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$BB Bear DD. The case against QNX.

Listen up. It's hard for a gay bear to say no to some BB; however, I miss the good quality bear posts and I'm not taking any more of the glittery $BB DD lying down. This post is a critique of positive remarks made about BlackBerry QNX. This is not financial advice. Welcome to the casino.
tl;dr QNX is not high-tech, isn't primed for crazy growth and isn't something that can milk a monopoly position. 🌈🐻
The retards with their bullish DD for $BB are getting off on explaining RTOS, the impenetrable security, the moat of standards, QNX's usage count, the EV & autonomous car revolution, and IVY. All of these points are weak and don't combine to create a strong bundle of sticks.
RTOS Stop throwing around the term RTOS like it's magic. An RTOS is just OS that lets tasks ask to be run within a certain time. Engineering students spin up basic RTOSs in half-semester courses. Sure QNX is going to be vastly more complicated than a student project, but stop throwing around "RTOS" like it's secret tech.
"It's so secure!" Known vulnerability counts of a software can be low for non-flattering reasons: the software is not open-source, no-one cares to hack it, there arn't many features and the software doesn't change fast. I think that the autonomous and EV progress will increase scrutiny of automotive software and we will start to see some QNX bugs. In addition, the pressure on QNX to start adding features faster will also bring some bugs. Random speculation: I bet that there are some zero-day vulnerabilities of QNX known to organizations like the NSA.
"But QNX has a moat! Look at all these safety standards." These safely standards are a shitty moat that will backfire. In general, I think safety standards for software are a joke. Check out this PDF guide to ISO 26262. The standard focus on, among other things, to "use style guides" and "use naming convection" and "restrict coupling between software components". The whole standard seems like a joke.
One illuminating document I found titled "Tesla comments on the cyber security regulation interpretation document" (source) is Tesla making recommendations on how to update the W.29 standards. It has the following passage:
"We believe the current regulations and interpretations extensively consider the context of a traditional OEM "model-year" release rate, but do not factor in the perspective of a company that releases software at a faster rate than once or twice per year - similar to the model used by every other modern internet-connected consumer device. The current regulations and interpretations do not fully consider the overhead introduced to a manufacturer that releases software at a frequent pace. We believe is the direction the entire industry will move in, especially to address security and safety considerations. Any requirement to submit documentation, or wait for approval, for every individual software release will compromise velocity and agility; and works against the goals of a cyber security strategy. The regulation should be designed so it is based on evaluation of the manufacturer's internal processes, appropriate records of activities, and trust between manufacturers and authorities."
Claims that Tesla is having difficulty passing these standards carry truth but are misguided; the standards are archaic and don't fit with modern software development and Tesla is contributing to these standards being rewritten.
"Look at the 175 million vehicles using QNX!" Is this an argument for growth or for a monopoly? An argument for growth shouldn't be "QNX already has a large % market penetration". In comparison, the growth argument for EVs and self-driving cars is that there are hardly any now, and in 30 years most cars will be EVs with self-driving capabilities. If QNX has X% of the market now, I need evidence for why this will grow. Instead, if you are arguing that QNX has a monopoly, this also seems flawed. A quick google finds other companies have automotive platforms, such as GreenHills software which claims also to be "Proven in Hundreds of Millions of Vehicles" and also meets the standards such as ISO 26262.
I'm pretty sure nearly every car released in the last 20 years runs an OS of some sort. It's used to run tasks like like controlling the breaks, turning on your window wipers, lights, sound etc. RTOS is already a fundamental requirement of cars. Saying things like "EVs and self-driving cars means BB to the moon" is like saying we should invest in air bag companies because of strong growth of EVs and self-driving cars.
BlackBerry IVY I don't get how this is huge news. The press release is vague on the details. What actually is BlackBerry contributing here? What does BlackBerry get? 50/50 of what? Amazon wants everyone using AWS and will be happy to make deals to get people onto AWS. My guess is that AWS just needs a partner to figure out a good way to design some good APIs for car data. BlackBerry will be useful to AWS for a few years and then discarded.
Talent Bullish $BB DD doesn't even cover this, and it's probably one of the most important factors. A software companies long term advantage is it's strength to attract top talent. I don't see BB being able to compete in this game at all. I encourage people to check out some of the reviews of BlackBerry QNX on Glassdoor. It seems that most employees enjoy working an QNX but think that the parent company BlackBerry is dragging them down. Poor QNX doesn't even have a separate careers page—you get redirected to BlackBerry's career page which mixes all of their departments together on one page. Furthermore, looking at LinkedIn profiles of current BlackBerry QNX employees shows that the developer workforce is heavy on the old-guard and doesn't seem to have much young top-tier talent. If $BB can moon, maybe it can attract more talent, but currently, I think talent is going to be a serious issue for BlackBerry QNX.
Parting sentiment QNX will either continue to be a low level RTOS that moves your window wipers, or they will be squeezed-out as car companies or companies like Cruise or Deep Scale develop their own low-level OS or use an open-source one. I bought BB in the hype and I think there is a strong case for it being undervalued, but I place a low probability on BB becoming some automotive superstar based on QNX.
Position: I have 160 BB shares.
Edit: emoji Edit 2: links for LinkedIn and Glassdoor. Edit 3: a lot of you retards overlook arguments and base your opinion solely on me getting high on GME. I love wsb and I don’t want it becoming more of an echo chamber. I wrote about BB as I’m familiar with running software companies and the bull DDs for BB are cringe. I know nothing of retail businesses and I definitely worry that this has made me susceptible to one-sided GME hype.
submitted by TheCloudTamer to wallstreetbets [link] [comments]

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

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

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

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

Abstract:

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

**“Once upon a time, around a table…”

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

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

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

Session 2: The Ethics of a Dungeon Master

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

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

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

I'm interested in speaking with problem gamblers in Ireland.

I am currently in talks with a well known politician about having this issue raised in the Dail.
I myself have suffered from gambling addiction and take issue with the lack of support available in this country compared to other EU countries.
For example:
There is no law requiring casinos to have self exclusion programs! (Bookmakers do but they don't have a database)
There is no regulation of online casinos, most offer their own self exclusion options or betting limits, but unlike the UK there is no service allowing us to opt in for a voluntary program which automatically blocks your access to all online gambling, this is done by adding your details to an online database which all casinos must have access to and block your sign up or face hefty penalties.
There are no counselling or support services for problem gamblers which are government funded, there is gamblers anonymous and problemgambling.ie , the first one is inaccessible due to lockdown, the second has only one person who answers the phone.
This is despite Ireland having the third highest gambling losses per adult in the world.
If you have a gambling problem and feel the country could be doing more, I would love to hear from you (Private message if you prefer).
Also, if you are struggling from gambling and lack of access to GA meetings due to lockdown is affecting you, we do have a group chat set up for problem gamblers. We have about 40 members and it's a great place talk if you need. Let me know if you're interested in this also.
Lockdown is an extremely hard time for people with gambling addiction, as many of us are at home with nothing to do and the temptation is much harder to overcome.
EDIT:
Shinn Féin have agreed to highlight a number of things in the Dail.

