips and how they play into the narrative, enjoyment, and rules of the game can be seen. Each of the tips can influence many parts of the game but they are intended to primarily influence the aspect of the game they are adjacent to. “Knowing the players” should influence the narrative and what kind of enjoyment the players receive. What mechanics are used to enable the game is causally related to how the rules are used and so on. Please note that Agape is at the center as, with every decision a DM makes, considering what is best for the players should be central to the experience of any game.
The Epic Conclusion
Through crafting a game-world together with your players, a DM has the potential to tap into one of the greatest traditions humanity has: camaraderie with friends. At the end of the day, these players are your friends, or at the very least your fellow human beings. As such, you should want what is best for them. Through trials, hardships, and drama, we get to put the punctuation on the moments of excitement, joy, happiness, and bliss. It is okay if the player does not get exactly what they want, so long as they still had enjoyment. This is because getting everything we expect is sometimes boring. However, always keep in mind that at the end of the day, games are about having fun. How that happens is up to the players, the DM, and whether the rules were used to enhance the experience or not. It’s possible to find that balance by asking these questions in order: “How will this decision affect: the final enjoyment of all at the table? the narrative? the rules in the future?”
1 Huizinga, Johan . "Homo Ludens". Routledge & Kegan Paul Ltd. (1980), pp. 1., accessed January 19, 2021. http://art.yale.edu/file_columns/0000/1474/ homoludens_johan_huizinga_routledge_1949.pdf
2 Suits, Bernard, “The Grasshopper: Games, Life and Utopia,” Broadview Press. Ed. 3. (November 29, 2005): 54–55. Accessed December 31, 2020. https://www.goodreads.com/book/show/803547.The_Grasshopper
3 The Game Overanalyzer, The Aesthetics of Play | Why We Play Games, and the Search for Truth and Beauty in Game Design. The Game Overanalyzer. (January 11, 2020), accessed 6 January 2021. Video 18:44. https://youtu.be/lONsZwjVDzg
4 Hunicke, Robin, Marc LeBlanc, and Robert Zubek. "MDA: A formal approach to game design and game research." Proceedings of the AAAI Workshop on Challenges in Game AI, vol. 4, no. 1, p. 1722. (2004). Accessed January 11, 2020 https://www.aaai.org/Papers/Workshops/2004/WS-04-04/WS04-04-001.pdf
5 Portnow, James; Floyd, Daniel; Aesthetics of Play- Redefining Genres in Gaming. Extra Credits; (October 17, 2012), Video 9:13. Accessed December 30, 2020. https://www.youtube.com/watch?v=uepAJ-rqJKA&list=PL3N9QD4_yI-BlnwWUL8hhjpKgqRul3xAa&index=11
6 Suits, Bernard. “Discussion: Games and Paradox.” Chicago University Press. Philosophy of Science Association Journal, Vol 36, no. 3 (September 1, 1969). pg 316–.321. Accessed December 30, 2020. https://www.jstor.org/stable/186226
7 Suits, Bernard. “Discussion: Games and Paradox (1969)
8 Myers, David. “Game as Paradox: A Rebuttal of Suits.” Journal of the philosophy of Sport 39, no. 1 (May 1, 2012). Accessed December 30, 2020. https://search-ebscohost-com.ezproxy2.apus.edu/login.aspx?direct=true&AuthType=ip&db=s3h&AN=87342252&site=ehost-live&scope=site.
9 Juul, Jesper. "Half-Real: Video Games between Real Rules and Fictional Worlds", MIT Press, (Aug 19, 2011) pp.57-59
10 Tracy, Patrick. DM Tips: The Rule of Cool. Fantasy Bango. (October 20, 2017). Accessed December 30, 2020. Video 2:23 https://www.youtube.com/watch?v=x8aAIFalx6s
11 Fletcher, Joseph F. Situation Ethics: The New Morality. Westminster John Knox Press, (1997). Page 17-26 (accessed January 20, 2021) http://bit.ly/Googlescholar_SItuational_Ethics
**Please note that just because Fletcher’s Situational Ethics is used prominently, this is not an endorsement of all his views. Fletcher’s work has been used to justify terrible atrocities, such as eugenics, this should serve to point out that any philosophy taken to extremes can lead to terrible outcomes
12 Fletcher, Joseph F. Situation Ethics: The New Morality. (1997)
13 Mercer, Matthew. The Rule of Cool! (Game Master Tips). Geek & Sundry. (February 16, 2016). Accessed December 30, 2020. Video. 5:52 https://youtu.be/fWZDuFIYkf0
14 Bryce, Nathan K., “Four Lenses Unfolded: A Deeper Understanding of Temperament Values,” Insight; (January 29, 2002,).
15 Mercer, Matthew. The Rule of Cool! (Game Master Tips). (2016).
16 McLaughlin, Kelly; Martin, Monty. "How to Run a Session Zero for Dungeons and Dragons 5e". Dungeon Dudes. (September 3, 2020), Accessed 12 30, 2020. Video. https://youtu.be/2MA-z5Ai-bQ
17 Wells, Orson, "The Big Brass Ring." Santa Teresa Press (1987, January 1) 1-148
18 Mulligan, Brennan; Scott, Benjamin. “Animating Your Table (with Benjamin Scott) | Adventuring Academy Season 2 | Ep. 16 |” Adventuring Academy. Dimension (2020, December 28). Accessed December 30, 2020. Video 1:24:18 https://www.youtube.com/watch?v=4IbVxEKpipo
19 Mulligan, Brennan; Scott, Benjamin. “Animating Your Table (with Benjamin Scott) (2020)
20 Mercer, Matthew. The Rule of Cool! (Game Master Tips). (2016)..
21 Mercer, Matthew. The Rule of Cool! (Game Master Tips). (2016)
22 Imbo, Frederik, "How not to take things personally? | Frederik Imbo | TEDxMechelen" TEDx Talks; (March 4, 2020) accessed 10 Jan 2021, video 17:36 https://www.youtube.com/watch?v=LnJwH_PZXnM&t=381s
23 Kensinger, Elizabeth. Remembering the Details: Effects of Emotion. US National Library of Medicine National Institutes of Health. (May 4, 2009) Accessed 2021, January 30 https://www.ncbi.nlm.nih.gov/pmc/articles/PMC2676782/
24 Mulligan, Brennan; Scott, Benjamin. “Animating Your Table (with Benjamin Scott) (2020)
25 Mearls, Mike, and Jeremy Crawford. "Dungeons Master's guide". Renton, WA: Wizards of the Coast. (2014) accessed 29 January 2021 https://www.dndbeyond.com/sources/dmg/running-the-game#MetagameThinking
26 Mulligan, Brennan; Mercer, Matthew. Building Your Own Campaign Setting (with Matthew Mercer) | Adventuring Academy. Dimension 20. (2019, April 3) Accessed December 30, 2020. Video 57:01 https://www.youtube.com/watch?v=sig8X_kojco&t=2867s
27 Mearls, Mike, and Jeremy Crawford. "Dungeons Master's guide". Renton, WA: Wizards of the Coast. (2014)-accessed 20 January 2021. https://www.dndbeyond.com/sources/dmg
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I saw 91 movies in 2020. Here is my full ranking.

