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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]

I am 36 years old, make $66,900, live in Portland OR and work as a Data Coordinator.

Section Zero: Background
Hello all, happy hoildays! I stumbled upon this subreddit not long ago and have enjoyed the commentary and experiences everyone's shared. Wanted to add another perspective from a mid-30s first-gen American. I've had some missteps regarding careers and finances, but I feel like I'm in a slightly better place now. I tried YNAB in the past but I wasn't consistent enough with it. These days I use Mint to monitor my finances and have a "Finance Friday" each month to review all my accounts and spending. I currently live with my partner TJ and his dog RR. We do not combine finances, but he has been unemployed since March. I have helped him with some bills and basic necessities here and there until he finds his next job or career.
My current financial goals are to just maintain a status quo and not get any debt until pandemic times are over. Then I will focus on a house remodeling fund and savings for taking care of my parents.
Growing up, what kind of conversations did you have about money? Did your parent/guardian(s) educate you about finances? My parents taught us about money from a frugal perspective. They are immigrants who worked in food service/factories. There was always this “save save save” mentality. Even when they started their own small business, we saved like there was no tomorrow. In high school, my calculus teacher bought us all “The Millionaire Next Door” book and had us read it as an assignment - that was my first structured introduction to finances.
Did you worry about money growing up? No, there was always food on the table and a roof over our heads. I knew that our extended family would support us if needed.
Was there an expectation for you to attend higher education? Did you participate in any form of higher education? If yes, how did you pay for it? Yes. My dad didn’t finish the high school-equivalent in their country, while my mom did finish high school, but no college. My older and younger siblings took a different path in life after high school. I am the first and only in my family to graduate from college. My parents covered all tuition for my two bachelor degrees with the agreement that I support them fully during their retirement and send them gifts/extra money whenever I can. I feel very lucky and privileged that they were able to provide that education for me.
At what age did you become financially responsible for yourself and do you have a financial safety net? 24 when I went on a work holiday abroad. My family was always available to help when needed, but the experience abroad helped me stand on my own feet. As an adult, I also inherited that “save” mentality and put a lot of my earnings towards savings. I didn’t date until my 30s, lived frugally, didn’t go out to eat/hangout with people, shopped thrift stores, and had very few hobbies. I am starting to “live a little” now though.
Do you or have you ever received passive or inherited income? Aside from the tuition, my parents have helped with a down payment for my first house and living costs during periods of unemployment.

Section One: Assets and Debt
Retirement Balance
If the place I was working at offered a 401k, I would always contribute up to the company match. I started my IRA in my mid-20s and would try to contribute the yearly max. I've stopped that the past 2-3 years though. My Other Brokerage is some play money, but I got tired of staring it and switched to index funds. I haven't contributed anything to it in a few years.
Equity if you're a homeowner
Purchased my first home for $382,000 with 20% down, right before lockdown earlier this year. Perfect timing, right?? I plan to live here until my retirement. My parents contributed $15k while I used most of my savings for the rest.
Savings account balance: $3,073
Checking account balance: $7,800
Credit card debt: I charge everything on my credit card for the points, then pay it off each month using my checking account balance.
Student loan debt: Traditionally no student loan debt as mentioned in Section Zero.

Section Two: Income
Income Progression (listed as gross income with cost of living area):
High School
College and first “career” job
Mental health break
College (again) and second “career” job
Third “career” jobs

Main Job Monthly Take Home:
Monthly Net (paid bi-weekly): $2,758
Deductions:
Side Gig Monthly Take Home:
No side gigs at the moment, but I am thinking of signing up on Upwork.com and doing Excel/data entry projects to help pay the mortgage.
Other Income: TJ’s friend will be staying with us for a month in January, who will pay rent of $800 including utilities. Depending on how that goes, we may take on a roommate in the spare bedroom long-term.

Section Three: Expenses
Mortgage - when I bought the house, the plan was that I would charge TJ a portion of the mortgage costs as “rent”, but since his unemployment I am now covering it all myself.
Regular Monthly Payment: $1677.57
HOA: $30/year
Retirement contribution: Nothing additional than what's been mentioned.
Savings contribution: I used to do $50-100/month, but since COVID I’ve stopped contributing to my savings account.
Investment contribution: None at this time.
Debt payments: $100/month towards TJ's credit card balance of $2,307.
Donations: $10-20/month, usually towards Omaze or Planned Parenthood.
Utilities:
Cellphone: On my parents plan.
Subscriptions:
Gym membership: Pre-COVID I did Orangetheory for a year. I started to pick up free exercise equipment from Craigslist this year, so we have a small garage gym now and utilize YouTube exercise videos instead.
Pet expenses: $10/month. TJ has stockpiled some Costco canned dog food before unemployment, but once that runs out I will likely cover the costs. We also started to make homemade dog food to help supplement.
Car insurance: $460 every 6 months. Car is paid off.
Regular therapy: I will start in the new year. Not sure what the costs are yet, but I will use my HSA to pay.
Vitamins/Medications: $20/month
Groceries & household items: $75/month
Miscellaneous (eating out, house purchases, gifts, etc): $100/month