Also they have mentioned the following regarding addiction services during lockdown:
"The Minister has eventually confirmed that addiction services have now been added to the exceptions on level 5 regulations. It is my understanding that this gives groups permission to meet in accordance with the public health guidelines in place ."
submitted by Anonymous_idiot29 to ireland [link] [comments]

Online Casinos worth trying out

How to spot the good from the bad ones. I'm sure most of us have been searching endlessly for a reliable Casino that really looks after their customers. So have I and I can easily say it's not an easy task to make heads or tails from. I'm sure you have been searching for different sites and reading reviews about casinos. And still, it's hard to decide where to try your luck.
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The key thing to look out for here is, that when you sign up, to get your account verified right away as this will prolong any withdrawal you may request at some point. I have seen that many complain about long processing times for withdrawals.
9 times out of 10 its because of 2 things. The documents have not been submitted or wrong documents have been sent in for review.
Here is a top tip to keep in mind when you do decide to sign up and play.
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Once you have this and you have decided to sign up on a casino of your choice, send the documents in and get the verification done. Saves you a big headache later on. Before you ask why you have to do this. The reason is simple. The casino operates with a license and a part of the legal requirements is to verify each player, it's that simple.
Now for the more fun part. Casinos offer a variety of bonuses, right of the bat when you sign up you will get a welcome offer with your first deposit if you want it. Please make sure to read the bonus terms on any bonus you might take as there is no such thing as a free lunch. Should you take a bonus with your deposit or free spins there are always terms and conditions you need to follow. The most prominent ones are wagering requirements and maximum bet allowed. These 2 points can vary a lot between casinos and you should always check what they are before you decide whether or not to take a bonus.
For example, Casino A offers you a deposit match bonus of 100% up to 200 Cad, Euro, USD etc.
In the bonus terms, the wagering requirement is given and for this example, let's say it is 50X.
What does this mean? It is very simple to understand. Let's say you want to use the deposit bonus and you decide to deposit 100 Cad, Euro, USD etc. The casino will then match your deposit and give you an additional 100 as bonus money. This amount comes with the wagering requirement. So in order to complete the wagering make a simple calculation. 100*50 = 5000. This means that the 100 you got in bonus must be played until you have turned over 5000 Cad, Euro, USD etc. Should you complete the wagering and you still have funds left once completed, then the remaining money is yours and you can place a withdrawal. Also, keep in mind the second point I mentioned earlier. When you play with bonus funds you are restricted to a max bet per spin. This is usually 5 Cad, Euro, Usd etc. If you bet higher you breach the terms and any winnings will most likely be taken away from you. And there is nothing you can do about it.
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How do you want to do this? A Discussion on Selective Rule Enforcement

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

Abstract:

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

**“Once upon a time, around a table…”

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

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

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

Session 2: The Ethics of a Dungeon Master

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

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

Finally, we can discuss how the desire to make the most enjoyable experience for everyone at the table plays out using real-world examples and advice from some of the most well-known DMs in the business. Using the concept of Situational Ethics’ Agape, we can see how to work in the rule of cool using eight tips for Dungeon Masters.
Tip 1: It is advised to know your audience.
Not everything is as it seems, so be sure to pay attention to your players and look at them when you are describing the situation. Make note of how they react when tones or themes change. Remember those reasons people play games mentioned earlier? This is where those come into play. Additionally, while not something outright suggested, it is nevertheless important to take team dynamics into account.
The book “Four lenses unfolded” describes how various personality types can interact and work to solve problems. In it, the book describes four primary temperaments: Green (analytical), Blue (empathetic), Orange (adventurous), and Gold (goal oriented). Unlike most other personality tests, four lenses theory suggests that while we have a dominant personality at any given moment, other aspects of these personalities can manifest as well. Being able to draw on these aspects at will is the mark of a “mature” individual.14 As a DM/referee, coach, or manager, being able to do this and adapt to the needs of the players will take player engagement to the next level.
Tip 2: Establishing and Managing Expectations Early and Often, Works to Prevent Disappointment and Confusions
Mercer once put it this way, “Establish early on in your campaign how much of a level of crazy you're willing to allow. This allows for players to better understand what to try for and what not to try for.”15 Whether you are a teacher, referee, coach, parent, supervisor, or mentor, establishing expectations with those involved mitigates problems before they arise.
One of the main tools DM’s have for this is that is recommended by Mercer, as well as nearly every DM in existence on the internet, is the “Session Zero.” Session Zero is a term used to describe a session where no play occurs but instead rules that will be used and rules that will be ignored or bent is established. It also serves to establish a theme the players can expect from any campaign. Using the first chapter of the DMs guide will help considerably in establishing this. Additionally, one of the best guides for this is laid out by the DM YouTubers known as “the Dungeon Dudes” in their video titled, “How to Run a Session Zero for Dungeons and Dragons 5e.”16 But always keep Agape in mind throughout this process. In this step, it means actively listening to the players. The DM may want a gritty, tough, realistic, and challenging campaign. But if the players want a high fantasy power trip, some adjustments are going to need to be made to the campaign. Listening to players and changing the plans accordingly is not easy. It requires A LOT of humility and ego suppression. Especially when the DM has already designed how the game is going to go… which leads us to the next tip.
Tip 3: It is important to develop a healthy relationship with failure.
Celebrated author Orson Wells once wrote; “If you want a happy ending, that of course, is dependent of where you stop your story.”17 This applies to both the players and DM. There will be times when the DM is tempted to ignore the rules because the consequences seem dire. The player fails an athletics check trying to use a dynamic that had a high-risk, high-reward moment. Now the player’s character is doomed to fall several hundred feet down a ravine to what is likely certain doom in lava. But this isn’t the end. That player’s character is most likely dead, but their death could result in a moment of drama and tension for the players. It’s the very real chance of failure that encourages players to think critically about a situation and experience excitement and tension. Brennon Lee Mulligan, the DM of the D&D streaming show, “Dimension 20,” put it this way… “if you are not allowing for failure, you are essentially just telling a story,” and thus never actually playing a game (make-believe as Suits would put it). 18
Another thing to consider is that through failure, we can often find comedy as well as ways to encourage players to think critically and find new escapes, 19 at least according to the mind behind the “Replaying the Curse of Strahd” videos, Benjamin (Puffin Forest) Scott. Lastly, Mercer strongly advises that if a DM allows too many “rule of cool moments” to happen in succession, the weight of the moments and consistency of the game will be lost. 20
Players that are afraid to fail will not try. Mercer explains that “Most role play games are designed to forge a heroic story (showing feats of legend) so let the players try! Let them fail, and occasionally succeed!” This is where his catch phrase “you can certainly try” comes from. 21
Tip 4: Whenever Possible, Avoid Taking Things Personally
In his lecture on not talking things personally, soccer referee and public speaker, Frederik Imbo, explained there are two sides of a coin to keep in mind when trying not to take things personally: “It is not about you,” and “it is about you.” 22 Look at the other person’s intentions not just yours. With that in mind, it is okay to give yourself empathy and speak up. When someone seems upset with you, ask what are they hoping to get out of this releasing of emotions? Additionally, ensure that your pride isn’t preventing you from making the correct call. Yes I am talking about Ego again; it is that important! It is the DM’s world, but it is the players’ game. Without both, the world and the game, you do not have D&D.
D&D has a weird paradox of being both a story and a game. It has both a narrative as its core premise, but it is, in fact, also a multi-player game. Without at least two people you cannot really have much fun. DMs should make sure that everyone at the table enjoys themselves. Tip 5: Mechanics are important precisely because they are a means of delivering impactful story moments.
Remember that rule of cool concept? Extraordinary moments don’t happen often, and this is by design of the mechanics of the game. Humans remember the novel and unique way more often than the mundane. Mundane things tend to blend into the background. It’s the unexpected moments that highlight the more impactful story moments, especially if that moment is tied to strong emotions.23
With that in mind, Mulligan suggests looking at where the players are putting their resources before deciding how to rule on a situation. Have they invested experience points/levels into a specific skill that is relevant to this situation instead of just something they can use in combat? If so, reward them for wanting to do something that is a part of the world you are creating together. 24
Tip 6: Discourage metagaming but allow it whenever possible.
Look for any and every excuse you can to give advantage on an arcana check by setting the DC low (10 or higher). If the player succeeds, they can use what they know… they are going to anyway, but at least then they can talk about it with the other players.
According to the DM guide Chapter 8, metagame thinking means “thinking about the game as a game,” Examples would be thinking “the DM wouldn’t throw such a powerful monster at us so early in the game, so we will surely be saved and not have to take this fight seriously,” or “the DM spent A LOT of time describing that door… maybe we should search it again!” 25
The problem with metagaming isn’t really about what advantage the players are getting in the game. The problem is that manipulation of the dynamics, when used to extremes, can spoil the plot line of the cumulative story being told. This can lessen the drama and tension elements resulting in decreased enjoyment of those involved. Additionally, it can create a dynamic where the DM is constantly having to escalate encounters to challenge the player, encouraging a potentially toxic “DM vs player” mentality.
For instance, how would a street orphan barbarian with no formal education and a wisdom of …let’s say very low…be able to know that liches phylactery is the source of their power. The solution here depends on why the players are playing this specific game. Is it the narrative of the story? Is it discovery? If these aren’t anywhere close to the reasons these players came to the game table in the first place, the narrative is not going to take as much of a factor into decisions. Metagaming in this instance isn’t going to be much of a problem.
