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SwC Poker: #1 Bitcoin Poker Site

SwC Poker is the largest Bitcoin online poker site in the world.
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$700,000 Bet on Fintech - BFT

$700,000 Bet on Fintech - BFT
Alright Degenerates- I posted a small little snippet a day or so ago about BFT. I wanted to do a bit of DD on BFT but also wanted to highlight something that was brought to my attention by a degenerate gambler. Lastly, I wanted to compile some good little snippets that have been put together by some other members as well as from the investor presentation.
Before reading further please understand the major Risks.
  • This is SPAC with ~10.00 NAV, if the deal falls through it could drop to 10.00 USD
  • The warrants could be very lucrative but they can be called and if a deal fails to materialize, these can become worthless.
  • If you're ok with the above risks, continue reading.
Keep in mind that this merger is not complete, but the terms of the deal have been provided to investors and we will be able to either vote yes for the deal or vote no and redeem our shares in BFT for 10.00 cash. So there is downside to this play should the vote not go through or should the two entities terminate the agreement. Right now the downside is ~3 dollars per share according to the close price from today.

MY POSITIONS - Mostly PRPL, PSTH and BFT/BFT.W


https://preview.redd.it/ygrfo9vp0b461.jpg?width=1065&format=pjpg&auto=webp&s=ccd5cd4846d0cdcd6f1ed0e7a37548399a5cf461
https://preview.redd.it/fd3o99vp0b461.jpg?width=1072&format=pjpg&auto=webp&s=96faf02b077fc060c6025bbf7976b54edc6db493


The Customers and MOAT

  • Deep Customer Base with deep ties to gambling/betting industry with Deep penetration in Europe and growing customer bases around the world. Gambling is a tricky business and regulated differently than other industries. Many big players have avoided the industry and Paysafe has a great reputation and has become one of the early movers in the industry. The following are some notable customers.
https://preview.redd.it/0bhbpnvr0b461.jpg?width=473&format=pjpg&auto=webp&s=57ec71dfedd8c6eb1d604282021340fbd8d39025
https://preview.redd.it/cno03rvr0b461.jpg?width=285&format=pjpg&auto=webp&s=4281b8e0db4783b7b4b6cce74f62f0694bdbb008

----------------------------------------------------------------------------------------------------------------------------------------------------- I actually know Paysafe and the usage quite well.
PayPal has many restrictions in Europe regarding iGaming , so does Square.
This is a big play on iGaming for those that aren’t aware.
I was a mid- high stakes online poker player through the 2010-2018. Played a variety of sites. : iPoker; PokerStars, Paddy, MicroGaming, 888, Party. Why so many sites? Because I was always on lookout for where the action was, if a big whale sat down at one online casino; you bet your sweet ass I’m there.
So let me give you my take as a consumer that’s probably spent over $100,000 in transaction fees personally on Paysafe.
This was one of the cheapest and fastest ways to move money around online.
Unlike Stripe this which is against risky business such as CBD and gambling, paysafe is actually one of the leading payment providers in both UK/AUS / Ireland for iGaming.
Big example is William Hill, Bet365, Bwin.
Now why would you want to move money online around as a gambler ?
Well, Visa/MC charge close to 50%->75% more, online casinos = the merchant. They don’t wanna pay that, and in fact put limits on this type of payment processor. (Your visa’s credit cards etc). If a punter deposits / withdraws frequently, the online casino could literally be on the hook for like 20-30% of the turnover throughout the gambler’s period. (This assumes the gambler doesn’t lose all his money per deposit.
Imagine you’re a professional sportsbettor, you’re not loyal to one site. Different spreads / odds are offered on every site, you want to be able to move your money from one to another quickly and cheaply. Arbitrage opportunities do exist in sports betting as bookmakers hedge their books to minimize risk, diff frequencies of bets occur on each sports book; you get the idea.
For recreational punters, it’s simple: some sporting events that are smaller simply don’t exist on one site that exist on another. Eg. Perhaps you using Pinnacle / 10dimes for low spreads on high volume events, but perhaps you want to gamble on live events on bet365 on another day, and bet ponies on Hill.
What if you only have $5000 ? Giant pain in ass to deposit money to each site, paysafe lets you move it around easily.
Should you use visa, you may get blocked from depositing on various sites; Bodog, WHill, Bet365 just to name a few. Withdrawals and clearing deposits with bank transfers or checks takes days-> weeks and gamblers ain’t gonna wait for that shit.
You can also buy prepaid paysafe cards from stores if you don’t wish to use your real credit card; and load that shit up.
One of the biggest markets this is prominent in is South east Asia, they are some of the biggest punters and fucking loving gambling. Looking at you pinoys, Indonesians, Malays. Not everyone wants to fly to Macau to get their rocks off.
As much as this is a play on FinTech, please understand this company has more or less the best Payment service on online gambling globally.
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The Comparable VALUATIONS

From this chart you can see that there looks to be some favorable multiples that could improve once a deal closes. Also, I'm very bullish on the great Margins as well as the conservative growth. I think Foley along with the growing Igaming undervalues the potential of this company. Just the Draft Kings relationship make me tingle.

