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

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

Abstract:

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

**“Once upon a time, around a table…”

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

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

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

Session 2: The Ethics of a Dungeon Master

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

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

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

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

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

Abstract:

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

**“Once upon a time, around a table…”

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

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

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

Session 2: The Ethics of a Dungeon Master

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

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

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

Credits to Lumos96 for the some of the screencaps here.
(Please do note that the Expected column are just solely my opinions. If you have any other expectations for the April Fools Art swap of these characters, you might want to share with us here.)
Characters:
Name April Fool "Base Art" Expected
GBF Wiki's Vyrn Ball Vyrn Ball, but it's Red Sphere.
Main Character (untouched, really?)
Albert Albert in his Dragalia Lost rendition.
Aletheia Gandalf (Sir Ian McKellen), Lord of the Rings series
Alexiel Drawn Haruhi Suzumiya in Alexiel outfit (VA Joke: Aya Hirano)
Altair Altair (Assassin's Creed)
Andira Generic cartoon monkey
Anila Generic cartoon sheep Shawn the Sheep? Hibiki Tachibana? Okita Souji (F/GO)? Any freaking Aoi Yuuki role?
Anre A stock image of a potato replaced his body aside from her mustache, and his spear. Pringles
Anzu Futaba A stillshot of Anzu from the idolm@ster anime, with a screenshot of a tumblr post.
Aoidos Crow (Show By Rock!!) (VA Joke: Kishow Taniyama)
Arthur (Event)) Arthur Read Arthur Pendragon) (Fate/Prototype)?
Athena Athena (Saint Seiya) Athena Asamiya (KoF)?
Ayer A stillshot from Fight Club?
Azazel Azazel being runned over by Bacchus' carriage in Shingeki no Bahamut: Genesis anime. Fun fact: It's actually his low HP animation in-game.
Baal Demonic Baal (any depictions or illustrations from history, books, or other media)
Bakura (Yami) Bakura (Yu-Gi-Oh!)
Beatrix Beatrix (Platinum Sky) on an end subtitle from the last episode of Cowboy Bebop. Umineko Beatrice? Divine Comedy Beatrice?
Black Knight A black knight from Monty Python and the Holy Grail. Fire Emblem Path of Radiance Black Knight/Zelgius?
Blazing Teacher Elmott Eikichi Onizuka (Great Teacher Onizuka)
Cagliostro 2019: Alessandro Cagliostro, 2020: Cagliostro (Symphogear)
Cagliostro (Dark)) Cagliostro (Transformed) (Symphogear)
Cagliostro (Summer)) More Symphogear Cagliostro
Caim Caim (Drakengard (PS2))
Cain (Grand)) CnC: Red Alert Kane (Joseph Kucan) Kain Highwind? Biblical Cain?
Cassius (Event)) Image manipulated (Society event spoilers!) Cassius with his head opened up in the fashion of a bottle cap.
Cassius (Summer)) Twitter post screencap.
Catherine (SR)) 2019: Katherine from Catherine. This too was removed from the wiki.
Cerberus Her render from Dragalia Lost, like Lily and Albert?
Ceylan and Clarisse
Charlotta Stock image of potatoes on a box Saber from Fate/stay night?
Charlotta (Light)) Stock image of a lightbulb on a potato. Specifically, a potato battery. Saber from Fate/stay night doing her Noble Phantasm?