Tip 7: Keep in mind, the ending is “A” destination, but the story is about how you get there.
A DM may hold off the extra cool moments for the final parts of the game, keeping their players in complete darkness and grit the entire way. However, without at least some levity along the way, some “water for the weary travelers,” as Mercer put it, they may not make it to the end.26 So, do not be afraid to relax the rules from time to time to give them those cool moments, but do so sparingly lest the destination lose its luster as well. Always keep in mind it’s about the enjoyment of crafting and playing in the world together that makes this, or really any game, fun.
*Tip 8: When all else fails… take a break and have the Tarrasque attack the party. *
When all else fails, roll two D-20s out of players’ views… fake a worried expression… role a D-100 (also out of player’s view) look over the score concerned as you pour through your notes… then explain sorrowfully… “I’m sorry… The Tarrasque has risen and has attacked the party. Everyone roll initiative.” This is actual advice from the DM manual. It is right under “faking illness and running away.”27 The point is this: never be afraid to pause or call a game when it’s over or needed.
Maybe something incredibly uncomfortable for a player has happened. Maybe the DM has reached the end of what they were able to prepare for that session. Perhaps everyone is hungry or needs a bathroom break. Maybe the entire table has gotten to a point where no one can agree on anything and team dynamics are breaking down. That game world will always be there… but your friends won’t. Cherish that moment and make as many good moments as possible. Additionally, taking breaks both in-game and in the real world allow for quiet moments. These allow for the greater moments to shine through and the players will enjoy their experience more.
https://i.redd.it/1ncu361zlqf61.png
The graphic above serves to summarize the eight tips above and show their relationship with the narrative, enjoyment, and the rules when put in the context of situational ethics. From this graph, the relationship between the eight tips and how they play into the narrative, enjoyment, and rules of the game can be seen. Each of the tips can influence many parts of the game but they are intended to primarily influence the aspect of the game they are adjacent to. “Knowing the players” should influence the narrative and what kind of enjoyment the players receive. What mechanics are used to enable the game is causally related to how the rules are used and so on. Please note that Agape is at the center as, with every decision a DM makes, considering what is best for the players should be central to the experience of any game.
The Epic Conclusion
Through crafting a game-world together with your players, a DM has the potential to tap into one of the greatest traditions humanity has: camaraderie with friends. At the end of the day, these players are your friends, or at the very least your fellow human beings. As such, you should want what is best for them. Through trials, hardships, and drama, we get to put the punctuation on the moments of excitement, joy, happiness, and bliss. It is okay if the player does not get exactly what they want, so long as they still had enjoyment. This is because getting everything we expect is sometimes boring. However, always keep in mind that at the end of the day, games are about having fun. How that happens is up to the players, the DM, and whether the rules were used to enhance the experience or not. It’s possible to find that balance by asking these questions in order: “How will this decision affect: the final enjoyment of all at the table? the narrative? the rules in the future?”
1 Huizinga, Johan . "Homo Ludens". Routledge & Kegan Paul Ltd. (1980), pp. 1., accessed January 19, 2021. http://art.yale.edu/file_columns/0000/1474/ homoludens_johan_huizinga_routledge_1949.pdf
2 Suits, Bernard, “The Grasshopper: Games, Life and Utopia,” Broadview Press. Ed. 3. (November 29, 2005): 54–55. Accessed December 31, 2020. https://www.goodreads.com/book/show/803547.The_Grasshopper
3 The Game Overanalyzer, The Aesthetics of Play | Why We Play Games, and the Search for Truth and Beauty in Game Design. The Game Overanalyzer. (January 11, 2020), accessed 6 January 2021. Video 18:44. https://youtu.be/lONsZwjVDzg
4 Hunicke, Robin, Marc LeBlanc, and Robert Zubek. "MDA: A formal approach to game design and game research." Proceedings of the AAAI Workshop on Challenges in Game AI, vol. 4, no. 1, p. 1722. (2004). Accessed January 11, 2020 https://www.aaai.org/Papers/Workshops/2004/WS-04-04/WS04-04-001.pdf
5 Portnow, James; Floyd, Daniel; Aesthetics of Play- Redefining Genres in Gaming. Extra Credits; (October 17, 2012), Video 9:13. Accessed December 30, 2020. https://www.youtube.com/watch?v=uepAJ-rqJKA&list=PL3N9QD4_yI-BlnwWUL8hhjpKgqRul3xAa&index=11
6 Suits, Bernard. “Discussion: Games and Paradox.” Chicago University Press. Philosophy of Science Association Journal, Vol 36, no. 3 (September 1, 1969). pg 316–.321. Accessed December 30, 2020. https://www.jstor.org/stable/186226
7 Suits, Bernard. “Discussion: Games and Paradox (1969)
8 Myers, David. “Game as Paradox: A Rebuttal of Suits.” Journal of the philosophy of Sport 39, no. 1 (May 1, 2012). Accessed December 30, 2020. https://search-ebscohost-com.ezproxy2.apus.edu/login.aspx?direct=true&AuthType=ip&db=s3h&AN=87342252&site=ehost-live&scope=site.
9 Juul, Jesper. "Half-Real: Video Games between Real Rules and Fictional Worlds", MIT Press, (Aug 19, 2011) pp.57-59
10 Tracy, Patrick. DM Tips: The Rule of Cool. Fantasy Bango. (October 20, 2017). Accessed December 30, 2020. Video 2:23 https://www.youtube.com/watch?v=x8aAIFalx6s
11 Fletcher, Joseph F. Situation Ethics: The New Morality. Westminster John Knox Press, (1997). Page 17-26 (accessed January 20, 2021) http://bit.ly/Googlescholar_SItuational_Ethics
**Please note that just because Fletcher’s Situational Ethics is used prominently, this is not an endorsement of all his views. Fletcher’s work has been used to justify terrible atrocities, such as eugenics, this should serve to point out that any philosophy taken to extremes can lead to terrible outcomes
12 Fletcher, Joseph F. Situation Ethics: The New Morality. (1997)
13 Mercer, Matthew. The Rule of Cool! (Game Master Tips). Geek & Sundry. (February 16, 2016). Accessed December 30, 2020. Video. 5:52 https://youtu.be/fWZDuFIYkf0
14 Bryce, Nathan K., “Four Lenses Unfolded: A Deeper Understanding of Temperament Values,” Insight; (January 29, 2002,).
15 Mercer, Matthew. The Rule of Cool! (Game Master Tips). (2016).
16 McLaughlin, Kelly; Martin, Monty. "How to Run a Session Zero for Dungeons and Dragons 5e". Dungeon Dudes. (September 3, 2020), Accessed 12 30, 2020. Video. https://youtu.be/2MA-z5Ai-bQ
17 Wells, Orson, "The Big Brass Ring." Santa Teresa Press (1987, January 1) 1-148
18 Mulligan, Brennan; Scott, Benjamin. “Animating Your Table (with Benjamin Scott) | Adventuring Academy Season 2 | Ep. 16 |” Adventuring Academy. Dimension (2020, December 28). Accessed December 30, 2020. Video 1:24:18 https://www.youtube.com/watch?v=4IbVxEKpipo
19 Mulligan, Brennan; Scott, Benjamin. “Animating Your Table (with Benjamin Scott) (2020)
20 Mercer, Matthew. The Rule of Cool! (Game Master Tips). (2016)..
21 Mercer, Matthew. The Rule of Cool! (Game Master Tips). (2016)
22 Imbo, Frederik, "How not to take things personally? | Frederik Imbo | TEDxMechelen" TEDx Talks; (March 4, 2020) accessed 10 Jan 2021, video 17:36 https://www.youtube.com/watch?v=LnJwH_PZXnM&t=381s
23 Kensinger, Elizabeth. Remembering the Details: Effects of Emotion. US National Library of Medicine National Institutes of Health. (May 4, 2009) Accessed 2021, January 30 https://www.ncbi.nlm.nih.gov/pmc/articles/PMC2676782/
24 Mulligan, Brennan; Scott, Benjamin. “Animating Your Table (with Benjamin Scott) (2020)
25 Mearls, Mike, and Jeremy Crawford. "Dungeons Master's guide". Renton, WA: Wizards of the Coast. (2014) accessed 29 January 2021 https://www.dndbeyond.com/sources/dmg/running-the-game#MetagameThinking
26 Mulligan, Brennan; Mercer, Matthew. Building Your Own Campaign Setting (with Matthew Mercer) | Adventuring Academy. Dimension 20. (2019, April 3) Accessed December 30, 2020. Video 57:01 https://www.youtube.com/watch?v=sig8X_kojco&t=2867s
27 Mearls, Mike, and Jeremy Crawford. "Dungeons Master's guide". Renton, WA: Wizards of the Coast. (2014)-accessed 20 January 2021. https://www.dndbeyond.com/sources/dmg
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Rush Casino 500% free bonus, gratis spins, no deposit code