CHART is COURTESY of u/CoachCedricZebaze
https://preview.redd.it/aozxwuft0b461.jpg?width=722&format=pjpg&auto=webp&s=e40cbc4538ff3bef87a31050dca316ecae996a9b

Management and Growth

  • Bill Effing Foley - I have a thing for guys name Bill and this guy get my nips hard.
    • This guy has turned shit into gold. See his previous ventures before and after....

https://preview.redd.it/dp6oe2ew0b461.jpg?width=386&format=pjpg&auto=webp&s=5e6f137c95fec971568dfa5bc07d0290997c753d
https://preview.redd.it/mhl9b7ew0b461.jpg?width=326&format=pjpg&auto=webp&s=f57ec2eb7c7c318323373af10c8bb12b03e9082e
  • Bill has connections and a strategy to dominate Igaming.
  • Igaming addressable Market is expected to grow immensely from a few billion to tens of billions.
https://preview.redd.it/qfacblzz0b461.jpg?width=241&format=pjpg&auto=webp&s=dbcdace95286ffccf613daa79b93554ca3e5728b

This is an end to end payment processor with big big big name relationships for very disruptive companies that have huge addressable markets. The reason I am excited is because IGAMING is just really starting to take off and Paysafe is a first mover with brand new experienced management and very very fair valuations that could pop after a merger.
TL;DR- BUY BFT stock and BFT.W because BFT stands for big freaking tenderloins.
submitted by dhsmatt2 to wallstreetbets [link] [comments]

Cardano Poker Site

Hi,
I have been a professional poker player for the past 3.5 years and have been following poker and the community for the past 8 years. Also, I am a current ADA holder. After learning about the blockchain, I saw the benefits that could be obtained by running a poker site on one. I think a well done poker website on a blockchain could kill every other kind of poker site and would love to see this come to fruition. However, to create a huge poker site that rivals the likes of PokerStars requires a ton of money, experience and a huge team. Therefore, I am a bit lost at how to proceed. I guess hopefully this post catches the eyes of someone that is looking for an idea and has the expertise, team, and capabilities to pull it off.
Below I have listed the current problems that plague the poker industry, all which can be fixed by the blockchain. After, I list the challenges that would be faced if someone tried this endeavor.
Problems with Current Poker Industry:

Challenges:

If anyone wants to run with this idea it is all yours and would be glad to help. I have been working relentlessly at poker the last 3.5 years to become one of the best in the world. In the process, I know what the players and community desires and lacks. I would love to have a strategic role in a site like this and really just want to solve the problems that I face everyday as a professional poker player.
submitted by kobeizdabest to CardanoDevelopers [link] [comments]

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

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

Abstract:

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

**“Once upon a time, around a table…”

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

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

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

Session 2: The Ethics of a Dungeon Master

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

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

Finally, we can discuss how the desire to make the most enjoyable experience for everyone at the table plays out using real-world examples and advice from some of the most well-known DMs in the business. Using the concept of Situational Ethics’ Agape, we can see how to work in the rule of cool using eight tips for Dungeon Masters.
Tip 1: It is advised to know your audience.
Not everything is as it seems, so be sure to pay attention to your players and look at them when you are describing the situation. Make note of how they react when tones or themes change. Remember those reasons people play games mentioned earlier? This is where those come into play. Additionally, while not something outright suggested, it is nevertheless important to take team dynamics into account.
The book “Four lenses unfolded” describes how various personality types can interact and work to solve problems. In it, the book describes four primary temperaments: Green (analytical), Blue (empathetic), Orange (adventurous), and Gold (goal oriented). Unlike most other personality tests, four lenses theory suggests that while we have a dominant personality at any given moment, other aspects of these personalities can manifest as well. Being able to draw on these aspects at will is the mark of a “mature” individual.14 As a DM/referee, coach, or manager, being able to do this and adapt to the needs of the players will take player engagement to the next level.
Tip 2: Establishing and Managing Expectations Early and Often, Works to Prevent Disappointment and Confusions
Mercer once put it this way, “Establish early on in your campaign how much of a level of crazy you're willing to allow. This allows for players to better understand what to try for and what not to try for.”15 Whether you are a teacher, referee, coach, parent, supervisor, or mentor, establishing expectations with those involved mitigates problems before they arise.
One of the main tools DM’s have for this is that is recommended by Mercer, as well as nearly every DM in existence on the internet, is the “Session Zero.” Session Zero is a term used to describe a session where no play occurs but instead rules that will be used and rules that will be ignored or bent is established. It also serves to establish a theme the players can expect from any campaign. Using the first chapter of the DMs guide will help considerably in establishing this. Additionally, one of the best guides for this is laid out by the DM YouTubers known as “the Dungeon Dudes” in their video titled, “How to Run a Session Zero for Dungeons and Dragons 5e.”16 But always keep Agape in mind throughout this process. In this step, it means actively listening to the players. The DM may want a gritty, tough, realistic, and challenging campaign. But if the players want a high fantasy power trip, some adjustments are going to need to be made to the campaign. Listening to players and changing the plans accordingly is not easy. It requires A LOT of humility and ego suppression. Especially when the DM has already designed how the game is going to go… which leads us to the next tip.
Tip 3: It is important to develop a healthy relationship with failure.
Celebrated author Orson Wells once wrote; “If you want a happy ending, that of course, is dependent of where you stop your story.”17 This applies to both the players and DM. There will be times when the DM is tempted to ignore the rules because the consequences seem dire. The player fails an athletics check trying to use a dynamic that had a high-risk, high-reward moment. Now the player’s character is doomed to fall several hundred feet down a ravine to what is likely certain doom in lava. But this isn’t the end. That player’s character is most likely dead, but their death could result in a moment of drama and tension for the players. It’s the very real chance of failure that encourages players to think critically about a situation and experience excitement and tension. Brennon Lee Mulligan, the DM of the D&D streaming show, “Dimension 20,” put it this way… “if you are not allowing for failure, you are essentially just telling a story,” and thus never actually playing a game (make-believe as Suits would put it). 18
Another thing to consider is that through failure, we can often find comedy as well as ways to encourage players to think critically and find new escapes, 19 at least according to the mind behind the “Replaying the Curse of Strahd” videos, Benjamin (Puffin Forest) Scott. Lastly, Mercer strongly advises that if a DM allows too many “rule of cool moments” to happen in succession, the weight of the moments and consistency of the game will be lost. 20
Players that are afraid to fail will not try. Mercer explains that “Most role play games are designed to forge a heroic story (showing feats of legend) so let the players try! Let them fail, and occasionally succeed!” This is where his catch phrase “you can certainly try” comes from. 21
Tip 4: Whenever Possible, Avoid Taking Things Personally
In his lecture on not talking things personally, soccer referee and public speaker, Frederik Imbo, explained there are two sides of a coin to keep in mind when trying not to take things personally: “It is not about you,” and “it is about you.” 22 Look at the other person’s intentions not just yours. With that in mind, it is okay to give yourself empathy and speak up. When someone seems upset with you, ask what are they hoping to get out of this releasing of emotions? Additionally, ensure that your pride isn’t preventing you from making the correct call. Yes I am talking about Ego again; it is that important! It is the DM’s world, but it is the players’ game. Without both, the world and the game, you do not have D&D.