Section Four: Money Diary
Monday
6:30am Neighbor starts up their truck. We joke that it's our natural alarm clock. They idle for about 15 minutes before heading off. I go back to bed.
9am My real alarm goes off. I put the electric kettle on for some morning tea. While it's boiling, I do my morning routine: drink glass of water, take synthroid, use bathroom, brush teeth, quick shower. I then make tea - Jasmine Pearl English Breakfast with dark forest mix. I started ordering loose leaf tea in large amounts back in March instead of small bags or single serving packets. Seems more economical since I drink it daily. I let the dog out into the backyard so he can do his morning routine.
9:30am I go through my daily tasks for work. They entail checking processes and reports to make sure they ran successfully overnight. I then answer some emails and catch-up on Slack channels.
12pm Lunch is leftover roast chicken and quinoa from Saturday. I heat it up in the instant pot. Love that thing! Almost every meal of ours involves the instant pot. We hardly use the stovetop. We then walk the dog to the business park across from our neighborhood. There's a very short trail that runs along a drainage creek by the business park. It's quite muddy, but has a nice woodsy feeling. Over the summer, we saw sumac trees there as well. Free sumac spice!
1:30pm Department meeting on Zoom. Our director announces his resignation on the call. Everyone is shocked! Layoffs were announced for next year but this was not a part of it. I think it's a good move for him and he doesn't have to have this worry of layoffs over his head.
3pm I meet with an engineer from another team and talk about a data source they are in charge of. He helps me out in understanding it and we identify most of the fields that I need for a project I’m starting.
5:30pm I check in with my partner. He's been watching LinkedIn tutorials on internal recruiting, job coaching and general computeoffice skills. It's a career change that he wants to make - something where he can talk to and help people. He doesn't have a bachelor's, only an associates, and hopes these tutorials will get him a leg up in the job search. I sent him some entry level HR admin roles the other day and remind him to apply. I then heat up leftovers: homemade chana masala and rice. I add some butter and coconut milk to thin it out, so there's enough for both of us.
10:30pm I take some magnesium, vitamin D and Airborne. I say goodnight to the dog who sleeps in the office. Then I say goodnight to TJ. He sleeps in the spare bedroom on weeknights due to his snoring keeping me up. I'm a light sleeper while he is a pretty deep sleeper.
Daily total: $0
Tuesday
9am I check Reddit Secret Santa. My match seems like a really good person. Not sure what to get, but most likely will purchase something off their wishlist. I wish I was more creative with my gift giving.
11am Meeting with business stakeholder. She submitted a few changes to an existing data process about a month ago. I make the change while on the call and have her test. Success! Marking it off the todo list. I love when we can finish things directly on a call.
12:30pm I come out of my office to make lunch. I notice my partner is not home. I check my messages and see that he's stepped out to pick up a few things. I ask for celery, carrots, and kombucha. $17. I make a quick charcuterie board for lunch: Costco salami, cheese, homemade hummus and Triscuits. It's a simple, fast meal that’s always in our rotation.
2pm My partner is back and we take the dog out for a walk and quick round of disc golf at a nearby park. We mask up and play only a few holes. Disc golf is a pretty frugal activity, you only need 2-3 discs to get started. TJ remarks that my throws are getting better, but then again they weren't great to start with. We talk about Christmas/Birthday gifts on the way back home since he was born on New Years Day. He mentioned snowshoeing but asked to not spend that much. I'll do some research!
5pm I think about personal career projects. Should I put up a portfolio of projects somewhere? I decide to try and pull some Yelp data. There’s not a lot of data points that I was interested in. Regardless, I tinker with it for an hour. TJ asks if I'm hungry. I said not so much, but felt thirsty. Maybe some ginger soup tonight?
7:30pm Dinner is served - ginger carrot soup made in the instant pot. We eat some rice crackers with it. Lately I feel like we've been eating more vegetarian dinners. It definitely helps stretch our food budget. We end the evening by finishing Fargo season 3 on Hulu.
Daily total: $17
Wednesday
1:30am I'm woken up by the dog. He's been sneezing a lot and wheezes at random intervals. TJ doesn't have the money for a vet visit but I've offered to pay as long as he calls to make the appointment. I give the dog some coconut oil, rub his belly until he seems better and go back to bed.
7am Garbage day. We usually put it out the night before but I forgot. I get up to go, but TJ handles it. I think, at least. I'm too sleepy to pay attention and go back to bed.
9am I wake up and rinse some dishes that have piled up and put them into the dishwasher. We both grew up in households that had a home dishwasher, but forbade from using it. It was drilled into us that hand washing saves more water, unless you had a restaurant/industrial dishwasher. I think with modern home dishwashers, that's changed, so I wanted to try it out with our dishwasher and monitor the water bill. Don't have any dishwashing pods or powder, so I put some OxiClean in it.
12:30pm I overhear TJ on a call with a recruiting agency. It seems to be going well, lots of laughing. I heat up some taco lasagna that I freezer meal-prepped last month.
2pm Collaborate on a project at work with an engineer. My manager put me on this project since I was asking for an assignment on a more technical team. I'm learning tidbits here and there, but I don't feel like it's structured enough.
5pm I do an Orangetheory-At-Home workout and try to break a sweat. It's not the same as going to their studio.
6pm Charcuterie for dinner. Our fridge is full of store-bought and homemade pickles that go super well on a charcuterie board.
Daily total: $0
Thursday
7am I wake up tired. The house has been feeling more cold, which woke me up a few times. We keep the temp at 72F during the day, at night around 68F since we thought the bedrooms keep the heat in pretty well. My mistake!
9am I do my usual morning routine and login to work. My team mostly spends the morning sending each other emojis.
11:30am Lunch today is mini quiche, frozen chicken and veggie entree, and hot dogs. Not the most cohesive meal, but it fills the belly.
12:30pm TJ heads out to his mailbox that's 30 minutes away. He is still waiting on his tax return and a 401k withdrawal. His taxes had to be filed by mail for some reason, then the IRS office shut down due to COVID. So he wanted to see if it arrived yet at the mailbox. He also takes the dog to the vet's urgent care on his way. They didn't have any regular openings available until the end of the year, and the dog seemed to be getting worse. I give TJ $40 to mail a gift package to a friend in France and also reiterate that I'll cover the vet bill when he gets it.