Chat Noir 2019: Cat Noir (Miraculous: Tales Of Ladybug & Cat Noir,) although they removed it. Joker, but not in his GBF rendition? Lupin III? Any gentleman thief?
Chloe Kuro/Chloe von Einzbern
Chloe (Summer) Kuro/Chloe von Einzbern in a swimsuit.
Christina 2019: The poker game. 2020: Chris Yukine (Transformed) (Symphogear XV)
Clarisse Drawn rendition of Clarisse with Djeeta and Cagliostro on an explosion in the fashion of "Disaster Girl" meme.
Clarisse (Holiday)) Drawn rendition of Clarisse with Djeeta and Cagliostro on an exploded Christmas tree in the fashion of "Disaster Girl" meme.
Clarisse (Light)) Drawn rendition of Clarisse with Djeeta and Cagliostro on an explosion with flare effects in the fashion of "Disaster Girl" meme.
Clarisse (Valentine)) Drawn rendition of Clarisse with Djeeta and Cagliostro on an explosion with Valentine Chocolates as debris in the fashion of "Disaster Girl" meme.
Colossus Colossus (Marvel Comics) The Colossal Titan? The Colossi from Shadow of the Colossus game?
Cucouroux (SSR) "kokoro" (JP: heart) jokes
Cure Black and Cure White Their character design from their home series.
Dante Dante (Devil May Cry 1 render)
Dante (SR)) Dante (Devil Mary Cry 4 render)
Dante and Freiheit 2019: Some man carrying with a guitar case, featuring Freiheit from granbleu fantasy series. 2020: Dante (Unlockable Super Dante outfit) (Devil May Cry 4) with Freiheit. "Boomer Dante" as his uncap art.
Deliford Delibird (Pokémon)
Deliford (SR)) Delibird (Pokémon) in HD
Dorothy Aqua (Seiyuu Joke)
Drang (Grand)) "What are you gonna do, stab me?" image. Trivia: It was deleted last year, but it came back this year. Gintoki Sakata (VA joke: Tomokazu Sugita)
Drusilla A screenshot of emptied rupies (A reference to her Rupie-spending skillset.)
Eahta Kyoshiro Senyro (Samurai Shodown series)
Ejaeli Kirby with Mike ability (Kirby series)
Elmott "Elmo Rise" meme
Estarriola Kirby with Sleep ability (Kirby series)
Eugen Prinz Eugen (the real ship or its shipfu (Kancolle, Azur Lane) equivalent.)
Eugen (Grand)) Edited brown-hued Mr. Krabs (Spongebob Squarepants) with a eyepatch, and a shotgun. Prinz Eugen (the real ship or its shipfu (Kancolle, Azur Lane) equivalent.)
Europa Europa (moon)/Jupiter II, one of the moons of planet Jupiter. Europa (Fate/Grand Order)?
Eustace Eustace (Courage the Cowardly Dog)
Farrah (Summer)) Farrah Fawcett
Feather All kinds of "feather" in the game as a pun. From top to center, clockwise: Falcon Feather, Mystical Feather, Gleaming Feather, Zephyr Feather, Fortuitous Feather, Satin Feather, and Azure Feather. Missing are the Primarch Pinions, which they're also feathers.
Feather (SR)) Rock Howard (Fatal Fury and King of Fighters series)
Feather (Halloween)) An illustration of a black feather.
Feower Anpanman
Ferry A ferry boat, or her pits.
Ferry (Grand) A ferry boat, or her pits.
Ferry (Halloween) A ferry boat, or her pits.
Ferry (SSR) A ferry boat, or her pits.
Ferry and Tyre
Fif Kirby with Mirror ability (Kirby series) Doraemon (VA joke)
Forte Forte (Megaman series)
Fraux Yukiho Hagiwara (Punishing Fallen Angel) (idolm@ster Starlight Stage: Cinderella Girls) (VA joke: Azumi Asakura)
Freezie Frieza (Dragon Ball Z series) (a "freezing" pun) A freezer.
Friday (Summer)) A stillshot from Rebecca Black's "Friday" music video (probably a thumbnail on Youtube.)
Gachapin The Holiday/New YeaAnniversary Roulette
Galadar The illustration of Pokemon Sword and Shield's Galar region.
Garma His original art with "Level 1 Crook" on top of it, referencing the infamous Mafia City ads (see Yuisis.)
Gawain Char Aznable with MS-06S Char's Zaku II (Mobile Suit Gundam), but somehow the wiki removed it. F/GO Gawain? F/GO Riyo Gawain?
Geisenborger An image of a hamburger (YUM.)