D&D has a weird paradox of being both a story and a game. It has both a narrative as its core premise, but it is, in fact, also a multi-player game. Without at least two people you cannot really have much fun. DMs should make sure that everyone at the table enjoys themselves.
Tip 5: Mechanics are important precisely because they are a means of delivering impactful story moments.
Remember that rule of cool concept? Extraordinary moments don’t happen often, and this is by design of the mechanics of the game. Humans remember the novel and unique way more often than the mundane. Mundane things tend to blend into the background. It’s the unexpected moments that highlight the more impactful story moments, especially if that moment is tied to strong emotions.23
With that in mind, Mulligan suggests looking at where the players are putting their resources before deciding how to rule on a situation. Have they invested experience points/levels into a specific skill that is relevant to this situation instead of just something they can use in combat? If so, reward them for wanting to do something that is a part of the world you are creating together. 24
Tip 6: Discourage metagaming but allow it whenever possible.
Look for any and every excuse you can to give advantage on an arcana check by setting the DC low (10 or higher). If the player succeeds, they can use what they know… they are going to anyway, but at least then they can talk about it with the other players.
According to the DM guide Chapter 8, metagame thinking means “thinking about the game as a game,” Examples would be thinking “the DM wouldn’t throw such a powerful monster at us so early in the game, so we will surely be saved and not have to take this fight seriously,” or “the DM spent A LOT of time describing that door… maybe we should search it again!” 25
The problem with metagaming isn’t really about what advantage the players are getting in the game. The problem is that manipulation of the dynamics, when used to extremes, can spoil the plot line of the cumulative story being told. This can lessen the drama and tension elements resulting in decreased enjoyment of those involved. Additionally, it can create a dynamic where the DM is constantly having to escalate encounters to challenge the player, encouraging a potentially toxic “DM vs player” mentality.
For instance, how would a street orphan barbarian with no formal education and a wisdom of …let’s say very low…be able to know that liches phylactery is the source of their power. The solution here depends on why the players are playing this specific game. Is it the narrative of the story? Is it discovery? If these aren’t anywhere close to the reasons these players came to the game table in the first place, the narrative is not going to take as much of a factor into decisions. Metagaming in this instance isn’t going to be much of a problem.
Tip 7: Keep in mind, the ending is “A” destination, but the story is about how you get there.
A DM may hold off the extra cool moments for the final parts of the game, keeping their players in complete darkness and grit the entire way. However, without at least some levity along the way, some “water for the weary travelers,” as Mercer put it, they may not make it to the end.26 So, do not be afraid to relax the rules from time to time to give them those cool moments, but do so sparingly lest the destination lose its luster as well. Always keep in mind it’s about the enjoyment of crafting and playing in the world together that makes this, or really any game, fun.
Tip 8: When all else fails… take a break and have the Tarrasque attack the party.
When all else fails, roll two D-20s out of players’ views… fake a worried expression… role a D-100 (also out of player’s view) look over the score concerned as you pour through your notes… then explain sorrowfully… “I’m sorry… The Tarrasque has risen and has attacked the party. Everyone roll initiative.” This is actual advice from the DM manual. It is right under “faking illness and running away.”27 The point is this: never be afraid to pause or call a game when it’s over or needed.
Maybe something incredibly uncomfortable for a player has happened. Maybe the DM has reached the end of what they were able to prepare for that session. Perhaps everyone is hungry or needs a bathroom break. Maybe the entire table has gotten to a point where no one can agree on anything and team dynamics are breaking down. That game world will always be there… but your friends won’t. Cherish that moment and make as many good moments as possible. Additionally, taking breaks both in-game and in the real world allow for quiet moments. These allow for the greater moments to shine through and the players will enjoy their experience more.
https://i.redd.it/1ncu361zlqf61.png
The graphic above serves to summarize the eight tips above and show their relationship with the narrative, enjoyment, and the rules when put in the context of situational ethics. From this graph, the relationship between the eight tips and how they play into the narrative, enjoyment, and rules of the game can be seen. Each of the tips can influence many parts of the game but they are intended to primarily influence the aspect of the game they are adjacent to. “Knowing the players” should influence the narrative and what kind of enjoyment the players receive. What mechanics are used to enable the game is causally related to how the rules are used and so on. Please note that Agape is at the center as, with every decision a DM makes, considering what is best for the players should be central to the experience of any game.