I don't want to bore you all so please take a look at my thoughts on some pretty cool films! I watched ~91 movies this year and beginning January 1 I decided to keep a list and write a review if I felt inspired or didn't write one if I was too high or lazy. The list is a combination of movies that came out in 2020, movies I had never seen before, and some movies that needed a rewatch.
I am by no means a professional critic but only an incredibly passionate fan that likes to think I have a good eye! Comment if you agree, comment if you disagree, just comment so I have something new to think about some of the films.
As a quick note, this post is essentially a rip-off of a post done by u/BunyipPouch that can be referenced here: https://www.reddit.com/movies/comments/eh71gy/i_saw_192_movies_in_theaters_in_2019_here_is_my/ . I really like the way this person outlined their list so I'm pulling a Quentin Tarantino and stealing their idea! Without further ado:
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Arrival - 10/10 Confirmed my favorite movie of all time. Watching for what might be the 7th time made me realize the strength of a feeling that movies can give you. Having a favorite movie doesn’t mean it is the best movie, but the feeling you get when watching your favorite movie has you wanting to chase that feeling in every movie you see. Certain aspects are unexplainable but all I know is there is something about this movie that gets to me every time I watch it. Maybe it’s the decision she makes to live out the life she sees in front of her even though it leads to extreme heartbreak. Maybe it’s the daring concept of alien life in what is almost such a real depiction. Maybe it’s the idea that time really is a shiftable construct that we may have the power of utilizing. Whatever it is, it leads to extreme beauty and an indescribable feeling.
Parasite - 10
Spotlight - 9.4 A near perfect 10/10. This isn’t a typical movie that should be judged by the acting or camera work, but by the ability to progress and tell a sick and twisted story. The layers are peeled back with each scene, revealing a new horrific aspect about the size of the case, the attempt to cover it up, and the sickness of the individuals involved. The scope of the story can cause an emotional reaction at multiple points and makes you see the pain that the victims have gone through without leaning too much on showing this actual pain.
2001: A Space Odyssey - 9.4
1917 - 9.3
Gone With the Wind - 9.3
Waves - 9.2 There are so many interesting aspects of this film that make it unique and almost fantastic. Firstly, it is almost equally an experience of sound as it is of color and visual (hence ending on Alabama shakes’ Sound and Color). The soundtrack uses modern rap and R&B hits in an effective way and not in the way of trying to impress the audience with good music. Secondly, the emotional scenes are so genuine and the directing style is not aggressive so you can feel the emotion with the characters. The moment of Emily seeing her bf hug her dying father, causing her to walk away bursting into tears and trying to find the words to say to her parents over text, is beyond heartbreaking and done so well. The demise of her brother is depressing and felt exaggerated but goes to show that life can take crazy turns. Loved it.
Soul - 9.2 Such a beautiful film that I did not expect to move me the way it did. The film tackles incredibly deep and metaphysical questions with such ease that it makes the directing and everything about the movie feel even more genius. At times it struggles between being a movie for kids and trying to answer life's toughest questions, but overall tells a beautiful story of just living to live.
Sound of Metal - 9.2
The Lighthouse - 9.2 Oh my god. I don’t really know what to say but this movie made me feel things and that feeling is hard to find. I don’t want to rate it.
The Social Network - 9.2
Pain and Glory - 9.1
Dear Zachary - 9 Never cried more in a movie as this is what the heaviest loss looks like. The sheer passion and commitment that Kate and David have toward honoring their son and being good people is astounding and incomprehensible at times. I’ve never hated someone so much in my life before and felt so strongly about the need to live and do good. It is easy to be broken after something like this happens to you but the awe-inspiring love and devotion that these people have for this family is one of a kind. Please watch this if you need to cry.
The Tree of Life - 9
Ferris Beuller’s Day Off - 9
Midsommar - 9 I don’t even really know what I watched but I know it was genius.
Gladiator - 8.8
The Lord of the Rings: The Fellowship of the Ring - 8.8
Steve Jobs - 8.7 Shot in 3 unique stories, this movie is able to give you the spirit of Steve Jobs without needing to explain historical information like many biopics would. Faasbender is spectacular and creates the essence of Steve Jobs perfectly as someone who is utterly devoted to better the human race no matter the cost it brings to those around him. The editing is impressive with so many quick cuts and blending the shots to feel like a singular story. You walk away impressed with the legacy jobs left behind, the heartbreak of him not being around to further the human race, and the harsh reality that he was not a flawless human.