Rush Casino 500% free bonus, gratis spins, no deposit code

Rush Casino Gratis Spins and Free Bonuses
Join Rush Casino and receive either 500% up to $50 or 100% up to $800 on the first deposit. In total, you get $1600 free cash in the welcome bonus. Additionally, play free spins on popular slot machines!
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Overview

Rush Casino allows you to play free online or wager real money on slot games, live casino and table games using your desktop, tablet or mobile. They have all the latest and classic game offerings from providers such as Netent, Play'n Go, Quickspin, Red Tiger, BetSoft, and Evolution.
If your bet is a small stake spin on one of the latest video slots like Gonzo's Quest to pass that 15-minute commute a little quicker or trying to hit the jackpot on all-time classic slot Mega Moolah, it's all there for you on Rush Casino.
The casino also have a comprehensive live casino section where you can test your skills on Blackjack, Roulette, Baccarat and more which will give you the thrill of a visit to Sin City, without the need to leave the comfort of your own home.
Rush Casino is operated by Rush Gaming Limited (a company registered in Malta) and is regulated by the Malta Gaming Authority, Licence Number MGA/B2C/701/2019 issued on 30th March 2020. Rush Gaming Limited, Level 5, Quantum House, 75 Triq l-Abate Rigord, Ta' Xbiex XBX 1120.
In respect to services offered in the Republic of Ireland, the Revenue Commissioners, under remote bookmakers' License number 1013060 issued on 2nd July 2019.

Rush Casino Welcome Offer

The MegaRush welcome offer consists of up to €900 (or $1600) + 100 free spins to play on the Book of Dead and is split over 5 deposits.
Euro & International markets
1st Deposit bonus: Deposit €10 play with €60 or 100% up to €500
2nd deposit offer: 50% up to €100
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Up to €900 in total bonuses
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Canada / New Zeeland
1st Deposit bonus: Deposit $10 play with $60 or 100% up to $800
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3rd deposit offer: 25% up to $200
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Norway
1st Deposit bonus: Deposit 100 kr play with 600 kr or 100% up to 5000 kr
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Rush Casino Cashback

Depositing players will also have the chance to opt-in to receive 10% weekly cashback. The maximum cashback which can be paid out is €1500 with a minimum payout of €20.
Please note that you can not opt-in for any offer when using the following payment methods: Neteller, Skrill and Paysafecard.

Wagering Requirements

All bonuses offered and free spins are subjected to a wagering requirement unless otherwise specified. Let’s have a look at the wagering requirements that Rush Casino has set for their welcome bonuses.

Wagering Requirement for Casino Welcome offer

The wagering requirements for the MegaRush casino offer is set at 25x D+B. This means that both the deposit and also the bonus would need to be played a total of 25 times. When playing towards meeting the wagering, a maximum bet of 5 Euros per spin is allowed. In terms of timescales, you have a total of 7 days to meet the wagering requirements. If the requirements are not met, any potential winnings will be deemed as forfeited.
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Rush Casino VIP Program, Loyalty Scheme and Promotions

Once you have benefitted from a casino/ site’s welcome offer, you look forward to something new, something to keep you on your toes. This is normally found in a loyalty program that a site hosts. As we bring you this detailed MegaRush reviews, there is no loyalty program to talk about. But, let’s keep in mind that the site is relatively news, being launched in 2021. Hence, things can change in the future.