The Epic Conclusion
Through crafting a game-world together with your players, a DM has the potential to tap into one of the greatest traditions humanity has: camaraderie with friends. At the end of the day, these players are your friends, or at the very least your fellow human beings. As such, you should want what is best for them. Through trials, hardships, and drama, we get to put the punctuation on the moments of excitement, joy, happiness, and bliss. It is okay if the player does not get exactly what they want, so long as they still had enjoyment. This is because getting everything we expect is sometimes boring. However, always keep in mind that at the end of the day, games are about having fun. How that happens is up to the players, the DM, and whether the rules were used to enhance the experience or not. It’s possible to find that balance by asking these questions in order: “How will this decision affect: the final enjoyment of all at the table? the narrative? the rules in the future?”
1 Huizinga, Johan . "Homo Ludens". Routledge & Kegan Paul Ltd. (1980), pp. 1., accessed January 19, 2021. http://art.yale.edu/file_columns/0000/1474/ homoludens_johan_huizinga_routledge_1949.pdf
2 Suits, Bernard, “The Grasshopper: Games, Life and Utopia,” Broadview Press. Ed. 3. (November 29, 2005): 54–55. Accessed December 31, 2020. https://www.goodreads.com/book/show/803547.The_Grasshopper
3 The Game Overanalyzer, The Aesthetics of Play | Why We Play Games, and the Search for Truth and Beauty in Game Design. The Game Overanalyzer. (January 11, 2020), accessed 6 January 2021. Video 18:44. https://youtu.be/lONsZwjVDzg
4 Hunicke, Robin, Marc LeBlanc, and Robert Zubek. "MDA: A formal approach to game design and game research." Proceedings of the AAAI Workshop on Challenges in Game AI, vol. 4, no. 1, p. 1722. (2004). Accessed January 11, 2020 https://www.aaai.org/Papers/Workshops/2004/WS-04-04/WS04-04-001.pdf
5 Portnow, James; Floyd, Daniel; Aesthetics of Play- Redefining Genres in Gaming. Extra Credits; (October 17, 2012), Video 9:13. Accessed December 30, 2020. https://www.youtube.com/watch?v=uepAJ-rqJKA&list=PL3N9QD4_yI-BlnwWUL8hhjpKgqRul3xAa&index=11
6 Suits, Bernard. “Discussion: Games and Paradox.” Chicago University Press. Philosophy of Science Association Journal, Vol 36, no. 3 (September 1, 1969). pg 316–.321. Accessed December 30, 2020. https://www.jstor.org/stable/186226
7 Suits, Bernard. “Discussion: Games and Paradox (1969)
8 Myers, David. “Game as Paradox: A Rebuttal of Suits.” Journal of the philosophy of Sport 39, no. 1 (May 1, 2012). Accessed December 30, 2020. https://search-ebscohost-com.ezproxy2.apus.edu/login.aspx?direct=true&AuthType=ip&db=s3h&AN=87342252&site=ehost-live&scope=site.
9 Juul, Jesper. "Half-Real: Video Games between Real Rules and Fictional Worlds", MIT Press, (Aug 19, 2011) pp.57-59
10 Tracy, Patrick. DM Tips: The Rule of Cool. Fantasy Bango. (October 20, 2017). Accessed December 30, 2020. Video 2:23 https://www.youtube.com/watch?v=x8aAIFalx6s
11 Fletcher, Joseph F. Situation Ethics: The New Morality. Westminster John Knox Press, (1997). Page 17-26 (accessed January 20, 2021) http://bit.ly/Googlescholar_SItuational_Ethics
**Please note that just because Fletcher’s Situational Ethics is used prominently, this is not an endorsement of all his views. Fletcher’s work has been used to justify terrible atrocities, such as eugenics, this should serve to point out that any philosophy taken to extremes can lead to terrible outcomes
12 Fletcher, Joseph F. Situation Ethics: The New Morality. (1997)
13 Mercer, Matthew. The Rule of Cool! (Game Master Tips). Geek & Sundry. (February 16, 2016). Accessed December 30, 2020. Video. 5:52 https://youtu.be/fWZDuFIYkf0
14 Bryce, Nathan K., “Four Lenses Unfolded: A Deeper Understanding of Temperament Values,” Insight; (January 29, 2002,).
15 Mercer, Matthew. The Rule of Cool! (Game Master Tips). (2016).
16 McLaughlin, Kelly; Martin, Monty. "How to Run a Session Zero for Dungeons and Dragons 5e". Dungeon Dudes. (September 3, 2020), Accessed 12 30, 2020. Video. https://youtu.be/2MA-z5Ai-bQ
17 Wells, Orson, "The Big Brass Ring." Santa Teresa Press (1987, January 1) 1-148
18 Mulligan, Brennan; Scott, Benjamin. “Animating Your Table (with Benjamin Scott) | Adventuring Academy Season 2 | Ep. 16 |” Adventuring Academy. Dimension (2020, December 28). Accessed December 30, 2020. Video 1:24:18 https://www.youtube.com/watch?v=4IbVxEKpipo
19 Mulligan, Brennan; Scott, Benjamin. “Animating Your Table (with Benjamin Scott) (2020)
20 Mercer, Matthew. The Rule of Cool! (Game Master Tips). (2016)..
21 Mercer, Matthew. The Rule of Cool! (Game Master Tips). (2016)
22 Imbo, Frederik, "How not to take things personally? | Frederik Imbo | TEDxMechelen" TEDx Talks; (March 4, 2020) accessed 10 Jan 2021, video 17:36 https://www.youtube.com/watch?v=LnJwH_PZXnM&t=381s
23 Kensinger, Elizabeth. Remembering the Details: Effects of Emotion. US National Library of Medicine National Institutes of Health. (May 4, 2009) Accessed 2021, January 30 https://www.ncbi.nlm.nih.gov/pmc/articles/PMC2676782/
24 Mulligan, Brennan; Scott, Benjamin. “Animating Your Table (with Benjamin Scott) (2020)
25 Mearls, Mike, and Jeremy Crawford. "Dungeons Master's guide". Renton, WA: Wizards of the Coast. (2014) accessed 29 January 2021 https://www.dndbeyond.com/sources/dmg/running-the-game#MetagameThinking
26 Mulligan, Brennan; Mercer, Matthew. Building Your Own Campaign Setting (with Matthew Mercer) | Adventuring Academy. Dimension 20. (2019, April 3) Accessed December 30, 2020. Video 57:01 https://www.youtube.com/watch?v=sig8X_kojco&t=2867s
27 Mearls, Mike, and Jeremy Crawford. "Dungeons Master's guide". Renton, WA: Wizards of the Coast. (2014)-accessed 20 January 2021. https://www.dndbeyond.com/sources/dmg
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Unleashed pt. 45