The Curious Case of Benjamin Button - 8.7 This film is really in a category of its own, not because it’s the greatest movie ever made, but because of how unique each of the elements are. Fincher takes his signature style of directing and combines it with a Tree of Life storytelling narrative and a Steven Spielberg/James Cameron style of creating a classic feel good drama. Overall, it’s core is designed to make you accept life for what it is, even if this is particularly a positive spin on life and its consequences.
The Grand Budapest Hotel - 8.7
Frances Ha - 8.5 It is such a realistic depiction of struggling New Yorkers without the emotional breakdown. You never really see her lose her shit even when she seems to be going crazy. I hated in the moment the separation of Greta and her best friend because of the somewhat abrupt change in Sophie’s character, but they have a nice full circle reunion. The performances are fantastic and the film has a certain air to it as if Baumbach wants you to realize that what you are watching is not real life while trying to make it seem as real as possible. Definitely a unique film that has minor flaws but overall shows a meaningful journey of a New Yorker trying to find their way.
Almost Famous - 8.5
Bridge of Spies - 8.5 Steven Spielberg has centered his masterful directing skills into telling real life stories without the need for too much artistic involvement. Movies like Vox Lux and The Lighthouse capture you with artistic involvement, but Spielberg has learned how to capture you with immaculate storytelling of historical events. If you are ever interested in learning something new, Spielberg will not disappoint.
The Lord of the Rings: The Return of the King - 8.5
The Other Guys - 8.5
Drive - 8.5
Munich - 8.4 This is an action film that takes away the historical cliches of action films and adds a layer of raw truthfulness. Spielberg uses his gift to inform people of a momentous story that affected Israel and the Jewish people without adding any propraganda-like elements to make you pity them or be completely one sided. The story is horrifically true, and Spielberg does not hold back on any of the details. The acting is solid and provides an emotional look into the consequences that come with facing terrorists both for a nation and for an individual.
Ad Astra - 8.4
Okja - 8.4 So goddamn high please don't hurt the animals.
Wedding Crashers - 8.4 You sandbagging son of a bitch
Blade Runner - 8.3
Crash - 8.3 Incredibly powerful and socially relevant, this movie was necessary during these times to artfully show the systematic racism engrained in society. The acting performances are stellar, particularly Thandie Newton, and Haggis’ directing is perfect to convey the raw emotion in each scene.
Spirited Away - 8.3
Blade Runner 2049 - 8.3
Kill Bill Vol. 1 - 8.3
Enemy - 8.2 Such an interesting and gripping movie that didn’t seem to make a lot of sense but I imagine a second watching would provide more insight. Gyllenhal is truly something else and should be treasured. Villanueva is so good at creating his own world and creating such a uniquely shot film with moods and coloring.
Good Time - 8.2
Snowpiercer - 8.2
The Town - 8.2
5 to 7 - 8.1 Luckily I was in the mood for a rom com but this had its own unique air to it as of course there were cheesy parts, but they were not delivered in a cheesy way. Once over the fact that someone essentially like me could find themselves in this sort of relationship, I could actually begin to root for them and understand how something like this could work. There are some amazing lines that I should go back and write down for when I want to pursue someone, and the holistic narrative of the film is done very well. There is nothing special from a directing standpoint, but his simple approach at least allows the story to progress without any complications from a camera perspective.
Oceans 11 - 8.1 The heist movie of all heist movies. You show me a young Brad Pitt and George Clooney and I’m not sure there’s a way to fuck that up. There are obviously cliche moments and the impossibility of actually pulling this off is sometimes too ridiculous (they throw glow sticks into a hidden elevator shaft to a vault), but overall wonderful to watch.
Jojo Rabbit - 8.1
Philadelphia - 8 Led by the incredible acting of Hanks followed by the emotionally gripping plotline, Philadelphia is able to tell the story of not just one gay man’s plight with aids and the repercussions socially and physically, but of an entire minority’s struggle with acceptance. The directing is very understated in a way that pays off considering the story development should be at the forefront of the film. Incredibly heart-wrenching and is clearly an important film to giving a voice to gay Americans.
Uncut Gems - 8 The Safdie brothers have a particular way of filming/directing that creates an environment of entertaining stress that is able to grip your attention for the whole film. I love the connection between the opal gem and Howard as the movie begins and ends with that connection through his body. Sandler was absolutely snubbed and perfectly portrays what it’s like to be an addict and constantly on the run.
Molly's Game - 8
The Lord of the Rings: The Two Towers - 8
Jaws - 8
Love Actually - 8
Cruel Intentions - 7.9 A glorified soft-core porn featuring a young Reese Witherspoon? Yea, you could say I liked it.