4:30pm I pay some bills, my favorite activity (not)! Sewer bill: $59.44 (billed every 2 months). Geico bill: $459.60 billed every 6 months. Then I follow up with my mortgage officer over email. I had sent her some documents for a refinance quote last week, but haven't heard back. Rates keep dropping, so I'm told, but what does that really mean? I do some research on realestate.
5pm TJ messages me and says he'll be back for dinner. I ask him to pick up some Popeyes via drive thru since we both don't feel like cooking today. Popeyes is currently our fancy “going out to eat” food. $24.17 for a 4pc dinner meal and a 2pc dinner meal.
Daily total: $583.21
Friday
8:30am Busy morning at work. My phone is buzzing with emails and Slack messages. I try to answer them while I make tea.
10am Zoom Department happy hour. We reminisce about our director and then play those Jackbox party games. Some of them are hard!
11am TJ asks if he can make me anything for lunch. He suggests savory oatmeal, quick and easy. I tell him that I really appreciate him making meals/doing chores/etc without me prompting. We've been having conversations about "house project management" and mental load because I did most of the chores or I had to continually remind/tell him to do it. I'm really happy to see us progress on this front. I decide to work through my lunch break so I can end the day early. I don't often do that, but I'm ready to get the weekend started.
2pm I check on TJ in the spare bedroom and ask if the dog has been fed yet, since he was nipping at my feet. I notice something off about TJ and ask how he is doing. TJ is depressed about his personal life, career, finances. He doesn't know what to do, spends half the day meditating and reflecting on past trauma. I've been prodding him to get a therapist but he is confused about his insurance. He makes an appointment with a primary care doctor first. I feed the dog some homemade dog-friendly beef stew.
4pm My mom swings by the house (but doesn't enter). She currently works at a school who distributes free USDA food boxes since March. There's often many boxes leftover that would go to waste, so she will grab a box for us. Onions, potatoes, beets, turnips, eggs, cheese, butter, frozen veggies and frozen chicken. She also brought her vintage pasta maker. I asked last week if she ever used it these days and her reply was “no, feel free to have it”. I love pasta and noodles and figure it would be great to make it ourselves as a frugal hobby.
8pm We catch up on Mandalorian and watch silly Youtube videos before heading off to bed.
Daily total: $0
Saturday
9am I open up my web browser and look at Craigslist and NextDoor for free stuff. I've been scouring for free landscape rocks, pegboards, and wood for house projects. I had this grand ambition to redesign our backyard. It faces our neighbor and currently the fence is pretty low. They can see into our kitchen and bedroom and we can see them. But y'know, COVID and going from dual income house to single income means it all has to be put on hold. So I've been looking for free items in the meantime. Over the past months, I've gotten planter pots, plant cuttings, a raised bed, stepping stones, all from free listings. I don't see anything worthwhile so I go and make some tea.
11am I look at Amazon and make some purchases for Reddit Secret Santa. A foodie kit, DVD of their favorite movie, and some cute pens for their writing hobby. $54. I hope they like it!
12pm TJ heats up leftover stir-fry for lunch for us. I put on some Binging with Babish and we watch how to make pasta. We have a plan - TJ makes the pasta, I make the sauce. Perfect date night activity at home. We watch some more videos on pasta and noodles to educate ourselves.
4pm I start prepping veggies. Big batch of onions, canned tomatoes, ground beef and butter in the instant pot. Meanwhile, TJ works on the pasta by following Babish's instructions.
7pm We gorge on fresh made pasta and bolognese sauce. It's so good! We end up watching Fargo.
11pm Usually I'll be in bed by now, but it's a Saturday and not tired yet (probably because of all that pasta). We play some Kirby's Dream Course on the Switch.
Daily total: $54
Sunday
10am Quick walk around the neighborhood with the dog. He's on a new routine now with the medicine he's taking. It seems to be helping his breathing issues.
11am The pasta maker and flour is still out since we didn't clean up yesterday. There's some old pie crust in the fridge so I roll it out with the pasta machine for mini quiches. (Sally's Baking Addiction blog is my go-to place for her all-butter crust and quiche recipes btw). TJ helps by mixing up the eggs.
3pm I play some Genshin Impact (GI) on my phone while TJ plays Starcraft in the office. I don't usually play gacha games, but the Zelda BotW-style of GI appealed to me. A gacha game is a game with randomized characteitem boxes that you use real-money to purchase a “pull” or to spin the wheel. I know the gacha parts of the game can be a real money sink if you get addicted to them, it’s almost like gambling. My main team is Fischl, Bennett, Barbara and Noelle. I level up to AR 22 and look up free-to-play tutorials for the game.
6pm There's some leftover pasta from yesterday, enough for both of us. I throw in some roasted beets to round out the meal. We watch more Fargo while eating. Almost done with Season 3!
10pm I find a tour operator who offers a small, socially-distant snowshoeing tour up on the mountain. I reserve for two people - this will be TJ's Christmas/birthday gift. $75. Off to bed for another workday.
Daily total: $75
Weekly Total: $689.79
Section Five: Reflections
Aside from the car insurance bill, this was a typical week for me, COVID or not. We make the majority of our meals at home and usually splurge on drive-thru/delivery once every other week. I may have overspent on the Secret Santa gift, but I don't often give gifts out to friends. It's not something our family does either. For TJ’s Christmas/birthday gift, we usually talk upfront about costs. I’ve gifted him fancy restaurant experiences the past 2 years, since we can share that experience, but obviously can’t do that now. Snowshoeing is a nice change of pace.
The conversations with TJ this week have given me thought on how to approach him differently about finances and working together in a relationship. I’m still unsure about the future financially, particularly as my parents near retirement age and that TJ has pulled out his 401k to pay his debts. I don't know if I can support both my parents and TJ together, so I am finding ways to upskill and/or side hustles without becoming a workaholic or bogged down by stress.
Writing this money diary was also the first time where I really paid attention to my past income and current income. I might be contributing too much into ESPP that could go towards the 401k or mortgage instead? I also seem to have been underpaid for what I did in past jobs, even in a LCOL area.
submitted by throwaway_md_182481 to MoneyDiariesACTIVE [link] [comments]