Rush Casino Support

Should you have any questions about the Rush Casino site, bonuses or anything else, you can start off by checking the FAQ section.
Alternatively, there is always the customer support team that is eager to help and assist. The team is available. Also, you can reach them via the following communication channels:
  • Chat - Launch the chat icon located at the bottom left-hand side of your lobby. Simply choose your chosen language, enter your name and email and you are good to go.
  • Email - You can drop an email with your questions, and get a reply back within a couple of hours max.
Support is available in English, German, Swedish and Norwegian. You are asked to choose your preferred language of choice prior to launching the chat.
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Rush Casino €900 ($1600) welcome bonus and free spins

Rush Casino €900 ($1600) welcome bonus and free spins

Rush Casino Review & Free Bonus
Open your account with Rush Casino and claim €900 or $1600 free bonus! On top of that, get exclusive free spins on video slots and free bets! Just click on the promo link to qualify. Good luck!
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Rush Casino Review

Launched in 2021, Rush Casino is a new gambling destination where you can enjoy 1,500+ casino games, including live dealer tables. It hit the online gaming market equipped with a licence issued by a trustworthy gaming authority, which is a guarantee for a safe and fair gaming experience.
We love when operators keep things neat and clean, and that’s the first thing you will notice once you enter Rush Casino. Offering a generous welcome package and rewarding loyalty programme, the operator makes sure to cover both new and existing customers. Let’s let’s learn more about all the possibilities you can make use of.
Rush Casino is licensed by the Malta Gaming Authority. If you are familiar with the online gaming market, you probably know that this is one of a few regulatory bodies that keep standards high. That’s why you can rest assured that your sensitive data and fund will be adequately taken care of.
The gambling site accepts only 18+ players and makes sure that all customers are treated fairly. However, there is a long list of restricted countries and territories, so you may not be able to access it all. However, if you come from Germany, Norway, Netherlands, Finland, Canada or some other countries, you can enjoy more than 1,500+ games and make use of lucrative casino deals.
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Rush Casino Live

The Live Casino section at Rush Casino is powered by Evolution Gaming. This means only one thing: a great variety of tables hosted by professional and friendly live dealers who will keep you entertained and well-informed.
Live Casino makes up a standalone section with all the available games listed here. The operator’s no-nonsense approach is something we highly appreciate. While the selection of live dealer tables is not as extensive as on some other gambling sites, it will please casino classics lovers Rush Casino obviously focuses on.

Live Dealer Games

If you are into Roulette, Blackjack, Poker or Baccarat, Rush Casino has got you covered. Players can choose from a total of 11 Live Roulette tables, including Lightning Roulette, Speed Roulette, Immersive Roulette and Double Ball Roulette. The standard versions of the game are available as well, so players can try their luck at European or American Roulette at tables operated by live dealers. If you are willing to invest more money, join VIP Roulette or Auto Roulette VIP.
Blackjack enthusiasts will be delighted at the selection of tables where they can beat the dealer with a hand totalling 21. It includes standard and VIP Live Blackjack tables as well as Free Bet Blackjack, a game variant offering Free Double Down and Split Bets.
Rush Live Casino also features 8 Live Baccarat tables, with Speed Baccarat, No Commission Baccarat and Lighting Baccarat being the most exciting titles. Players who like Poker can use their skills at Caribbean Stud Poker and Casino Hold’em. Another card game available at Rush is Live Football Studio. This game is quite similar to Live Dragon Tiger, yet themed on the most important unimportant thing in the world.
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Bonuses & Promotions

What bonus package you will be offered on sign up depends on the country you are coming from. The basic package includes up to €900 in bonuses plus 100 free spins on the Book of Dead slot. It will be distributed over the initial five deposits starting with a 100% bonus up to €500!
The minimum amount that will qualify you for this bonus is €10. The maximum bet you can place while wagering free cash is limited to €5 and deposits made via Neteller, Skrill and Paysafecard are excluded. The maximum winnings from free spins are capped at €100. Keep in mind that wagers made on live casino games do not contribute to wagering requirements at all.
Besides the bonus created to attract new customers, Rush Casino also offers a unique loyalty scheme designed for existing customers. Every Monday, you can claim 10% of your weekly net losses up to €1,500. To qualify for the offer, your minimum net loss must be €200 per week. The minimum cashback amount is €20 while the maximum amount you can get is limited to €1,500. The best part about this deal is that all money you receive as a cashback will be added to your real money balance, meaning no wagering requirements to meet!

Banking Options

Deposits are processed immediately, with the only exception being payments made through Bank Transfer as they may take between 2 and 5 business days.
The minimum allowed deposit is €10 per transaction while you cannot cash out less than €20 from your account. Keep in mind that your chosen withdrawal method must match the deposit payment method you use. The operator processes withdrawals within 72 hours. After the pending period is over, you may receive your funds instantly if you use an e-wallet. When a cashout is requested through a credit card or Bank Transfer, you may wait for your funds up to 3 to 7 working days .
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Summary

While the live casino game Rush Casino offers may not make up the most extensive library, they will definitely please those players who prefer this form of entertainment. If you are looking for the best of live casino solutions, look no further as that’s what Evolution Gaming offers. While the welcome bonus terms and conditions may not be favourable to live casino fans, a weekly cashback may be a deal to rely on when Lady Luck turns her back to them.
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GoodWin Casino 20 Free Spins Bonus No Deposit Required!

GoodWin Casino 20 Free Spins Bonus No Deposit Required!

GoodWin Casino Register & Login Now
Join GoodWin Casino and verify your mobile number to get 20 No Deposit Free Spins! Exclusive Promotion! Plus, get either a 100%, 150% or 200% Welcome Bonus on your first deposit. In addition, enjoy up to 200 extra free spins on popular video slot games.
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GoodWin Casino Full Review

Relatively new to the scene, GoodWin Casino has gained a loyal and wide following. Having launched in 2018, this online casino is the love child of Nero Media LP, and offers a great and easily-navigable service. Expect fast deposits and withdrawals, publicly audited RTP and a wide range of provably fair games.
GoodWin Casino works off a levels basis, where players are ranked according to how much they play. The higher up the ranks you move, the more you are entitled to. Expect more frequent weekly cashbacks, more loyalty points, new bonuses, promotions and special programs. You’ll find more on this throughout the GoodWin Casino review.

GoodWin Games

GoodWin Casino will entertain you til the cows come home with over 1785 casino games. These range from slots, to table games, to live casinos, all brought to you by the best of the best game providers. Expect excellent graphics, soundtracks and features.
This crypto casino’s slots will cater to every player’s needs. With themes ranging from Greek mythology to Ancient Egypt right through to the wild Far West, as well as fruit themes, futuristic locations, even including classic cops vs robbers inspiration. You will struggle to find a game you don’t want to play. Look out for these popular options: Dead or Alive, Bird of Thunder, Wonders of the Ancient World, Sherlock of London.
Slot games range from 3 reels, 5 reels and megaways, and progressive jackpots.
Table games are another popular option at Goodwin Casino, with all the usual classics. You can choose from Roulette, Blackjack, Queen of the Casinos, Baccarat, Poker, and many more.
Another celebrated aspect to this online casino is their live casino. Play in live-mode with a real dealer stacking the decks. Here you can find games powered by the best in the biz NetEnt and Evolution, such as Hold’em, Baccarat, Blackjack and Roulette.
Full list of game providers: Microgaming, NetEnt, Evolution Gaming, Betsoft, Quickspin, Playson, Amatic Industries, Endorphina, GameArt, Pragmatic Play, Mr. Slotty, Tom Horn Gaming.
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Currencies Accepted

This online casino has a strong variety of options for you to pay, including both fiat and cryptocurrency. Currencies accepted are Euros, Russian rubles, US dollars, Bitcoin, Litecoin, Ethereum, and Bitcoin Cash.