Ghandagoza Akuma (Street Fighter series, but on his Tekken 7 incarnation) after using the Raging Demon Rage Art (referencing Ghandagoza's FLB uncap art.)
Goblin Mage Goblin Mage (Final Fantasy IX)
Grimnir PriConne art of Kokkoro
Grimnir (Valentine)) PriConne art of Kokkoro (New Year)
Haaselia Kaguya (Dynamis Series summon) (moon puns.) The Moon from Soul Eater? The (damaged) Moon from Assassination Classroom? The (shattered) Moon from RWBY? Or that moon from The Legend of Zelda: Ocarina of Time?
Haohmaru Hyakkimaru from Dororo
Helel ben Shalem Maggie Simpson (The Simpsons) Koenma (Yu Yu Hakusho)
Io Eeyore (Winnie the Pooh) (pronunciation joke)
Io (Grand)) Nanoha Takamachi (Magical Girl Lyrical Nanoha) (VA joke: Yukari Tamura)
Ippatsu This image with Ippatsu's face edited over the man's face.
Izmir Elsa (Frozen)
Jeanne d'Arc Jeanne d'Arc/Ruler from Fate/Apocrypha (Fate/Grand Order, initial art)
Jeanne d'Arc (Dark)) Jeanne d'Arc (Alter) (Fate/Grand Order)
Jeanne d'Arc (Grand)) Jeanne d'Arc/Ruler from Fate/Apocrypha (Fate/Grand Order, 4th Ascension art)
Jeanne d'Arc (SR)) Jeanne d'Arc (Santa Lily Alter) (Fate/Grand Order)
Jeanne d'Arc (Themed)) A screencap of Granblue Fantasy's maintenance page (only works when there's really a maintenance going on.) (referencing her banner started with the servers crashing.) Fate/Grand Order's version of Summer Jeanne).
Johann An image of Johann Strauss, himself or his son.
Joker 2019: Joker (Batman the Animated Series) 2020: still Joker (Batman: the Animated Series, but he's holding a card with his face on it.)
Karteira Tressa Colzione (Octopath Traveler) Francesca (Dragalia Lost)
Katalina (Grand)) Murgleis (her recuitment weapon) Herself rubbing Vyrn??
Kokkoro Rage of Bahamut art of Grimnir (Grimnir Returns)
Kolulu A photo of Yuuki Ono, Gran and Lancelot's voice actor, the Gislalord.
Korwa A Polish "kurwa" joke i.e. Stachu Jones?
Krugne Ryuji Otogi (Yu-Gi-Oh!)
Kumbhira Generic clip art of a boar on a bamboo.
La Coiffe Edward Scissorhands (Johnny Depp)
Lady Katapillar and Vira Vaporeon, Caterpie (Pokémon)
Laguna Laguna Loire (FFVIII), or the Laguna de Bay or the eponymous province in the Philippines.
Lamretta Any liquors? Johnny Walker? Absolut?
Lamretta (R) Any liquors? Johnny Walker? Absolut?
Lamretta (Water) Any liquors? Johnny Walker? Absolut?
Lancelot Lancelot (Saber) (Fate/Grand Order, 4th Ascension art) Lancelot (Berserker) (Fate/Grand Order?) Lancelot from Mike, Lu & Og?
Lecia Lecia's expression with 3 stars on her background (probably a joke as she's the only main story SR character (not counting Rein) without an FLB uncap.)
Leonora Kunoichi (Samurai Warriors)
Levi Leviathan (the Bible,) or the Leviathan/Leviathan Omega in-game?
Levin Sisters Top to bottom: Madoka Kaname (Mahou Shoujo Madoka Magica,) Shuten-douji (Fate/Grand Order,) Hibiki Tachibana (Symphogear series.) (VA joke: Aoi Yuuki)
Lilele Ranka Lee (Macross Frontier)
Lily Lily in her Dragalia Lost rendition.
Lily (Event)) Clay Golem with an SR crystal above it.
Lobelia Cioccolata w/ his Stand, Green Day (JoJo's Bizarre Adventure: Vento Aureo)
Lucio Lucifer (Shin Megami Tensei series) with 3 image stock katanas and a pair of small wings edited behind him.
Lucius Dio Brando (JoJo's Bizarre Adventure: Phantom Blood, episode 1) (VA joke: Takehito Koyasu)
Lucius (Fire)) Dio Brando (JoJo's Bizarre Adventure: Phantom Blood, episode 3) (VA joke: Takehito Koyasu)
Lucius (SSR)) DIO w/ ZA WARUDO (JoJo's Bizarre Adventure: Stardust Crusaders) (VA joke: Takehito Koyasu)
Ludmila A mushroom poster named "Poisonous & Psychotropic Mushrooms", originally created by David Arora, a renowned mycologist.
Luna Kaguya Luna (a virtual Youtuber)