Knives Out - 7.8 An all star cast and provides enough mystery to keep the plot moving seamlessly. It’s a very interesting film for a murder mystery as they reveal what would typically be the biggest piece of info quite early in the movie, but there are more layers that need to be peeled back. The reveal is very clever and was not too outlandish, but I think they could’ve done more to make it even more shocking. Aside from that it’s a fun film and is worth the watch.
Rise of the Planet of the Apes - 7.8 In what was a surprisingly enjoyable movie, planet of the apes takes an Avatar approach and gets you to root against the humans. The montage of the ape growing up is done concisely but effectively and allows you to connect with him while remaining entertained. There are obviously some cheesy aspects and not a lot of character development outside of the ape, but I left feeling like I could watch a sequel.
Tenet - 7.8 I love Nolan but I struggled at times to keep up even with my eyes glued to the screen.
Scott Pilgrim vs. the World - 7.8
Booksmart - 7.7 In what can be assumed to be an ode to the Superbad films of the late 2000s, Booksmart successfully keeps you entertained primarily driven by strong performances from Kaitlyn Dever and Beanie Feldstein. They have a clear chemistry that is never doubted and play the perfect duo of extroverted smart high school kids that are finally ready to rebel. There are scenes that are a bit predictable and slightly lazy in writing in order to move the story along that I’m choosing to nitpick over (dever creating a “diversion”, using the pizza guy as the free get out of jail card), but once the little things are accepted the greater story can be appreciated. The movie has the particular feel of Superbad in which you know you’re going to see some outlandish things on the journey that will lead to laughs, but will ultimately lead in a coming of age lesson in a heartwarming way.
Out of Africa - 7.6 "You’ve ruined it for me, being alone."
10 Things I Hate About You - 7.5
Zodiac - 7.5
Frozen - 7.5
The Interview - 7.5
Casino Royale - 7.5
Skyfall - 7.5
The Talented Mr. Ripley - 7.4
Tron Legacy - 7.4
Palm Springs - 7.3
Borat Subsequent Moviefilm - 7.2 The hype was too much to overcome but Cohen really did a nice job of bringing back the classic and presenting Borat in a 2020 world. It’s genius filmmaking to have someone like Borat show America what America is really like as you can look in the eyes of a racist foreigner.
Don’t Worry He Won’t Get Far On Foot - 7
Quantum of Solace - 7
The Perks of Being a Wallflower - 6.9 The cheesiness makes it shocking that it was released as late as 2012 but overall its an interesting story clearly coming from a novel with strong themes.
Loopers - 6.9 I liked having seen Loopers, but it’s not a must see movie. The ending was creative and definitely saved my overall opinion of the movie.
Have a Good Trip - 6.9 Never forget the power of psychedelics and how these icons have had crazy trips. Carrie Fisher is your new favorite.
Coachella Documentary - 6.9
The Gentleman - 6.9
Jurassic Park - 6.9
About Time - 6.9
Spider-Man Far From Home - 6.8 Probably the worst of the new Spider-Man movies but still provides great visuals with interesting hero concepts. There is definitely a lull in the middle and there are some scenes that make you appreciate Marvel, but otherwise just another solid movie from marvel.
Oceans 13 - 6.7 While entertaining and still shows you Pitt and Clooney, there are definitely more annoying aspects and less intriguing storylines.
The Social Dilemma - 6.4 Obviously a very important topic that should have more documentaries like this one, but really overplayed some of the dangers in a dramatic/theatrical sense.
Ford Vs. Ferrari - 6.2 Not gonna lie, while the story itself is enthralling and a unique part of history, the “studio” feel of this movie took away from much of my enjoyment. I feel bad that Bale and Damon had to be in such a studio made film because they both put on great performances. Bale can do anything he wants and crush it. The way they vilify certain aspects is comical and the cliches are tough to get by, but there are some great action shots of the races and powerful scenes where bale is doing the heavy lifting.
Long Shot - 6.1 Definitely some funny and witty jokes, but overall it’s mediocre. I didn’t hate it and actually enjoyed many of the aspects, but no need to say much more.
Air Force One - 6 Patriotic in the most 90s way possible, with Harrison Ford as president, evil Russian bad guys with mustaches, and an essentially all white cast, Air Force One is a hidden American propaganda film. The movie was funnier than anticipated because of the classic Harrison Ford trope of constant survival and the dramatic set ups to make the wins look even more unbelievable. Either way, hard not to love Ford as the president of the USA and almost made me proud to be an American by the end.
Meet Joe Black - 6 With a 100% white cast and overall 90s feel to the movie, it’s hard to rate this movie “fairly” as if it had just come out in 1998. But I like the idea similarly to Tree of Life in terms of looking over your life and making sure you have lived it completely without any regrets. However, acting is mediocre and I didn’t realize how much I hate the typical 90’s businessman in movies.
Andre the Giant - 5.8
Fury - 5.5 This was definitely a disappointing letdown. Expectations were definitely high going in but the horrible special effects and mediocre acting made this tough to be invested by the end.
Armageddon - 5
Back to School - 5
Cougar Hunting - 4.9
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Interview on magic with magician Steve Brooks