Some words from u/eruwenn and I. Enjoy?
First / Prev / Next

 

  Chae’Sol stood at the centre of a large command deck, meticulously peeling the protective film from his new captain’s chair. The sensation of the slow but steady yielding of the film, the sweeping line following the contours of the seat in flowing curves; it was incredibly satisfying. Finally, with one last gentle pull, the last of his chair was uncovered and he stood back to admire his throne. Aside from the freshness of the seating itself, there were shiny new holo displays, touch sensors, and comms relays that were within easy reach of his seated fingertips. This ship would be the jewel in any fleet, a prototype Dreadnought made by the infamous Bardul of Shi’an. The Gowe Military faction had run into financial problems, and it had been left unpaid and unclaimed. What sorcery Kadir had used to find it, and purchase it, he did not know.
His comms unit beeped and Danyd’s voice came through. “Chae’S-” -He grumbled incoherently- “Captain, we’re ready to get underway.”
The Niham turned and sat back on his pristine chair, swinging his long legs over the armrest. “That was quick, Chief Engineer Ef’Yto
Danyd grunted at the use of his title. “Aye, these Awakened are efficient bastards.” The Satryn looked around at the enormous engineering bay. The entirety of the Porkchop Express could comfortably sit inside, and two of them could likely squeeze in. “Plus, this thing has never been used; feels weird not having anything to work on. It’s state of the art, and I’m having to read the manuals on half the new systems.”
Chae’Sol laughed, looking around at the Awakened as they were preparing their workstations. “Yeah, this command deck is a little intimidating. Even the Niham Armada didn’t have ships like this. There are fifteen weapons stations here, what in Tulseria’s name were the Gowe planning to do with this thing?”
“No idea.” The chief engineer walked to the large seat in front of his new work terminal, and hopped up onto it. The protective covering squeaked. “This thing has more firepower than half their fleet, it must have been something big. We’re lucky Kadir found out about the graveyard of unclaimed ships from one of his contacts.”
The newly-minted captain swung his legs down and sat up, straightening his black uniform and white collar. “That’s another thing: how does he have so many contacts? I was in the Tulseria-damned military, and I had no idea they would sell us fighters and weapons.”
“I know the feeling.” Danyd watched a junior engineer – Lily, an Awakened who wore a headband in her silver hair that sported long Kittran ears on it – begin running diagnostics on the Hoban Field Generator. “I'm aware he got the automated weapons for the system port from my people, somehow. As for how he accomplishes all he does, I think his time working with that fancy Anatidae councillor opened more than a couple of doors for him.”
Chae’Sol stood, running his fingers through his perfect hair. “Doors, windows, rear entrances and damned secret portals, all leading to a dark realm of shady deals and supplies. We have an Imperium Capital Ship for Tulseria’s sake! Nobody knows where he got it, or where he’s now hidden it.” He looked at his holo display, noting the specks springing blinking into existence as the other ships of Federation origin came to life. “Let’s just be glad he’s on our side.”
The chief engineer tugged at the green collar to his uniform. “Our side used to be a damn sight smaller.” Lily had finished her diagnostic tests and sent the results to his console. Her report included an adjustment that would create a potential three percent increase in crystal efficiency, and a small drawing of a smiling leokit with a crim-bar. He groaned, then reported back with, “We’re ready to go when you are.”
The Niham strode confidently across the command deck, stopping to stand in front of the huge vid screen at the front of the room. All around him were his crew, made up mostly from the Ashi, Awakened, and Kasurians. “Let’s get this show started.”
 