Lunalu (SSR)) Lunalu's event portait with a bunch of skill icons on her paper. Said skill icon is "Ground Zero," Sarasa/Threo's notable skill, in which it is notoriously used with Lunalu's Facsimile skill.
Mahira Generic clip art of a chicken with Mahira's string edited on it.
Maria Theresa Maria Theresa Amalia Walburga von Österreich, the ruler of Habsburg dominions, the Duchess of Lorraine, Grand Duchess of Tuscany and Holy Roman Empress.
Mariah Mariah Carey
Marquiares Megumin (KonoSuba) with an pair of angled shades edited in.
Medusa An edited image of a jellyfish with Medusa's eyes, and blushes. F/SN RideMedusa
Medusa (Promo)) Original art of Medusa with LogicLinks logo over it (refers to her required method of recruiting her.)
Melissabelle An MSPaint rendition of a corn.
Melissabelle (Valentine)) An MSPaint rendition of a corn, with a pink heart.
Mirin Kikkoman Aji-Mirin.
Monika FE Three Houses' Bernadetta (VA joke: Ayumi Tsuji), or Doki Doki Literature Club Monika.
Monika (Grand) FE Three Houses' Bernadetta (VA joke: Ayumi Tsuji), or Doki Doki Literature Club Monika.
Mugen A screenshot of a M.U.G.E.N. gameplay. Characters are "Oira GF" by yugusic, and the stage is the "The Grancypher" from Panda Hoodie Grl & friends.
Narmaya Original art with Mao Ichimichi (M・A・O)'s head edited over Narmaya's head.
Narmaya (Holiday)) Original art with Mao Ichimichi (M・A・O)'s head edited over Narmaya's head.
Narmaya (Summer)) Original art with Mao Ichimichi (M・A・O)'s head edited over Narmaya's head.
Narmaya (Valentine)) Original art with Mao Ichimichi (M・A・O)'s head edited over Narmaya's head.
Nemone Original art, repeated all over the place (probably a reference to her catchphrase.)
Nezahualpilli A clip art of a "birdman" holding a spear.
Nicholas Genji (Overwatch)
Nier NieR (Gestalt) US PS3 box art Sakura Matou, or NieR Automata-related crap
Nina Drango "Blush Value" of characters in the wiki superimposed over each other.
Niyon Hiding in a cardbox in Metal Gear Solid V: The Phantom Pain. Probably a reference to her appearance in Grand Blues. Notte (Dragalia Lost)
Orchid 2019: A stock image of an orchid flower. 2020: Carl Clover and Deus Machina: Nirvana (Blazblue)
Owen Owen's character design in Shingeki no Bahamut: Manaria Friends.
Paris (Event)) The Eiffel Tower in Paris, France.
Pavidus A screencap of Willie McNabb's tweet.
Pecorine Original art with Mao Ichimichi (M・A・O)'s head edited over Pecorine's head.
Pengy Pingu
Percival Percy the Small Engine (Thomas and Friends)
Petra (SSR) JoJo Stand jokes.
Philosophia Anything regarding Philosophy.
Philosophia (SR) Anything regarding Philosophy.
Predator The Predator) from Alien vs. Predator
Rackam Various panels from Grand Blues of Rackam doing stupid things, and exploding.
Rackam (Grand) Laguna Loire (FFVIII)/Balthier (FFXII) (VA joke: Hiroaki Hirata)
Randall (SR) Sanji from One Piece, Hwoarang from Tekken series?
Rei Rei Ayanami (Neon Genesis Evangelion) (name joke) Anyone with bizarre things in their eyes (i.e. Ciel Phantomhive, Lelouch, Sharingan users, FREAKING SHIKI RYOUGI?)
Reinhardtzar (Grand) (don't bother, it's empty.)
Richard The Jewel Resort Casino Poker game
Richard (SR) The Jewel Resort Casino Poker game
Romeo (Event) Ramza Beoulve (Final Fantasy Tactics), or any similar designs from Akihiko Yoshida.
Rosamia Any of Yui Ishikawa's roles (2B, Enterprise, Mikasa, Violet Evergarden?)
Rosamia (SR) Any of Yui Ishikawa's roles (2B, Enterprise, Mikasa, Violet Evergarden?)
Rosamia (SSR) (She was once had a April Fool quirk, the Colony Laser from Mobile Suit Gundam, but somehow they removed it.) Any of Yui Ishikawa's roles (2B, Enterprise, Mikasa, Violet Evergarden?)
Rosetta (Grand) Kiara Sesshouin? (VA joke)