The problems with PvP and why planned 5th age probably won't solve them

I have been very into the PvP-style of this game starting from 2011, although I haven't been playing the game since 2014 until last month, but the execution has always been way off. There has been some progress and some tweaks here and there, but PvP will never be even remotely balanced or populated unless the following key points are addressed:

  1. Crowns-only equipment from packs
- It is unbelievable that this game has been able to continue with its marketing, especially to kids, with such blatant gambling elements for so long, while some other larger game companies (like EA) have finally been called out for their practices. Wizard101's casino lootboxes are literally the worst thing about the game, and it seems like they are just going more and more into that direction. And unlike many other game companies nowadays thanks to the new laws, Wizard101 doesn't even disclose the odds of receiving a certain item (I bet they are so small that people would be too de-incentivized from buying).
Anyway, if this all was just cosmetics and stuff it wouldn't be such an enormous issue, while still being blatant gambling. The problem really shows in PvP, as basically everyone who wants to do well, especially in the low end PvP, NEEDS to have the OP PvP-gear, at least if they haven't already previously got the warlord gear, which they will never get without the crowns gear.
The plans for the 5th age are to remove the OP PvP-gear which you can get from tickets, but in that case the crowns-only gear will just become even more dominant, only moving the problem and not solving it in the slightest.
Even if the crowns-only gear would be sold for a hefty price-point in the crowns shop it would be annoying, but still better than literally having no guaranteed way of ever getting it, as the lootboxes could just drain infinite amount of money without ever giving you what you want. Unless of course, there are some hidden "pity-timers" which guarantee certain loot after a certain amount of rolls, but that information is not disclosed to us. (of course it isn't..)
This point is made far worse by the additional RNG-added to the crowns-only equipment, like may-cast wands, which completely ruin any kind of semblance of a competitive experience the moment they go off. You cannot strategise against random attacks.
Solution possibilities:
Remove the crowns-only equipment, nerf it to be in par with the normally attainable gear, give everyone easier access to the crowns-gear, or just limit it to be non-PvP.
  1. Ranked PvP costs to attend (to non-subscribers)
- I have played hundreds, if not thousands of games during my short life, as I think games, video games especially, are one of the greatest man-made things ever created. I also have a Master's degree in game design, and I'm currently studying a PhD-related to the topic, and I have NEVER, I mean NEVER EVER, come across another game which would charge their players for attending the competitive scene, and not offer a permanent way of unlocking it somehow (this does not include games which are completely pay-to-play, with the paying including everything, as well as PvP, like World of Warcarft). It not only does not make any sense, as you really want to have people growing a PvP-community around any kind of online-game which wants to stay active when the main PvE content runs stale, which always happens between expansions in MMOs, but paywalling a game mode will cause even the players who do play to get a sub-bar experience due to lack of players, especially new players.
I completely understand that the point is and always have been to attract people to the subscription-method of paying. Well, I have to say that I personally hate subscription method as a customer, but I know that a lot of people think that's alright. To me it just feels like I have to rush and play as much as I can during a subscription, even when I don't really even want to, causing the time spent to be less enjoyable than if there was no fixed time. This is one of the main reasons WoW never attracted me, as I can't stand subscriptions.
Thankfully, wizard101 has another option, paying by area. The cost of the areas is so high, and there is more added after every world, that the game would not actually make any less money by attracting people more towards the area-buying option. It would also truly incentivize developers to create new worlds more often, as the payout would be more clear. For subscription-players, adding Karamelle did not really cause a reason to spend more, as they already had access to it, so creating worlds more frequently only serves to lure back players who have stopped playing completely after their memberships ended and they maxed out the content, as the game didn't offer enough to do as a "temporarily f2p-player".
This could be solved by letting everyone compete in the ranked PvP (and why not derby too) even when they are not members. This would give players a reason to login to the game when they are not subscribing, and to players who seek to mostly play PvP, it would provide more opponents. I mean seriously, what game which has this many players online for the PvE has such a ridiculously small PvP-community? Even back in 2011-2013 when the game was fairly young and I played in the UK server (had to migrate to the US this year as the server there is dead), it was basically impossible to find 3v3 or 4v4 ranked games, and even the practice games weren't that common. While I really enjoy 1v1, I think the strategic difference in other modes is something players cannot and have never been able to explore due to the lack of players. And that is a very sad thing for a game that is already 12 years old.
So basically, the ranked PvP needs to either be completely free, OR there needs to be a way to permanently unlock it (preferably with gold, or at least with a reasonable crowns fee). This way players who are not members, or who (like myself) don't want to be members can still participate and bring more players to the table. You can see this change already in the tournaments being free: during the time I played ages ago and tournaments came, I never got to play a single tournament despite trying many times, as there were never enough players willing to pay the crowns fee. Now, nearly all of the tournaments start, at least for some level players and that is great. I fear though, that KI has learned nothing and will switch the cost back up with the start of the 5th Age.
What some larger game companies for some reason don't understand, is that f2p-players are not worthless, they are the reason why most online-games stay online: they create the incentives for people to spend in the first place, and if you manage to keep the f2p-players happy, you will get a lot more paying players just through word-of-mouth, than if you only try to keep paying players. (We can see a terrible example of how not to do this already by how limited the new f2p experience is, still after 12 years.)
  1. Spellments and unobtainable spells