 
Jaym sat with a bowl of Tony the leokas cereal in front of her. It wasn't just a catchy advertising slogan - it really was great. She and Elizabeth had worked together so much in the engineering section of the Porkchop Express that they had become close, often spending their free time together. Indeed, Elizabeth currently sat opposite her, carefully rebuilding a power coupling and occasionally tapping at her datapad. Shortly after the results of her most recent tap played out, Elizabeth paused her work on the power coupling. Without speaking, she held up her datapad so that Jaym could see.
On the screen was Tony and his mate Jolie, and Skeena’s voice could be heard excitedly talking about collecting urine samples from the female. Jaym screwed up her face at first until Skeena announced the pregnancy test was positive. Tony was going to be a father! She couldn't contain her joy and screamed loudly, grabbing the screen and running all the way to the bridge to show the others.
Ranjaz was stretched out across the captain’s chair as Jaym burst in, and didn’t open his eyes until she began shaking his leg. Even then he didn’t pay much attention. “I told you not to let Elizabeth play with any more systems till after the mission.”
She blushed slightly, as their last improvement had inverted their water treatment system and blown six power couplings. "It's not that!" she said, holding up the datapad and starting the video. "Look!"
At the first syllable of Skeena's voice, Ranjaz sat bolt upright. The video held his full attention, and when Tony's impending fatherhood was announced the Kittran's whoops of delight could be heard all through the Porkchop Express. He reached underneath his seat and retrieved a small, fluffy bed, then picked up Aiov. Ranjaz led his unusual dance partner in a quick spin of joy before replaying the GalacTube video for her. “You’re going to be an Aunty!”
Eruwenn leaned back in the large seat that had once been Embar’s. “I didn’t think they were related?”
The Kittran nodded. “Aiov is Tony’s sister. Aaron adopted them both, and that’s how human families work. They just keep adding members, like a Dular adding shells to its burrow. Family is family.”
Cygna pressed a few buttons on her Navigator terminal, moving the video to the main screen as well as starting it over. “I still can’t believe you keep one of these under your seat. I mean, it’s a leokas!”
Ranjaz held Aiov up and they briefly rubbed noses. “Just a little one!”
The Anatidae laughed. “I can see living with the human has had quite a profound effect on you.”
With one of his trademark grins he held Aiov out towards Eruwenn. “Wanna nose rub?”
"Ah," the councillor said, shrinking back from the offer, "despite her size she is still a predator, and I am not quite ready for such a close encounter.”
From the pilot seat Ripley stood, taking Aiov from Ranjaz. “She is not a toy.” She briefly snuggled the tiny leokit to her chest, then passed her to Jaym. “Take her for food and exercise; she must grow up strong.”
Jaym also cuddled the wriggling Aiov close, and not just because the little leokit was adorable. Aiov had tripled in size, and was becoming a bit of a handful. “Thor was preparing her food; I’ll take her down to him.”
Once the junior engineer had left, and Ripley returned to the pilot seat, Ranjaz began tapping on the console in front of him. “Looks like we’ll be free to take the shuttle down to the surface with the next group.”
Cygna drummed her fingers on the arms of her chair. “I didn’t realise it would be so busy.”
Ranjaz shrugged. “There was a quake on the fourth planet, so mining colonies are shut down while the nerds poke around. Along with that, we got three big freighters waiting for resupply. That’s a lot of bored folks looking to kill time.” Ripley grunted, prompting a chuckle from the Kittran. “You don’t approve of their choice of leisure activity?”
After their few cycles together Eruwenn was already learning a lot about her shipmates. Ripley, for instance, wasn’t one for talking. She decided to interject before the Captain irritated her too much, as they would need her focus soon enough. “Gambling and pleasure palaces are not to everyone's taste, of course, but these sorts of things are covered under local governance.”
Without skipping a beat Ranjaz replied, “I know that’s the official line, but you sure as shit have tax codes for all of it. If you want to look down on folks, don’t pretend you aren’t profiting from it.”
Cygna, ever defensive of her mentor, jumped in. “That’s a bold statement for someone who never paid a credit in tax until it was automatically deducted from his Galactic Federation pay.”
Ranjaz laughed, then continued, keeping his voice care-free. “Taxed on what? I never owned anything.”
Eruwenn could see the trap her junior was walking into but decided to let this be a learning experience. The Kittran was wily, and the Anatidae found him entertaining. Cygna, as she had predicted, scoffed at his claims. “I’ve read your file. When you were arrested you had a ship, five shuttles and thousands in valuable goods confiscated.”
“Exactly!” His eyes lit up as he cornered her. “It was confiscated because it was stolen, so I didn’t own it. Imagine a world where you can keep stolen goods if you pay tax on them. Even I think that’s crazy.”
The Fae’Dan paused, and the anger evaporated from her voice as she realized what he had said, replaced by a slightly impressed tone of surprise. “Well, maybe, but… Really? You stole all of it?”
Ranjaz shrugged. “Or won it. I’m pretty good at Dalcho.”
Cygna perked up. “I play Dalcho myself, we shou-”
“No,” Eruwenn interrupted. Some lessons were too expensive. “Do not play Dalcho with someone who can get free priority entry permits to a casino.”
The former operative shook her head. “I’m a great player, you’ve seen me in the council chambers. I took that Ley’Rulian trader for five hundred credits.”
The Anatidae smiled kindly. “And he had five shuttles when he was arrested.”
Cygna slowly turned from Eruwenn to Ranjaz, noticing his grin and the sparkle in his eye. It was most definitely the smile of a predator. He gave a little chuckle. “Don’t worry, it’s been a long time since I played. No gambling on Galactic Federation ships, you know.” He laughed again. “Oh wait, you read my file.”
The Fae’Dan nodded. “Perhaps we should focus on the mission.” She gave a slight bow to Eruwenn before returning her attention to her console.
Ranjaz looked at Eruwenn and stuck out his tongue. “Don’t ruin my fun!”
The Ambassador smiled. “I don’t play Dalcho, but there is a human game called chess I quite enjoy. Perhaps we could play sometime?”
The Kittran gave a nod. Keeping his voice neutral, he replied. “I don’t know that one, but there’s another human game we could try. Poker?”
"We have permission to dock at the holding ring and send down a shuttle," Ripley abruptly called out. "Let’s get this whatever it is and make the rendez-vous.”
Both of Ranjaz’s fangs showed as he grinned. “If we’re going to pull a job on Chisola Prime, first you’re going to need to look the part!”
 