Sakura Shinguji The commercial with her VA, and Segata Sanshiro.
Sandalphon (Event)) An iPhone 5, with a phone case that looks like a Japanese slipper. It's a visual pun.
Sarunan (Dark)) Sarunan (Dark) in a jar of honey.
Scathacha Scathach (Fate/Grand Order) alternative: Scathach (Shin Megami Tensei)
Scathacha (Valentine) Scathach-Skadi (Fate/Grand Order)
Seofon His Eternal's Summer Vacation outfit, but focused on his abs and crotch.
Seox A Scooby-Doo parody of unmasking Seox, with Gran as Fred and him as a villain in a ghost costume.
Shao The Medicine Seller from Mononoke (no, not the Ghibli one.) (VA joke: Takahiro Sakurai)
Shiva 2019: A title screen of a game based on an Indian Nickolodeon show. 2020: Shiva (Final Fantasy XIV: Heavensward)
Siegfried Saber of Black (Siegfried) from Fate/Apocrypha (Fate/Grand Order, 4th Ascension art)
Siegfried (Fire) Sieg from Fate/Apocrypha
Societte (Fire) A stock image of an helicopter.
Sophia Sophia, the Goddess (Warring Triad)) (Final Fantasy XIV: Heavensward)
Spinnah 2019: A stock image of a fidget spinner, but somehow they deleted it.
Stan An album cover of "#" by the K-pop girlgroup LOONA. The term "stan" is used within the general pop fandom that means "stalker fan." It is mostly used within the K-Pop fandom.
Sturm (Grand)) Strum (Advance Wars (GBA))
Suzaku Kururugi I can't find them, there's only soup. I mean I'm at soup! I'M AT THE SOUP STORE!!!
Tanya Tanya Degurechaff (Saga of Tanya the Evil) (name joke)
Therese (Event)) Yugi Muto "dueling" (Yu-Gi-Oh!)
Threo 2019: Soul Balm > A stock image of a two-layered cake.
Tiamat Tiamat (Dungeons and Dragons) Beast II (Fate/Grand Order)
Tien Tien Shinhan (Dragon Ball) Something TH-related.
Tsubasa Tsubasa Kazanari (Symphogear XD Unlimited)
Tweyen A kitchen twine (probably a pronunciation pun)
Tyre There's no other reference like Gaston! (Beauty and the Beast, 1991 animated movie)
Uzuki Shimamura Z35 (Azur Lane) (Design and VA joke)
Vajra Generic clip art of a dog with a red scarf, while there's a similar looking fish down there.
Vane A wind vane.
Vania A red apple core (Vampy is core + (potential) The Twilight Saga) reference?)
Viceroy An Iron Cluster. (why?)
Vikala A cartoon illustration of a rat with balloons.
Vira Eevee (Pokémon)
Vira (Grand)) Sylveon (Pokémon) with Luminiera/Chevalier Bits
Vira (Promo)) Flareon (Pokémon)
Vira (SSR)) Umbreon (Pokémon)
Vira (Summer)) Leafeon (Pokémon)
Vira (Wind)) Jolteon (Pokémon)
Volenna (Event)) Lightning (Knight of Etro outfit) (Final Fantasy XIII-2)
Walder (Holiday)) Generic clip art of a man's head with a Christmas tree and Santa's hat at the top.
Wulf and Renie 2019: A stock clip-art of Red Riding Hood and a wolf. 2020: Akazukin (Otogi Jushi Akazukin)
Yggdrasil Suzuho Ueda (idolm@ster Cinderella Girls: Starlight Stage, Smiling Tree+ art)
Yngwie Blastoise (Pokémon) Yngwie Malmsteen
Yodarha (SSR)) An illustration of Yoda (Star Wars) (nickname joke)
Yuisis Her original art with the phrase "Level 100 Boss" over it. Probably a reference to the infamous Mafia City ads (see Garma.)
Yuisis (Fire) 2B (Nier Automata)
Yurius Marluxia (Kingdom Hearts)
Zahlhamelina A stock image of a potato replaced her body aside from her hands, her staff, and the flames.
Zeta A photo of Kana Hanazawa.
Zooey Original art with a screenshot of a tumblr post over it.
Zooey (Promo)) Original art of Zooey with GBF-themed SMBC Visa credit cards on both hands (refers to her required method of recruiting her.)
If something's missing here (especially when they add more April Fools crap on the wiki while I make this,) or any mistakes here, leave a comment.
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From The Halls of Montezuma to the Depths of Outer Space: The Long Deployment (conclusion)