Here are some excerpts from an interesting interview with magician Steve Brooks. Steve has a lot of valuable insights about magic to share, based on his own experience and involvement in this performing art. He's even in the process of writing a couple of books about magic theory, which is in itself a testimony to his ability to be a creative thinker.
When did you first get interested in magic, and what got you started?
I’ve been studying and performing magic since I was about nine years old or so. I saw a magician on television doing something and asked my mother, "How did he do that?" She said, "He’s a magician. I don’t know." That kind of piqued my interest.
When I was maybe nine or ten, my grandmother took me to see Harry Blackstone Jr., to see a show somewhere in Los Angeles. And Harry did all the stuff he was doing, like the big Buzz Saw Illusion and the Floating Light Bulb, and birds, and more. All this was more than a little nine or ten year old could take at the time, and I just had to know how this stuff works. I wasn’t content thinking, "Well, he’s a magician and it’s secret and you can’t know."
So when the show was over I broke away from my grandmother’s hand in the crowd and decided I would go back stage so I could see how this stuff worked - because if he could do it, maybe so could I. So I crawled under the curtain and got backstage and I was touching and checking out the Buzz Saw Illusion. And I hear this really deep voice, "Can I help you young man?" And I turned around, and it was Harry Blackstone Jr. - who stood like a mountain to a little boy! I was totally scared, because I knew I wasn’t supposed to be back there.
And he kind of knelt down on one knee and he pulled a little red ball (in hindsight I’m sure it was a billiard ball). He just threw it up in the air and it vanished, and he said, "When you can do that, come back and see me and I’ll show you how to do the good stuff." Then he took me by my hand and helped me find my grandmother.
How did you continue to learn magic after first meeting Harry Blackstone Jr?
After I first saw Harry Blackstone in person, a couple of years later or so, I saw a magician on television, Marshall Brodien who was selling his TV magic cards and TV miracle cards and TV mystery cards. And I saved up my pennies and I went to my local Thrifty drug store and I purchased those.
When you got those decks, inside with the instructions would be a little folded catalog, and you could buy more magic tricks by mail. Back then, I didn’t know there was such a thing as a magic shop. So I started ordering tricks, e.g. Fun Incorporated items under the Royal Magic brand. You know, classics like the Ball and Vase, Drawer Box, Crazy Cube, Pentro Penny, etc. As the years went by, I would continue to save up my money and buy even more magic tricks, books, etc.
I also had a neighbor who was in the Boy Scouts and I would borrow his Boys Life magazines and look in the back and they’d have all these ads for magic shops. So I’d send off my quarters or dimes off and get all their catalogs, and look through all the amazing things I might get. So I grew up doing magic.
Did you ever meet Harry Blackstone Jr again?
Around 40 years later, probably in the early 2000s or the late 1990s. Harry Blackstone was doing a show here in Northern California, and I saw him do his show at Chico State University. After the show he and Gay Blackstone came out, selling little magic sets for kids. I was prepared this time, because I had brought a billiard ball and I told Harry the story. I threw the ball up in the air and vanished it, and he started crying. It was a very emotional moment. He had tears coming down his eyes and he says, "I’ll be right back." And he disappears.
He comes back and he brought me a bunch of stuff, including this huge photograph which I still have. I said, "Because you were kind to a little boy who was someplace he shouldn’t have been, that turned out to be pretty much what I’ve done all my life." So it kind of came full circle, I guess.
What should be the goal of a performing magician?
What we’re really here for as magicians is to create that wonder, so that people can say: "For five minutes I can forget about my pain. Maybe I’m losing my house, or my daughter’s pregnant, or I’m going through a divorce, or my father just passed away. But for five lousy minutes, I don’t have to think about that stuff." For a short time I don’t have to think about all the drama and all the craziness. Right now with the coronavirus and everybody panicking and dying, people need laughter, entertainment, and magicians. They need something positive in their lives.
And this is why if you go back and look at the late 1920s and 30s and 40s when you had the Depression and Prohibition and a war going on, Vaudeville was so popular. This is why we needed the Marx brothers and Abbott and Costello and Laurel and Hardy, and we needed the Slapstick and we made fun of things. Back when folks understood what humor was – you know, a joke? A story with a humorous climax. Back before everyone became afraid they might offend someone.
Magicians take you away from pain and make up something wonderful. This is something that we need to keep in mind. Why are you doing magic? Are you trying to impress yourself or are you doing it for your audience? And are they just spectators or are they participants in the moment?
I remember a conversation with Eugene Burger, and I asked him, "Eugene, when you go to perform, whether it’s for one person, two people, a room full or a whole auditorium, whether it’s magicians or it’s lay people, what is your number one goal?" And he looked at me without blinking an eye and said, "To fool them." And I said, "Really?" And he looked at me and said, "Why, what is it you do?" And I said, "To entertain them." If I fool them, that’s great. That’s icing on the cake. But honestly, I’ll take a pie in the face if it makes somebody laugh, if it makes them giggle, if it makes them just have fun.
How should this impact how we approach our audience when performing magic?
I’m actually writing a couple books on magic theory. We need to look at whatever we do - and especially magic - and concentrate on making them have fun.
If your audience likes you, they’re going to stop being confrontational. Every magician I know, at some point during their career or in doing magic, has had this experience: The audience has folded arms and is rolling their eyes backward, saying, "Okay, Mr. Magic Man, fool me, do your trick." You have to turn that moment around because you can’t sit there and fight your audience. And as long as they are there to fight you and confront you, there’s a problem.