- I'm sure no one reading this was surprised about this next topic, but as well as basically unobtainable gear, unobtainable spells and spells which are stronger than the normal versions of those and can basically only be upgraded through packs also break the "harmony" of a competitive experience. There are currently some spells which cannot be learnt other than through packs, and while not all of them are game-breaking, they can still in certain circumstances offer an unfair advantage, or even if they would not now, they certainly will in the future with the direction we are going towards. The solution for this is simple, but KI won't do it, as they are too invested in milking children for that undisclosed chance of getting some of those spells. (I won't buy a single pack personally and I will attempt to estimate how much disadvantaged I will be now and in the future for as long as I remain interested.)
For the unobtainable, another part is the spells which can only be got through luck while farming. That sure is a lot better, as technically the farming doesn't cost anything as long as you have access to the area and you will get other useful rewards while doing that. The problem arises though, if those spells, especially the infamous Headless Horseman, are so strong, that you NEED to have them in the PvP to stay competitive. And to make matters worse, of course the intended way to get these spells as well is to buy packs instead of farming. (I have been testing the lorefarm, got one spell which isn't useful to me after around 100 tries. I think that's a bit much just to get prepared to be on even footing on PvP, talk about new player PvP experience.)
Now then, spellments, are another kind of monster added to the game. I naturally enjoy the concept of upgrading spells, and making low-level spells more useful in the late game is not a bad design choice, it's just that it revolves around the same problem that everything I've been talking about this far, lootboxes.
I know that there are some ways of farming spellments technically for free, but apart from a specific few, those are barred behind skeleton key doors, and there are no other ways to get those than farming, and.. yes you guessed it, randomly from packs! You see the theme here? And even though some of those only give minor damage enchants which won't matter too much on the average eye, the utility buffs (namely the myth's troll minion summon upgrade) are just blatant forms of p2w gambling.
Solution, make spellments available to everyone more easily, not just randomly to select few whales. If KI would actually do this, despite all odds, then their purpose would actually come to reality and they would enhance the game experience, letting people experiment with different kind of combinations in the late game. Also there needs to me many more paths, only two kinda makes the whole combination idea pretty pointless.
Alternatively, restrict spellments to PvE only.
SUMMARY JUDGEMENT:
I liked the changes to the crit system, restricting more previously necessary cards and enchanted TCs outside of PvP , and turn-based system, those are a good start, but won't make a difference if the above three points stand unchanged. The main problem in the monetization is the gambling in the form of lootboxes, which is like the worst kind of cheap mobile game experience. The game has beautiful world and animations and the basic idea behind the combat is simple, yet interesting, and it can lead to very interesting situations. Nerffing and buffing spells/items won't make a difference while the OP-items/spells from lootboxes remain as KI's main interest.
Also for anyone to be able to experience something other than 1v1 ranked PvP, the first step needs to be removing the barrier of entry, or creating an option for permanent unlocking at least.
I have very little hope for them suddenly changing their 12-year course and giving up lootbox-p2w from PvP, but this has been quite a year so I guess nothing is impossible. Here's for hoping.
Signing off.
submitted by Viikable to Wizard101 [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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The Ethroll casino

Despite the name, Ethroll Casino is not strictly a poker game. The design was inspired by slot machine games and includes nine playing cards, two dice, and a regular sized poker chip. The reason the game can be called "Pai Gow" is because the two guys that designed it are named ethroll and ethered. If you like the sound of Pai Gow, you may have missed out on this very unique online poker game.
The website itself is fairly new, having been launched approximately one year ago. At that time it offered only seventy-four free gambling accounts, and by the sound of things, that number is growing rapidly. Many of the players that signed up for the free trial period made it a point to return and play with their hard-earned money, and today there are nearly two thousand members. If you want to play ethereal, you do not need to spend any money - just download the game and sign up.
Just like any other website, there are some guidelines and policies that need to be adhered to in order to get into the Ethroll Casino. They are pretty standard and basically boil down to a few basic points. First of all, there is generally a membership fee. There also might be some additional charges depending on the site. You will generally have to pay at least a month before you can play for free.
This gives the neophyte gamer an opportunity to try out the game for free and see how it works. This is a huge advantage, as it means you won't waste any money or get discouraged by the system itself. Many of the bigger sites offer a free seven-day trial period, which is a pretty amazing deal. Most people can test out the game for about thirty minutes and decide whether or not they want to play during that period. This makes a lot of sense, because you wouldn't want to waste your money playing a game that you aren't going to enjoy.
If you do want to play for free, you can do so right on the Ethroll Casino website. This is done by signing up as a new customer, and downloading software to your computer. From there, you can login and begin playing. However, this does mean that you're limited to a single account per day.
Overall, it seems that the Ethroll Casino is fairly clean-cut and doesn't have a whole lot of hidden fees or unpleasantness. They provide a great service for a great price, and I would recommend them to anyone looking to play online poker or slots. As long as you read their terms and conditions carefully, you shouldn't have any issues.
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The login joker and dari slot machines offered by the website are supported by software that has been designed by a professional arcade game designer, who is a member of Slicks Inc. This software allows for all of the characteristic features of the traditional slot machine games, such as random number selection, reel spin, bonus games, jackpot games and progressive betting. This software also offers a feature that allows the players to increase their chances of winning the jackpot prize by bidding higher than the current bid amount by using coins bought with real money or through the payment of a withdrawal fee. The login joker and dari slot joker are one of the slot games offered on the site, and is a popular choice among visitors to the site.
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How To Access Your User Name And Password When You Are Logging In To Your Joke account?