From The Halls of Montezuma to the Depths of Outer Space: The Long Deployment (conclusion)
The rear ramp on the gunship shut with a clang just as the torpedoes detonated. The gunship was still in a nose dive to the ground when the concussive force of the blast created a shockwave which knocked the gunship off its terminal dive angle. Warning lights and alarms screamed inside the cockpit, but the rugged little gunship held together, despite the battering she had just taken. With one last heave, Jennifer pulled up on the stick with every ounce of strength that she had left. The gunship shot up, narrowly missing the black, jagged, landscape which seemed to rise up to meet them. Jennifer pulled the stick to the left, attempting to get past the periphery of the blasted black landscape and over to where the land was alive and green and beautiful.
“We’re clear of the anomaly!” Warrant Officer Nasri’s voice boomed into the intercom over the rising pitch of the thrusters. “Is everyone okay back there?”
“We’re a little banged up,” said SSgt Talley into the intercom speaker, looking down and frowning at the wet spot on her armor where Seashell Killary pissed herself. “But we’re fine. The medic is handing out boo-boo band aids and lollypops.”
“Okay,” chucked Nasri. “Where’s Lieutenant Gabriel?”
“Oh, uh, he’s hanging around, ma’am,” said Sgt. Hernandez.
“I see,” said Nasri. “Well, when he’s done farting around, let him know that we have comms with the Galveston City. They’ve got freedom of maneuver and are in orbit waiting to retrieve us. We should be docked in fifteen to twenty mikes.”
Lieutenant Gabriel hung upside down six feet above the deck of the cargo bay, his mag-locks holding him in place. His arms were wrapped tightly around Pfc. Chensi and he looked down at her, surprised to see her crying.
“You okay, Hitchiro?” he said. “Are you hurt?”
Chensi looked up at her platoon leader, wiping a tear from her eyes. “No, sir! I lost my flame-rifle! You know how much those things cost? I’ll never be able to pay for a new one with the shit that the corps is paying me!”
“You saved our asses down there,” said Gabriel. “We’ll buy you a new one!”
Chensi smiled weakly. “I’d rather have a promotion. Maybe a few days to hang out with you and Warrant Officer Nasri in Vegas?”
Lieutenant Gabriel rolled his eyes. “Will someone get this little turd off my hands so that I can get down from here?”
The USS Galveston City remained on station for an additional 48 hours over Willow’s World as the members of 4th Platoon underwent decontamination procedures. In that time, all of the platoons vid-cam footage was sent to the Fleet to be scrutinized and examined extensively by scientists, geologists, biologists, astrophysicists, and the clergy. The opposition politicians also wanted to examine the vid-cam footage as well to see if they could find evidence in which to convict the Marines (and, by association, their Commander-in Chief) of any heinous war crimes real or imaginary. With the USS Galveston City’s sensors functioning normally now that the entity had been weakened and its ‘beam-horn’ (as the Marines called it) was destroyed, the Galveston City was able to peer down into the dead area anomaly. The entity was still