We all build this little wall around us, and we don’t allow people into our personal space. In order to connect with your audience, you can’t bust through their wall. Instead you have to let them open the door for you. And once they open the door and allow you into that personal space, now you have an opportunity. Now you can tell a stupid joke and they’re still going to laugh because they like you. And if they like you, they’re having fun and they’re enjoying the moment rather than trying to deconstruct the moment.
This is all about how we approach them. I don’t think you have to be the greatest magician in the world to have your audience walk away thinking "That person was awesome!" If they had a good time and they enjoyed themselves, they’ll remember you.
How important is sleight of hand compared with entertaining?
I know guys that are some of the best "mechanics", you might call them, with cards and such in the world. But some of those guys couldn’t entertain themselves out of a wet paper sack. They can do all these great moves, but when they get in front of an audience, they freeze, or they’re boring. You’d rather watch grass grow than to watch them perform.
For example, if you’re in front of some people and you throw a ball up in the air and it vanishes, they don’t know how you did it. And whether you did it by fantastic misdirection and sleight of hand or whether you use some gizmo is irrelevant to them because all the audience saw was the ball vanish. And that’s what’s important, that moment: the ball vanished.
You have a couple of different schools of thought on this. Some magicians say, "If it’s not done with sleight of hand, then you’re not really a magician." Others say, "If you can use a gaff card and make the trick work, that’s what I’m going to do." It’s like comparing Vernon and Larry Jennings, and how they would sit together at the Magic Castle and somebody would come up with a problem to solve. There are different ways of achieving something, and which one you choose doesn’t matter. So find the things that work for you. Not everybody has great dexterity. That’s okay.
Is it essential to be a good performer in order to be involved in magic?
Not everybody in magic needs to be a performer. There can be people that just collect props, or they collect posters, or books or whatever they collect. Or they are historians.
Just because you don’t go out and perform for audiences doesn’t mean anything. You still can be in magic. You can still hang out with your magic buddies. You can still enjoy everything that is magic. You don’t have to necessarily be a professional magician.
How important is hard work in order to be successful in magic?
There are seminars about how to get rid of a bad habit, or how to create a good habit. Let’s say I want to create a habit like getting more work done in my office. I’m going to condition myself to go to work one hour earlier every day so that I can get more work done. If you do that, after about a month or so, you’ll just keep going in an hour earlier.
Or if you want to spend time writing a book, but your life is a mess. You start off by saying, "I’m going to start at least once a week, on Tuesdays. Every Tuesday I’m going to devote two hours to writing my book." At first it will be tough. You may not even make it every Tuesday. But if you keep doing it, after a couple of months, you will do it and you might even spend more than two hours. In fact, it’ll get to the point where you don’t feel right unless you do sit down and write something on your book.
You can apply that to magic. I want to learn a new trick but it’s really hard, and it’s got a lot of difficult moves. So you start practicing and you put yourself in a habit of practicing.
What can we learn about hard work from performers who have been successful in magic?
People that make it in business, or people who make it in magic - whether it’s Penn and Teller, David Copperfield, Siegfried and Roy, David Blaine, Criss Angel, Mac King, any of them - they didn’t get there because they didn’t work at it.
Somebody could say, "Well, they got lucky." Did they now? Maybe the harder the work you do, the luckier you might get, and you place yourself into situations to have the opportunity to be lucky and meet somebody. But you don’t do it by sitting playing video games on Xbox or reading BS on Facebook You do it by actually going out, and because you give something else up.
So you say: "So I want to be the next Criss Angel." So what are you willing to give up? What does Criss give up? I’ll tell you what he gives up. For years he gave up hanging out with all his buddies. He gave up chasing girls everywhere, and going to the parties. He gave up tons of stuff. Why? Because he was too busy trying to be successful.
You need to ask yourself: "How am I going to learn this? How am I going to get into this position? How am I going to meet the right people that will open doors for me to get over here?" I’m not going to do it sitting at home. So you take chances. You invest money that you might lose. You invest time that you may not get back and you try things and you fail at them and then you say to yourself, well that was a mistake, so I’m going to do it different next time, but I’m not going to give up.
Does this change once you achieve a successful career in magic?
You can say "Somebody in Vegas that makes $20 million a year has got it made." Really? So are you willing to do what they do? That $20 million contract is also wrapped in golden chains. Because it means I can’t go anywhere. I’ve got to do two shows at night, whether I feel like it or not.
And I have got to go and hang upside down off the stage whether I feel like it or not, and get in that tank of water and do this trick again and again in front of my audience and smile and be happy whether I feel happy or not. Maybe I just got in a fight with my mom or my brother or whatever, but I still have to be there. It’s seven o’clock, and I’ve got to do my show. I’ve got all this money, but I don’t have any time to really enjoy it. Because most of my time is at my showroom or at the casino I work at.
And who are really my friends? The people that just want to hang out with me because I’m famous? Do I have real friends, somebody that I can talk to and they’ll just tell me the truth because they don’t want anything from me?
Why is magic so much harder in real life than when a famous magician does it on TV?
I’ve seen this on the Magic Café. Some person will attempt to do a trick, and say: "I saw David Blaine do this great trick, but I tried to do it, and this homeless guy threw a beer bottle at me."