Payment methods at GoodWin Casino

Much like the games, the payment options won’t disappoint. It is worth noting though that deposits and withdrawals can only happen through one payment method (i.e. you cannot deposit with Visa and withdraw in cryptocurrency).
Their deposit methods differ slightly from their withdrawal options, deposit are as follows: MasterCard, Neteller, Visa, QIWI, Skrill, WebMoney, Yandex Money, Megafone, mobile payment, Tele2, iWallet, CryptoCurrency, Beeline, MTC.
While their withdrawal options are: MasterCard, Neteller, Visa, Bullion, QIWI, Skrill, WebMoney, Yandex Money, Megafon, Tele2, Mobile Payments, iWallet, CryptoCurrency, Beeline.
Right, let’s talk about limits. Minimum deposits sit at 500 rubles / 10 € / $. They have also included a function where you can set a limit on your deposits. Thumbs up in this GoodWin Casino review.
As mentioned previously GoodWin Casino works off a level system that influences your withdrawal limits. These range from 500 € / $ per day, 5 000 € / USD per week, 10 000 € / $ per month for the entry-level players, to € 2,500 per day, € 7,500 / $ per week, € 20,000 / $ per month for the top-tiered players. There are 8 levels and each varies slightly as you move up the ranks.
Withdrawal times vary from 0 – 24 hours for eWallets and credit/debit cards, and 0 – 72 hours for bank transfers.
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GoodWin Casino Loyalty Points

You can earn loyalty points on the online casino’s games through simply betting. The more you play, the higher your ranking, the faster you can earn them. I.e. for every €100 bet, you receive between 100 – 1000 GW (their loyalty points) based on your current ranking. With these GW you can purchase bonuses (see the Bonuses and Promotions section on the website), participate in tournaments and more.

Casino Licences

You can be rest assured, GoodWin Casino is fully licensed, through the jurisdiction of Curacao.

Desktop and Mobile

This online casino offers both desktop and mobile options, with the addition of a mobile app. The app does not include all the games that the mobile option does, but it does offer a more user-friendly and intuitive version. Great speed on all options.

Restricted Countries

A con in this Goodwin Casino review is the number of restricted countries. Unfortunately, this online casino is not available to the United States, Canada, France, Italy, Metropolitan France, Netherlands, Spain, Sweden, and the United Kingdom.

GoodWin Promotions and Bonuses

One thing we can all agree on is their extensive bonuses. Deposit bonuses are quite fruitful, but make sure you select “activate” when finishing the process. Aside from 20 free spins on registration, you can also grab one of the following:
  • Woodman’s Heart, which gets you 150% up to 200€/£/$ with 50 free spins and 35x (b+d) WD. Minimum deposit of €30
  • Scarecrow’s Brains which gets you 200% up to 65€/£/$ with and 50 free spins and 35x (b+d) WD. Minimum deposit of €15
  • Lion’s Courage which gets you 100% up to 1,500€/£/$ with 200 Free spins and 30x (b+d) WD. Minimum deposit of €125
As well as:
  • Bistin Whistle: 50% bonus on your 2nd to 5th deposit
  • Emerald Potion: with this special potion, you can get a 15% bonus on your top deposit, plus 15 free spins on the Fairytale Legends: Mirror Mirror slot.
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Support

GoodWin Casino offers 24/7 live chat support.

Languages

English, Russian, German, Finnish, Danish, Polish, Italian, Spanish, Norwegian, Swedish
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GreenSpin Casino 300 free spins and €5000 gratis bonus

GreenSpin Casino 300 free spins and €5000 gratis bonus

GreenSpin Casino Review & Exclusive Promotion
As soon as you open your account with GreenSpin Casino you will qualify for a Highroller Welcome Bonus. Get 300 free spins and €5000 free money on your first deposit! And, there's 20 No Deposit Free Spins after registration. Just click on the promo link below and fill the form. Good Luck!
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GreenSpin Casino Review

GreenSpin Casino debuted in 2020, but don’t let that fool you. The casino is operated by Direx N.V., one of the most established casino operators on the net. A Curacao licensed casino, GreenSpin excels at offering games in a variety of languages, and with multiple software providers all dished out titles to players at the casino. The casino is also mobile-friendly and is notable for its big-money giveaways and surplus of free spin-based promotions.
Live dealer casino gaming is also made possible at GreenSpin Casino. The internet betting site offers around the clock support and assistance and is powered by SoftSwiss. Moreover, they accept a variety of payment methods, ensuring that many players – wherever they happen to reside – have access to the fledgeling but impressive online casino.
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GreenSpin Casino Bonuses and Promotions

All new players at GreenSpin are invited to claim a cash plus spins-based welcome bonus when they sign up and register at GreenSpin Casino. A special high roller welcome bonus is available for those players who wish to compete in the big leagues at the site. However, this online casino has a few other promos and bonuses which could tickle your fancy. As its name suggests, there are free spins in abundance to be claimed when you play with GreenSpin Casino.
This is an online casino which is notable for offering free spins aplenty. One of the ways in which the casino does this is via a lottery-style promo. Every day, fifty players are drawn at random to receive a share of 3,000 free spins. Those slot spins are valid on a variety of games at the online casino.
Slot Battles are popular promotions at GreenSpin Casino. All players are eligible to vote for their Game of the Week, and then pocket 10 no deposit free spins on that game every Thursday. On top of that, there is Green Monday, which offers up to $300 in bonus cash, Green Friday deals which promise 100% matches and 100 free spins on deposits, and there is a loyalty club. The latter can see players accumulate points when betting, which they can exchange for real money. There is also a higher VIP status for players in this club, and that offers even bigger and better perks.

GreenSpin Casino Games

Ten very different software providers have come together to kit out GreenSpin Casino with games. These include NetEnt, Amatic Industries, BGaming, Booming Games, Booongo, Endorphina, Evolution Gaming, iSoftBet, Playson and Yggdrasil Gaming. Together they form a library of well over 500 games for you to try your hand at.
From the gaming library, you can rapidly navigate between slots, table games, live dealer casino games, jackpot games, and other titles. Drops and Wins games are also supported, as are cryptocurrency-friendly slot machines. You can also opt to navigate GreenSpin Casino’s gaming portfolio by searching for titles from specific providers, by looking at the latest releases, and other filters.
Despite its name, GreenSpin Casino does offer more than just online slots. The online casino’s table game collection includes a variety of Baccarat, Blackjack, Caribbean Poker, Hold’em Poker, Hi-Lo, Let It Ride, Oasis Poker, Trey Poker and Roulette games. Video poker games are also found in this genre. Players are also at liberty to play many of these games in live dealer format, with NetEnt and Evolution Gaming providing the lion’s share of these games. They can include exciting variants such as Immersive Roulette and Lightning Baccarat, amongst others.
Online slots represent the most numerous of the game collections at GreenSpin Casino. A few of the titles you may wish to have a look at include Phantom of the Opera, The Invisible Man, and Dracula, Valley of the Gods, Vikings Go Berzerk, and Roo Riches. Majestic: MegaWays is another slot which might tweak your interest.
If winning big money jackpots is something which appeals to you, GreenSpin Casino has you covered. The online casino provides top progressive games such as Rango Jackpot, Fortune Diamond, Hobushi, Jackpot Raiders, Holmes and the Stolen Stones, and Basic Instinct, as well as Platoon: Wild Progressive, and Dr Fortuno for you to get to grips with.
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Banking

GreenSpin Casino offers no shortage of currencies and banking options for players. US dollars, euros, Australian, New Zealand and Canadian dollars, Russian roubles, Polish zloty, Japanese yen and Norwegian kroner represent the FIAT currencies. GreenSpin also permits deposit and withdrawals using cryptocurrencies which include Bitcoin, Bitcoin Cash, Dogecoin, Ethereum, Litecoin and Tether (USDT).
VISA, MasterCard, Maestro, Skrill and Neteller represent the most popular payment methods at the casino. However, Paysafecard, EcoPayz, Bitcoin and other cryptocurrencies, Qiwi, Rapid Transfer, iDebit and a handful of other options are also available. Deposits are instantaneous and must be worth at least €5. Deposit caps are typically set to €6,000.
When withdrawing from GreenSpin Casino, you will be faced with minimum and maximum limits of €10 and €1,000 per transaction, respectively. That might sound harsh, but the monthly withdrawal limits are capped at €30,000 per month, which is a lot more reasonable. Most payment methods offer instant withdrawal times, although delays of 3 to 5 days are common with bank, credit and debit card cashouts.
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Customer Support

The Customer Care page will offer you access to an FAQ (frequently asked questions) guide which covers more than just the basics of gameplay at GreenSpin Casino. Should you not find what you are looking for in that help guide, you can always opt to use the contact page to obtain further, in-depth assistance. This is provided by e-form, e-mail ([email protected]) and live chat (although not around the clock).