alive, alive being a relative term, and still stumbling around within the dead space which it presumably was responsible for creating. Apparently, the horned entity could not leave that area of dead space to set foot on the surrounding lush, living landscape. The prevailing theory was that the entity was not originally of this planet, having arrived sometime in the past and probably buried itself into the ground where it slowly began draining the life energy of its surroundings which, over time, expanded the deadness to over one hundred twenty miles in circumference. In the meantime, the entity had used its weird beam to snag any star ship which came into range and dragged it to its doom on the blasted rock formations below where the entity again fed off the life forces of those it had ensnared, reanimating the corpses whenever they were needed to do its bidding. Basically, it was a giant parasite.
Commander Travis had suggested using one of the Galveston’s tac-nukes on the creature, just in case it had the power to re-grow its beam horn again. But that was quickly shot down by the globo-corporations and their R and D departments who wanted to investigate the numerous wrecks of alien vessels which had been brought down in the dead space. They feared that a tac-nuke might damage the alien vessels which were no doubt holding advanced weapon development secrets that could benefit mankind.
For his part, Lieutenant Gabriel couldn’t care less. After they leave orbit and the K-Hawk gets underway for earth, Willow’s World and everything associated with it would be the USS Ranger’s problem. He was just happy that this deployment was finally over and that he would be returning with his entire platoon safe and intact. Oh, and that the two snot nosed VIPs were also safe and sound also, he guessed. They were both tucked away in Commander Travis’s own crew cabin since the corvette didn’t have an executive VIP suite. Groaning, Gabriel looked down at his data pad. He was sitting in the galley, enjoying a moment of alone time with a nice hot mug of coffee. He hadn’t even finished his report on the Mont Caberu mission and now he had to write a report about this one. Pfc. Chensi strolled up and sat across from him, setting down a tray of cereal on the metal table.
“Man, sir, these fleet guys know how to live,” she said, cutting up a fresh banana and strawberries to put in her cereal. “Maybe I joined the wrong branch?”
“You most definitely did not join the wrong branch, killer,” said Gabriel.
“I know,” said Chensi. “Oh, by the way, your eyebrows are growing in nicely, sir. Maybe you won’t look so hideous by the time we get back.”
Gabriel rolled his eyes up at her. “Is there a reason you’re sitting here picking on my eyebrows, Private?”
Chensi scooped a spoonful of fruit laden cereal into her mouth. “Yes, sir! Are you writing your report on our mission on Willow’s World?”
“I could be,” said Gabriel.
“Are you at the part when I dragged those two idiots… I mean, VIPs… up to the top of the wreckage and flamed all them dead things?”
“As a matter of fact,” said Gabriel, “I’m just getting to that part.”
“Great!” said Chensi. “Because I just wanted to make sure that you spelled the word ‘incinerate’ correctly.”