If you are looking for a way to get into your Joke Daddy account, you might want to try out the Joker Login Feature. The login is not difficult to use at all, but it does take a little bit of time. I will walk you through the entire process. First, open up your web browser and log onto your Joke Daddy server. You can do this from any location using your default browser.
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* Once you have chosen a game, the computer will inform you if you are ready to proceed. In case you want to play at a lower level, you will need to select the 'level play' tab. On this page, there is a column indicating the highest level you are willing to play at - from beginner to pro. Once you have reached this point, the computer will give you a prompt to log into your Jokers Account.
* When you click the 'log in' icon, a dialogue box will appear. In this box, you will be asked to enter your user ID and password. Enter the information required by the dialogue box and press the OK button to log in to your Daftar Joker123 Auctions Account.
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Login IDnsport Review - What You Can Do To Improve Your Experience

In this tutorial we are going to be talking about one of the most sought after products in the slot machine online business, the Login IDnsport. The name itself tells a lot about the product which is really a private company that has recently made its way to the top of the slot machine online industry. This is an online casino software that allows your computer to create your own website so that you can host it on any computer with an internet connection and play all those casino games that you want to play no matter where you are. There are some advantages to using a site such as this, and here they are. First of all, you have the option to play any slot machines anywhere you want, in any time of the day or night, because when you log into your account you will be given access to a number of slot machines spread all over America.
Secondly, the login idnsport itu is not like other software that you find available on the net today. You will not be allowed to download any files to your computer to help you with playing at the site. All that you will need to do is create your own website and register. After that, you will be able to access any of the games, win or lose.
Now let's get down to how the login idnsport it works. When you sign up to the service, you will get a special box on the front page of the site which you fill in with your personal details such as your name, address and email address. This is the basic information that you give to the site, and after you have done this you will automatically be given your own unique login name which you can use to play any of the games that the site has to offer, whether it be online blackjack games video poker games, slot machine games or any other games you fancy playing.
There are two ways to play on the site. You can either create your own account and play for free or you can register and login as a VIP. As a VIP, you will get full access to all the games on the site, including all the latest versions, plus you will also get to play against other VIP players. You will not be allowed to play on the free accounts or tables. On top of that, when you are a VIP member, you can use the premium slots and play bisa and yang bisa that are available on the site.
In order to play the game, you will need to create a free account, which is free and simple to do. Once you have created your account, you can choose from the many currency pairs such as the US dolla Malaysian ringgits, or the US dolla Indonesian rupiah. You will then be taken to a web page where you can select the currency you wish to play with. Once you have selected your currency, you can select any number of online slots from among the available slots on the site.
If you want to try out a little experiment, register as a VIP and play one of the two slots named Tentu saja juga anda sudah. By doing so, you will also gain access to the free daily games, which include Tentu cayi, Melalui atoll, and the upcoming release of Melalunas jaga and tentu saja kuda. These are all upcoming games on the site that are currently being revised, and you will definitely want to check them out.
submitted by lijemi to LoginIDnsportExp [link] [comments]

An OPC Isn't As Advanced As It Used To Be!

If you are looking for a new poker room to join then the best way to go about it is by joining one of the online poker rooms that uses the IDN (Internet Data Network) protocol. Basically this is a protocol that allows computers to communicate over long distances without using any wires. An IP address is just one of the many ways in which this can be accomplished so basically when you log into a poker room your computer becomes the connection between you and the room. By default, your computer will connect to a data center, which keeps your data safe and secure.
There are some important differences between the two, though mostly centred around deposit and withdrawal limits. With the advent of Situs IDN poker and the dawn of broadband technology, poker players were able to log onto their computers anywhere they were i.e. on the move, on vacation or at work.
The days of LANs and dial-up are behind us now and as a result there has been an increase in the popularity of the Internet as a means of playing poker. For those who live in the United States a common method of playing poker would be to log onto a computer, log in and play a game against other players, log out and then join another game. This was the standard for internet poker in the United States until the development of the widespread dial up internet services.
One of the problems that was faced when playing poker online in the early days was security. In fact the development of broadband technology meant that anyone with an IP address could create a false identity online. This is especially true in the world of card games such as poker, where fraudsters can easily purchase a large number of cards with real money from an online casino and then disappear into the night with their ill-gotten gains. Fortunately today there is a new way in which to play online poker and this is through the use of a third party application such as an Online Poker Card Machine (OPC). There are many advantages to using an OPC such as security and portability but it is also important to recognise the differences between the different types of machines and their abilities when it comes to shuffling.
The most basic of all IDN poker links is the five-card draw. With a traditional five card draw the player randomly chooses one card from each pile, making sure that they do not match. The aim is to make the highest possible score and to do so the person with the highest score at the end of the session wins. The new OPCs however allow players to play poker by choosing one card from each face down pile. By doing this the player is more likely to form pairs and as a result increase their chances of winning.
The new five-card draw is particularly interesting because it means that the player will have a greater opportunity of hitting upon combinations that they would not have realised and this can only be helpful. One of the other great benefits of playing an IDN poker game online against opponents that have access to the latest OPC technology is the fact that it can be beneficial to try and predict how the other players will make their moves. This is especially true if you happen to be an expert or up to date on the latest trends and strategies. Some of the games that offer the login idnplay poker yang benar and swc poker Texas hold em systems allow players to place a maximum bet as they get ready to make their final decision but in some cases you may find yourself needing to make a larger bet once you have been through the initial action.
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Update Notes: December 11, 2020