When somebody like David Blaine or Criss Angel or anybody else is going to do magic on the street, they have a bunch of advantages you don’t have. They’ve got a crew of camera people and grip holders and light people and sound people with them and they walk up and they get to know the guy. They find a guy that is receptive to this. So now we’re going to run the cameras and I’m going to do four or five tricks. And finally we’ll do the trick that we want to show on TV. But by the time we edit the episodes, we don’t have time to show you us getting to know him. We just walk up, do the trick and it’s done. That’s the way it works.
In real life you can’t always do that. It’s tough. You watch videos of how to learn magic and then it looks great on a video. Someone like Michael Ammar or somebody else who knows what he’s doing, and everything just works great. But when you do it, that lady grabbed the deck out of my hand, or that kid ran off with my scotch and soda coins. Yep, that’s the real world.
How important is it to get experience when performing magic?
That’s the thing that’s missing from these videos. It’s not that the videos aren’t good. It’s not that the books are not good. They are good. But they don’t teach you the experience.
Say somebody wants to be a doctor. So they go to medical school for eight or nine or 10 years or whatever, and they come out and they know all the technical stuff. They know all about chemistry and how the body works and what these tools do. But when they start working with real people things don’t always happen the way the book says it might happen. So experience, experience.
I worked restaurants for years, and behind bars alongside bartenders. Some of the toughest magic to do is working beyond a bar because why? Because you’ve got alcohol involved. Alcohol plus humans often equals disaster. People will do things when they’re drunk that they wouldn’t do otherwise. And they’re not paying attention all the time.
So books can get into how to do the moves, and tell you how you might want to dress. But they can’t give you experience. You’re going to have to go up there and fail. You need to fail. You need to get busted a few times. And any magician who says "I’ve never been busted" I say: "bs. Yes, you have. Quit lying. Yes you have."
So learn from that and always be a step ahead of your audience. Always have an out in the back of your mind and say "What happens if this fails on me?" You must be able to adapt. Or do you just say "Oh sorry, it didn’t work." That’s really not a good out. You need to be able to take a bad situation and make it into a good situation.
What has experience taught you about dealing with hecklers?
It teaches you how to deal with a rowdy spectator. For many years it was said that there’s no bad audiences, only bad magicians. I call bs on that. There could absolutely be a bad audience. You could like do a show thousands of times and it’s awesome. But then get an audience and it’s just a train wreck. You can have unruly spectators and people who basically aren’t there to have a good time.
You’ve got to understand another thing about magic: some people don’t like it. It’s a psychological thing. If they’re sitting in a seat watching a magic show, somewhere in the back of their mind, they feel that if they get amazed and fooled by this, they must be an idiot, and everyone’s going to laugh at them. It’s almost as if they think the rest of the theater is too smart for this and they would be the only ones getting fooled by it. So they have to be the heckler, the rowdy guy, or the person who knows everything.
When I was younger and did kids’ shows, I learned a couple of little tricks for dealing with kids. Kids can really be a problem. I would set up all my stuff and stand by the doorway and watch the kids for the first two or three rows. Sure enough, there’d always be some kid who is slugging other kids in the arm and pulling people’s hair. That kid’s going to be my problem, so I’m going to deal with that right now.
So you walk up and say: "What’s your name? Come here." And you take him out in the hall and say "Listen, I’m going to be doing this show and I got a couple of tricks which I’m going to need your help. Can you keep a secret?" And you get the kid involved somehow. You make him feel special. You make him feel wanted because a bully at school is a bully at school because he’s being bullied at home where he feels like he has no power. So give him some power in your show and guess what? He’s not slugging kids in the arm, shouting things at the magician, or grabbing things, because he’s part of the show now. So it’s a pre-emptive strike.
What insights about magic have you gained from your passion for science fiction?
I like things like Star Trek and Star Wars and BattleStar Galactica, Stargate SG-1. You could make a movie and put billions of dollars into it and have the greatest special effects. But if it doesn’t have good characters that you care about, it’s not a good story. A series like the Lord of the Rings by Tolkien is good because it has good characters. Similarly Star Trek has always been good - not because of the cool space ships or the battles – but because of the relationship of the characters, and their ethics and ideas of morality. That’s what creates good stories.
That also applies to magic. Magic is more than just making something appear or disappear and standing up there saying, "See how wonderful I am. Aren’t you impressed?" Good magic is about how you can touch your audience on an emotional level.
That’s why I love close-up magic. Most people have never experienced magic in person. They see it on television and they might be impressed with it, but they’re thinking in the back of their heads, "Those people were in on it", or "It was a camera trick." But when you borrow somebody’s finger ring that their mother gave them as a gift and you do something wonderful with it, there’s this emotional connection because, "Hey, that’s my ring," or "That ring belonged to my grandmother. That’s not a camera trick, that was real. I saw it."
Conclusion
I hope you enjoyed hearing from Steve Brooks and reading his insights and observations as much as I did. He certainly has some real wisdom to share. There's a wealth of knowledge we can gain from interacting with fellow hobbyists, whether they be playing card collectors or magicians. So thank you Steve for doing this interview and for sharing your perspectives on magic!
Author's note: I first published this article at PlayingCardDecks here.
submitted by EndersGame_Reviewer to Magic [link] [comments]