Jennifer Nasri stepped out of the shower, wrapped in one of the thick, soft, luxurious towels which made The Ultra Luxorious Hotel and Casino Complex towels the most stolen towels on the Las Vegas strip. It had been over forty days since they had successfully completed their mission to Willow’s World and three weeks after the USS Kitty Hawk docked at San Diego Orbital Naval Base before she and Samuel could finally start their three week vacation to Vegas. Yes, originally it was two weeks, but Seashell Killary had stunk up the cockpit of Jenn’s gunship again on the way back. Apparently, they only had caviar, sardines, and boiled eggs in that pantry they were trapped in for over a week. So naturally, Sam would have to cough up another week in Vegas. Secretly however, Jenn was hoping that by their third week in Vegas, Sam might get the hint that Jennifer Nasri-Gabriel had a nice ring to it. She walked from the steaming bathroom across to the Ultra Luxorious king sized bed with the thick, comfortable mattress.
Sam was lying in bed, already dressed in a red polo shirt and his favorite well worn faded blue jeans, waiting for Jenn to get out of the shower so that they could partake in what was fast becoming their favorite pastime since returning from over a year out in space: attacking the dinner buffet. Sam had the 74” vid-screen turned on to Galactic News Network. The image on the screen showed Seashell Killary wearing a tight fitting light blue pant suit combination standing together with Hunter Hyding, who was wearing a sharp looking black suit. The couple was on a large stage inside a crowded arena receiving medals, accolades and praise from their party leadership while thousands of people clapped and cheered. Red, white, and blue confetti fell from the rafters as veteran GNN senior reporter Runt Wolftard, the ‘most trusted news anchor in the galaxy’, sat at a desk and gave a glowing story of Seashell Killary and Hunter Hyding’s successful mission to Willow’s World.
“… and after taking a commanding position atop their crashed star cruiser,” Runt continued, “… Hunter Hyding and Seashell Killary rallied the platoon of panic stricken Marines which, ironically, were sent to rescue them. Though the Marines were wracked with fear at the sight of the unnamed danger, Hunter and Seashell used their natural born leadership gifts, undoubtedly passed to them by their parents, and led the Marines on a dangerous mission which successfully averted a tragedy on that planet. And even though the nature of the mission and the nature of the potential tragedy is considered classified,” Runt smiled knowingly into the camera, “some anonymous sources high up in government claimed that the unnamed potential tragedy was caused by none other than President Helania herself! Voters should keep this in mind when the elections roll around. I’m sure that if those thankful Marines were present here today, they would encourage all citizens in the galaxy to vote accordingly since clearly, this was all President Helania’s fault.”
Hunter Hyding was joined by his father on the stage, former Vice President Bunker Hyding and Seashell Killary was joined by her father, Senator William J. Killary as they announced their intention to run as president and vice president to defeat President Helania in the next election by any means necessary.
“Really, Sam?” said Jennifer, removing her towel and using it to dry her hair. “Eight thousand channels on cosmic-cable, one thousand of them porn channels, and this is what you’re watching?”
“It’s on all the channels, Jenn,” shrugged Samuel. “Even the porn ones.” He sighed, as if he had stepped boot deep into a steaming pile of xeno-droppings. “Still though, none of that galactic pomp and circumstance bullshit can compare to the little ceremony we had on the deck of the K-Hawk where we got to promote Sergeant Hernandez to Staff Sergeant and Pfc. Chensi to Lance Corporal. It’s nice, really. Forty-two of us deployed. Forty-two of us returned. Banged up. Probably scared for life. But drunk and happy, just the way we Marines like it.”
“Well, yeah, that’s true,” said Jenn, climbing on the bed and straddling Sam. With an aggravated groan, Jenn grabbed the remote out of Sam’s hand and pointed it at the vid-screen. “Just do me a favor,” she said, pressing the ‘off’ button. “For as long as we’re on earth, turn that GNN shit off!”
Marine Corps Rank Pronunciations
SSgt- Staff Sergeant (read as ‘staff sergeant’)
Sgt- Sergeant (read as ‘sergeant’)
Pvt- Private (read as ‘private’)
Pfc- Private First Class (read as ‘PFC’)
LCpl- Lance Corporal (read as ‘lance corporal’)
Cpl- Corporal (read as ‘corporal’)
1LT- First Lieutenant (read as First Lieutenant or Lieutenant)
4th Platoon, Delta Company
Platoon Leader- 1LT Samuel Gabriel (m)
Medic- LCpl. Chapman (m)
CommSpec- LCpl. Maggas (m)
1st Sqd:
Sqd- Ldr-SSgt. Boyer (m)
Tm Ldr- Sgt. Barlow (m)
Tm Ldr- Cpl. Hatcher (f)
Automatic Rifle Gunner- Pvt. Houser (m)
Asst. Automatic Rifle Gunner- Pvt. Barner (f)
2nd Sqd:
Sqd. Ldr- SSgt. Talley (f)
Tm Ldr- Cpl. Cotto (m)
Tm Ldr – Cpl. Parker (m)
3rd Sqd:
Sqd. Ldr- Sgt. Hernandez (m)
Flame-Rifle Gunner- Pfc. Chensi (f)
Tm Ldr- Sgt. Watson (f)
Tm Ldr- Cpl. Palkovic (m)
Rifleman- LCpl. Mixley
Pilot:
Warrant Officer Nasri
USS Kitty Hawk- assault carrier
USS Ranger- assault carrier
USS Galveston City- patrol corvette
CSNS Sydney Point- colonizer ship
CSNS New Castle- luxury cruiser
CSNS Mont Caberu- science freighter
submitted by Taxi_Dancer to DrCreepensVault [link] [comments]

casino pronunciation video

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How to pronounce harrahs - YouTube

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