December 11, 2020 Update

It's time for holiday festivities! In addition, there are big changes to Elite and Boss monsters in this update. There are also revisions to the Ice Magic and Deer skills. And, of course, various other things as well. Read on for more info.

Ri-Shin Celebration

The holidays are upon us! While Alharth doesn't celebrate Christmas, it does celebrate Ri-Shin Day, and New Years' Day. Townsfolk who are your Friends will offer you gifts when you speak with them. (Make sure to have your favorite combat skills active in case they give you a piece of randomly-generated gear!)
There's also a Ri-Shin festival waiting to happen in each city and township in the land, but they will need your help getting their trees assembled. Look for townsfolk in festive red Ri-Shin hats to get started.
This year, there's also a new way for the community to work together. This is an experiment -- we've never tried anything like this before. You'll receive an introductory quest for this part of the event after you've assembled a few Ri-Shin trees. (If you're a Druid, you'll be briefed immediately upon login.)

High-Level Elite/Boss Changes

As mentioned in the last patch's notes, we're working on making high-level combat take longer. This will eventually include both solo and group combat, but we're focusing on group combat right now. Some of the big-picture details are in flux a bit as we experiment and see what's going to work (e.g. "how many Elites is a tank supposed to be able to handle at once?" answer: "we're not sure yet").
We've been improving the "tanky skills" in preparation for these longer fights, but it's been hard to get good tanking data because most high-level Elite monsters simply haven't needed a tank: a group of players could blast them to death in seconds. So it's time to make Elites live longer and see what happens!
In this update, Elite/Boss monsters have a lot more health and armor, and Bosses deal less damage. We'll be watching your feedback (and our combat data logs) to try to figure out where to go from here. We may need to temporarily revert these changes, reduce them, increase them, or add more systems into the mix to address specific problems.
Bosses (but not Elites) also deal less base damage than before. The actual amount varies by boss-tier and the bosses' personal stats, so it's hard to generalize, but at level 80 an "average boss" deals about 25% less base damage.
Both Elites and Bosses deal less damage with their Rage attacks, also. The median reduction in rage-bonus-damage is about a 40%, but again it's hard to generalize too much.
Here's some more details about the implementation.

Elite/Boss Loot Changes

We've also added some additional rewards for killing Elites/Bosses. When you loot an Elite, you'll now automatically "find some Councils" on the corpse. The amount is based on the monster's level, with some random variance. Bosses also drop extra money in the form of Council Coinpurses. (And bosses with curses drop more money sacks.) Finally, the most deadly tiers of bosses have a higher chance to drop high-rarity gear.
(These quick generalized changes were made because we didn't want to revise every monster's custom loot table just yet. But hey, maybe it's fun enough to remain permanent. Let us know what you think after you've had some time to try it out.)