How do you want to do this? A Discussion on Selective Rule Enforcement

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

Abstract:

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

**“Once upon a time, around a table…”

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

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

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

Session 2: The Ethics of a Dungeon Master

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

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

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

Before he began shooting Casino Royale in Prague, Campbell devoured gambling classics like The Cincinnati Kid and 5 Card Stud. In the movie version of Casino Royale the British secret agent 007, James Bond, takes part of the poker tournament in Monte Negro (however it was filmed in the beautiful city by the name of Karlovy Vary, Czech Republic). One of the most popular poker games is played: Texas Hold'em. In the book version Baccarat was played instead. Casino Royale:the game of poker. When Ian Fleming wrote Casino Royale in 1953 he sets James Bond against Le Chiffre at the baccarat table. Produced more than 50 years later, the film has had to be updated in many respects, and one of those has been to substitute baccarat for poker. The New James Bond Card Game? Texas Hold’Em. The new Casino Royale gives us a modern update on the classics—here, Bond plays Le Chiffre in an intense game of poker, Texas Hold’em-style. This game is the most popular version of poker played in the U.S., and therefore a fitting switch for this century’s films. This style of Poker ups the ante, as the bets have no limits. By the way, in the original movie, they played Baccarat but in the recent movie, they changed it to poker because it's more popular these days and more people would understand. Source(s):... Favorite Answer. In the older movies, Bond was playing baccarrat. In Casino Royale, the players were playing No Limit Texas Holdem. Yes, they showed way too much of the game, if you didn't know the... Casino Royale, at least in my opinion, contains some of the finest portrayal of sport—if you consider poker to be a sport—that I’ve ever seen. Yet the violent intermissions are what empower the tension at the table. Bond goes to hell and back during the game’s scheduled breaks. When I play poker, I usually have a smoke or take a piss. JAMES Bond’s heart-pounding card game against Le Chiffre in Casino Royale has been named the best ever poker movie scene. The clash between 007 and the terrorist at a Montenegro casino saw the ... If you’ve not played before, baccarat is one casino card game that will absolutely make the cut when you’re next heading into a brick-and-mortar establishment. It’s not a game that a huge number of people know how to play, but with a rapid learning-curve, it won’t be long until it stands as your favorite game on the casino floor. Baccarat is a casino card game that is played for some of the highest stakes around the world. When you start playing Baccarat you must place a bet on the banker, the player or a tie. After placing your bet all of the rest of the action is completed based on very strict rules, making this one of the easiest casino card games to play.

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what card game was played in casino royale

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