Verdict

GreenSpin Casino is a relatively new site, but we would hardly claim that it is inexperienced. It has a renowned operator, promotes responsible gaming, is licensed and features software from some of the biggest names in the business today. Ultimately, GreenSpin Casino is hoping to make its mark on the online casino world, and with its service being what it is, they are likely to do just that.
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HOW YOU CAN MAKE MONEY ONLINE IN 2021

HOW YOU CAN MAKE MONEY ONLINE IN 2021


HOW YOU CAN MAKE MONEY ONLINE IN 2021
It seems this pandemic we have been hit with has had a big effect not only in our health but also with our jobs and income, With lots of us now looking at how to make money online and in particular ways to make money at home. Learning how to make extra money online is more important than ever seeing as lots of people, Me included still are not that keen on leaving the house.
Would you like to know how to make extra money online and earn an extra £500 per month on top of your normal wage?
If you are looking for ways to make money at home and in particular how to make money online then this is the post for you.
All of these methods I have used personally and I have always made money from them.
It seems weird writing 2021 but after the year everyone on earth has had in 2020 I think everyone is looking forward to moving ahead. What better way to move ahead than to take on new ways to make money at home and in particular an extra £500 per month on top of your normal wage.
Some of my posts may contain affiliate links. This simply means if you purchase something after clicking one of the links I may receive a commission at no extra cost to yourself. Many thanks for the continued support.
So without further ado lets jump in and see how we are going to go about making that extra money online.
1: MATCHED BETTING:
I have said this before but putting it simply Matched Betting is the number one when it comes to the easiest way to make money at home. If you are not making extra money online by using Matched Betting then you are missing out on some serious extra cash.
Matched betting is the action of placing a for and against bet on a football team or other sport and using this to gain the bookmaker bonuses. It is 100% legal and is netting some people up to £1500 Per month. When looking around for how to make money online this comes top of most google searches.
There is a mom I know on one of the Matched betting forums who is earning approx. £1200 per month from the comfort of her own home while her children nap.
It’s crazy and sometimes I feel people ignore this as they just think it is normal betting or it is not entirely legal but trust me it is.
If you are interested in learning a bit more then check out my guide on Matched Betting, it goes a bit more into how it works. This is my main way of how to make money at home and it has worked really well for me. I even taught a friend how to do it and he now makes around £400 extra per month in his spare time.
Or if you want to start making extra money online straight away then simply click on the banner below to get free access to Profit accumulator a site which has helped 300,000 customers by showing them how to make money online from Matched Betting.
Profit Accumulator literally walks you through each matched bet with full text and video guides to and will have you making extra money online in an hour or so. Check them out.
2: VIRTUAL ASSISTANT
So if you do a search on how to make money online I’m pretty sure that Virtual assistant will be close to the top of the search options.
There is a very good reason for that. We are now living in an ever-increasing digital age and this is getting more and more common especially with the pandemic as companies are working out that it saves them money having their staff work from home.
This also means lots of businesses will need digital assistants or Virtual assistants to assist them with their day to day business needs.
So how do I start making extra money online from being a virtual assistant and what will I need to do?
A virtual assistant could do any number of tasks online such as answering and replying to emails. Creating Facebook adverts, Decluttering emails, Setting up meetings and or organizing an online diary.
There are plenty of virtual assistants who specialize in certain areas and I know of a couple of VA’s that specialize in making Pinterest pins for a blog and scheduling them out.
Assuming you have a laptop or pc and a good internet connection as well as some personal skills such as good literacy, typing skills and organizational skills then you should have the basics to get started.
Rebecca Lake over at Bosssinglemama.com has a great guide to getting started as a virtual assistant as she has great first-hand experience in this field. Go check it out.
3: SELL GOODS ON EBAY
Let me add before I get started that I hate eBay, Don't get me wrong I have made money with eBay and from time to time it is a good way of earning some quick cash but out of all the ways of how to make money online, this is one of my least favorites.
The reason is simply that there are lots of stupid people out there who bid for no reason or argue the item didn't arrive or is not as described and this can be annoying as well as very time-consuming.
Don’t let this put you off though as it may have just been my experience but it’s not for me. However, if you are looking to get started with ways to make money at home then this is a good a place as any.
The best place to start making extra money online with eBay is to have a clear out around the house and get together all the stuff you are probably thinking of just throwing out.
Have a search around the site and see what other people have listed these types of items for. Once you have sold your stuff you can then reinvest that money by buying some packing products off the site and then look for stuff to buy and resell.
Look around at car boot sales and thrift stores to get your bargains and then relist at a profit on eBay, Don’t forget to add the cost of your eBay fees and Paypal fees into the equation. When I first started looking at how to make money online eBay was one of the first places I came to.
4: CASINO OFFERS
Hold on, I’m not suggesting you go down to your local casino. That is not a great way to make money, In fact, your more often than not lose all of your money.
This is a cheeky way of gaining profit from the online casino bonuses offered to new customers. It works in a very similar way to Matched betting in that new bonuses are offered out to new customers and with a bit of background knowledge and trickery, you can obtain most of the profit from those bonuses without losing any money.
It might sound too good to be true but it is from the brainchild of the guys over at Profit accumulator.
Quite a lot of money earned within a day or two.
Simply sign up with Bonus Accumulator, and they will walk you through your first couple of casino offers and then you will get access to their site which includes guides for all online casino offers as well as a very good forum for members.
Sign up below and see how easy it is to make a good consistent profit. When I was learning how to make money online I didn’t have something as easy and accessible as Bonus accumulator. Hit the link below to learn more.
5: PINTEREST VA
As with being a virtual assistant as I mentioned above, you could also specialize in one certain area if you are looking at how to make money online.
Pinterest is essentially a search engine and requires not only great titles and descriptions but also very good graphics and visuals that stand out from the crowd when your potential customers are scrolling through it on their phone.
This is where the problem lies for most bloggers or business owners, we are not overly creative and have probably not used graphics sites such as Canvas before.
Luckily I have used Canvas and have now got pretty good at it, however, in the beginning, a Pinterest VA would have been very handy. A Pinterest VA can not only create pretty pins linking back to your site or blog but also they can schedule them out for you saving you more time to concentrate on other areas.
My advice when trying to start out is to join some blogging groups on Facebook and create a profile. Then just put yourself out there. As a new VA, you could always offer out your services very cheaply just to get some experience behind you.
Kristin from Believe In A Budget has a great post here on how she became a Pinterest VA and how to make money online from learning how to do it yourself.
6: OFFER SITES
OHMYDOSH:
Making extra money online and more specifically making around £500 per month is no easy feat. Offers sites are great at making you £20 here and £30 there but to do £500 per month you will need to combine 2 or 3 of these sites and hit them hard. It is possible though. You can certainly make £250 per month easily.
When looking back at what I did when I was working out how to make money online as I found offers sites and the first one I came across was OhMyDosh.
Offers sites are basically cashback sites that reward you with cash into the account when you sign up for certain things or do simple surveys etc. It is super easy and you can very quickly in one afternoon make a cheeky £50 or so with very minimal effort on your part.
OhMyDosh is one of the easiest offers sites to navigate in my humble opinion. This makes all the difference as well when you are new to the site so I stuck with OhMyDosh for quite a while.
You can sign up here for OhMyDosh if You use my special link you will also get a £1 sign up bonus for free. A nice little start to your profit without having to lift a finger.
Pin This For Future Reference:
SWAGBUCKS:
Swagbucks is a very similar website to OhMyDosh accept it is a little more well known. You simply complete offers and surveys in exchange for Swagbucks which when you hit a certain amount of you can exchange for gift cards etc.
It can get incredibly addictive as Swagbucks have a few daily targets for you to hit and achievements along the way. It becomes your goal to hit those achievements every day.
If you sign up using my Swagbucks Link you will receive 300 Swagbucks for free. What a great way to start towards earning your first gift card.
Swagbucks also have a chrome app button which you can install on your computer which can help you earn more each day giving you greater chances of earning some fantastic gift cards for yourself or your loved ones.
INBOX POUNDS:
Inbox Pounds is the last site you should try in the offers sites. When It comes to making extra money online then combining the 3 offers sites I have mentioned is the best way to maximise your income. Some of the offers will be the same but just skip those and move onto the next one.
Inbox pounds also has a different variant called inbox dollars for our friends across the pond.
The easy stuff is a section that I like on Inbox pounds whereby you can go on and answer easy questions or a simple survey for between 50pence to £1.50. You will be surprised how quickly these all add up.
Dont miss out on making extra money online and earning some really quick cash, sign up using my referral code and start earning now.
7: BLOGGING
Blogging is one of the top answers when searching for how to make money online. Although blogging is not a quick way to make money and it is certainly not the easiest it is one of the more rewarding ways to make money at home.
If you are starting a blog just to make money you need to know that for most people it can be more than a year before they start seeing income and for others maybe less.
It really does depend on how much effort you put into your blog. Take my blog for example. I work really long hours in my main job and a lot of the time I dont work on my blog until the weekend and then I am tired so just dont put too many hours in. It took me around a year before I started earning money.
Other people may put in 4 or 5 hours a day every day and they will progress faster. With blogging though and when it comes to making extra money online with your blog, you need a bit of patience.
If you have a passion for something then it is usually quite easy to turn this passion into a blog. It always helps if whatever you are writing about is something you really enjoy.
If this is something that sounds good to you then I have written a few blogging guides to get you started here. Starting out blogging can be a bit of a minefield so I’m hoping these guides help.
You can start your very own blog from as little as £5.99 per month.
Siteground is who I use to host this blog and I have found them really great to work with. see their link below.
Seeing as starting a blog is so cheap then there is nothing to stop you making extra money online from your new blog.
8: BECOME A PROOFREADER
If you are always looking at how to make money online and keep seeing the same old stuff then try learning about how to get paid to become a proofreader. This is one of those great ways to make money at home by simply using your computer.
Here in the UK I occasionally read a newspaper called the daily mail. I read it via an online app and every single page I read has grammatical errors and misspellings and it drives me mad (Frantically goes back through this post to look for misspellings!!)
They clearly dont have anyone proofread their posts before they go onto the app and it makes me not read it as much. Im sure this is that same for other people.
This can lead to you losing business so paying someone to Proofread emails, documents and other such media can be valuable and companies will pay you to to do this.
Getting started Proofreading is a little harder but I would suggest setting up some profiles on sites such as People Per Hour Fiverr.com or Upwork. You can then offer up your services cheaply which will help if you have no experience.
A lot of proofreading jobs will need you to have a degree unfortunately however there are lots of free courses online to help you get a good feel for Proofreading and can give you some background knowledge.
If you love reading and spot mistakes easily then proofreading can be a great way of making extra money online. Read this beginners guide here and see how you feel about it.
9: TEACH ENGLISH ONLINE
It sounds like you need to go off and get some kind of degree but trust me you don’t. You already have the gift of being able to speak perfect English and if you are looking at how to make money online then that is the skill you can use to do exactly that.
I found out about this when my wife and I were hosting foreign students at our home. We got chatting to them and one group, in particular, said that a lot of the older students already speak good English but were struggling with conversational type language and how to sound more natural which must be an incredibly hard thing to do.
They said that a lot of the students pay up to £20 per hour just to chat to you online and for you to give guidance on how they can sound more natural with their day to day chat. It sounded like a great idea of how to make money online so I got more information from them.
Lots of companies are looking for people just like you to teach their students English and to reward you well for doing just that.
It can all be done from the comfort of your own home with skype or in a zoom type meeting. Make sure to provide yourself with a quiet room and make sure there are going to be no distractions such as mobile phones going off or family members popping their heads in.
So where do you go to find out more information and start making extra money online? Well, Education First is the biggest company and one im sure you will have heard of.
You can build your own schedule although it does have to fit in somewhat with the hours the student is available. You can also teach the same student each time so you can build up a rapport and have a little fun with it.
Click the link above and learn how to make extra money online by teaching students.
10: PUBLISH AN EBOOK
With that handy website Amazon, you can write your own E-book and publish it on their site. The great thing is you dont even need to write it yourself if you dont want to as you can pay people to write it and also get people to design a cover for your E-book as well.
The best way to prepare is to do a search on what keywords are doing well on searches within amazon and then base your E-book around those. As long as you are helping people learn something or solving a problem then you should see sales quite easily.
It might help if you put your E-book up for free for a few weeks to gain some interest and some good reviews before applying a price.
This E-book right here is the perfect example. How to write an E-book and sell it on Amazon step by step guide.
Just remember you do not have to be an expert in something just a little more knowledgeable than your average Joe.
11: FREELANCE WORK
In the current economic climate, we all find ourselves in, it makes sense to look for ways of how to make money online. Freelancing with skills you already have in your day job or skills you have in your hobbies can translate quite well when it comes to making extra money online.
You can create a profile on sites such as Fiverr and Upwork and list the skills you have. You may be able to use a program like Canva really well to create Pinterest graphics or Wedding invites.
There are people on Fiverr who get paid to play video games with lonely people which is a bit weird but shows that if you don’t think you possess a skill then you are probably wrong.
FINAL THOUGHTS ON MAKING MONEY ONLINE IN 2021
This global pandemic has taught me one thing and that is the importance of making extra money online and having a passive income is paramount.
How to make money online is now a more searched for term on Google now then it was at the beginning of the year.
Everyone’s jobs have been and still are at risk and to have a second or third source of income is like a safety net in case the worst happens.
Make sure you pick and try one of the making extra money online tips from above and see how you get on. I would love to hear some progress feedback in the comments.
submitted by Faysalmahmud45 to MAKEMONEY2021 [link] [comments]

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