Ice Magic Changes

Ice Magic is supposed to be a versatile wizarding toolkit: it can provide exceptional crowd control, potent survival tools, and decent damage, depending on which abilities you use. Its crowd-control abilities were already top-tier, so we've focused on other aspects of the skill in this update. There's a few nerfs and a lot of buffs.
Fire Magic Over-synergy
The biggest nerf to Ice Magic is actually a change to a Fire Magic treasure mod:
We realized this mod was overpowered shortly after it was introduced, but it was a "let's wait and see if this is actually a serious problem" scenario. A lot of accidentally-overpowered treasure turns out to be fine, and sometimes an accident like that can really make everything "click" and help define a skill. But not this time. It was hamstringing our ability to make Ice Magic more powerful on its own, so it had to be reduced to a more reasonable level. (And it's still probably the most powerful cross-skill synergy mod in the game.)
Cryogenic Freeze
Cryogenic Freeze needs to take its rightful place in the Ice Magic survival toolbox. It has TREMENDOUS mitigation, and it's intended to be something of a "freebie" for Ice Mages: it's useful without needing to invest lots of treasure mods into it. The only cost is that you have to make room for it on your ability bar. (And treasure makes it more versatile and useful.) Of course, Cryogenic Freeze has the extreme down-side that you are completely frozen and cannot move. But now instead of a forced 10-second lockdown, you can control the duration precisely.
Ice Armor, Ice Veins, and Shardblast
Ice Armor has been buffed up a bit. We've also worked to make Ice Veins and Shardblast more useful. You can now use either one to reset Ice Armor's timer, allowing you to immediately put your armor back on. Which, in turn, allows you to take advantage of Ice Armor's healing mods again!
This "Ice Armor loop" technique can be very powerful but requires a lot of treasure mods to reach full potential. It's also possible to use Ice Armor in a more passive role, and there are mods to support that style also (such as the ones that boost Cold damage).
Cold Sphere Changes
Cold Sphere's old Rage attack (at high level) was a 10-second root. This was too much of a good thing and it's now a 5-second root at all levels.
We've tried to make Cold Sphere useful in two different scenarios: for Ice Mages who are using a different skill as their primary damage source, they can invest in Cold Sphere mods to get a bit of extra damage on the side (plus its innate root is always handy).
For players who ARE using Ice Magic as their primary damage-dealer, Cold Sphere's damage-boosting mods are often not worth using, but there's a new mod that gives it a Cold-vulnerability debuff. This makes Cold Sphere an interesting (but not mandatory) option for any Ice Mage.
Other Ice Magic Changes
Added a bit more damage overall. Nerfed one of Frostbite's mods, but don't be misled: it's still an extraordinarily good debuff. (And it will only become more powerful as combat duration increases! In fact, we may need to tone it down some more later.)
One-Tier Mods Changed\*
You may notice a couple of asterisks above. Those are treasure mods that previously only had one "tier" of effect. The revised versions add more tiers to each mod, allowing the mods to become slightly more powerful at high level. This resulted in a slight quirk: pre-existing items with these mods are still stored as having the first tier of the mod. This means even high-level items will have the lowest-tier version of these mods.
This isn't really a huge deal in terms of potency, but if you want to fix it, you can Transmute the mod off the item and then Transmute it back on -- it will be the appropriate tier when it's re-added. (And this month, Transmutation is cheap for the Ice Magic and Deer skills.)

Deer Changes

The earliest animal forms were all experimental designs, and Deer was originally the prototypical "off-tank" skill. Then we decided that off-tanks weren't useful in a game without raids, so Deer was revised in a few other directions. But the most recent revision made Deer fairly tanky again, so let's build on that. Here's a fresh idea: what if Deer was like an "off-tank"?
In old-school MMO terminology, an off-tank can act as a tank for an elite enemy (or multiple solo enemies), but may have trouble tanking some bosses -- although dedicated healers can help there. What makes them unique, though, is an ability to take over aggro for anyone... including a tank! (Hence the name "off-tank", because they can pull monsters off the tank.)
We'll try to give Deer that ability and see what it's like. There's new treasure that gives you a new sidebar ability "Feign Injury", which "temp taunts" a target. Temp taunting works like regular taunting, except it decays at a rate of 20% per second. So a temp taunt of +10,000 would be 10,000 Taunt at first, then a second later would be recalculated as 8,000, then a second later as 6,400, etc. So this ability should help Deer get aggro from anyone, anywhere... at least for a few seconds.
An off-tank should also have solid taunting and survivability, and deal decent damage. So that's what we'll try to do here. In addition, the Deer skill has always had incredible mobility (which is what makes them an interesting off-tank), and we want to keep that too.
Rethinking Deer Pet
Deer players can summon an ally deer to aid them. Previously these deer had an innate 300% taunt multiplier and were intended to be sort-of off-tanks themselves, sharing tanking duties with the player deer. We recently gave these summoned deer the benefits of our experimental genetics system, which could randomly give these pets incredible health and armor. Better for tanking! But yet... at high level, a well-equipped player deer can easily out-taunt and out-tank a pet deer. This just feels like an unwieldy design.
We've dropped the idea that these pets are tanks, and focused them on damage. They no longer have an innate taunt bonus or souped-up genetics. However, they have higher base damage, and the pet's taunting-related treasure effects have been changed into a damage boost.
There are also new treasure mods that summon additional deer for a few seconds at a time. This makes for a fun solo build, although it's somewhat mod-intensive and also pretty chaotic. But a fun kind of chaotic! (For those who don't want chaos, we've also bumped up Deer's more traditional murder methods.)
It's useful to know that every attack your pet deer makes is considered a "deer kick". This is relevant for one specific treasure mod:
This mod is unchanged, except that it no longer stacks more than four times: twice for each piece of equipment it can show up on. (That's *not* a limit of 4 stacks of damage, it's 4 stacks of the debuff that applies the damage!) Also, we've reworded the effect to clarify that pet deer can trigger the damage.
Removed treasure mods
We've tried hard to avoid breaking existing equipment by repurposing obsolete Deer effects with new ones. However, in one place this was impossible. A head-slot mod was removed without any replacement. If you had this mod on a piece of head gear, that item has become "Legacy", meaning it will stop working after a month. You can fix this by using a Transmutation table to remove the mod off of your helm, or you can speak to the Legacy Golem in Serbule to receive a randomly-generated replacement item. (Transmutation of Deer treasure is much cheaper this month, to help you adjust to these changes.)
Specific Deer Changes

Live Event Token Prize Changes

We've revised some of Riston's special prizes so that they use abilities instead of items. For those that have already purchased a Vendor Fox in a Box or the Small Box of Space, the summoning item in your inventory has been converted to a skill book that will teach you the new ability. This skill book can only be used once, so use caution if you must transfer this skill book to another character on your account. Also with this change, you will have to purchase these items per character now if you wish to have it on more than one character on your account.
Other important notes:
As time goes by, we will slowly be adding more and more items, abilities and services to the game that will require Live Event Tokens. For this update, we have added a new 50 token prize! Find Riston in the Red Wing Casino to check it out!

Other Changes In This Update

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