 
Aaron walked down the corridor of the Hive ship, the strange spiderlike creature trailing behind him as he followed one of the corpse vines as it receded deeper into the ship. He turned and watched the creature, which shrank back from him and crouched low to the ground. “I’m sorry I kicked you. You simply startled me; you don’t have to hide.”
The lighting never changed in the endless corridors of the ship, and only the most uninteresting of doors deigned open for him. At this point, he had lost track of time completely. Through perseverance he’d made several important discoveries. The bulbous shapes in the flower vase room were seats; he was fairly certain of that after finding another room with bodies sitting in them. The vines that came for them were the ones he was now following, and by now he must have seen hundreds of dead Hive.
The second discovery was that the Hive came in a variety of shapes and sizes. There were two main ones, as far as he could tell, and the first were the four legged kind that had so kindly thrown him in the rejuvenating jelly bean. The second was bipedal, and looked a hell of a lot meaner. While the ones he deemed workers looked somewhat like ants to him, in shades of reds and browns, the second type looked much more commanding. Their carapace had thicker layers of armour in green, gold and red, and was spiked at the shoulders and joints. Even their legs had spines and to top the look off their heads were much more angular. Whether they were soldiers, commanders, or something else, he didn’t know. Through observation of the corpses he had discovered the most confusing feature yet: a strange section in the centre of their abdomen that was filled with what seemed to be a grey fluid.
Ahead of him, not skittering away like the rest, was an aphid that no longer emitted a pale green glow. Something whooshed overhead towards the slow and sluggish aphid, and Aaron instinctively threw himself to the ground before he realized what it was. "That's how you get kicked!” He stood up, brushing himself off. “Fuck, that scares the ever-loving shit out of me every fucking time.”
The huge creature looked up at him and whined as it munched on the sick aphid. He was probably imagining the apology in its eyes, but Aaron still shook his head. “I know, I know. It’s your job. They clean the floors, you keep their population healthy. Just stop leaping over me like that, fuck. I’m going to have a heart attack.” It whined and backed away from his angry words, and he tried to keep his voice to calmer tones. “Don’t be like that. I’ve told you enough times.”
When he looked down the corridor again, the retreating corpse vines had disappeared around a corner. Aaron began to jog after them, and after he'd put some distance in he heard the pattering footsteps of his terrifying shadow. He tried to pay it no mind. Once the vines were back in sight he slowed and followed behind them, singing his direction song quietly to himself. “Left, right, straight. Left, left, right. Straight, straight, left, left. Right, right, straight, right, right.”
The ship was massive and, other than some areas smelling funkier than others, there was no variation in lighting, decoration or layout. The song was his map back to the rejuvenation pod, which was his only safe source of hydration. His companion padded along behind him, a friendly nightmare to accompany him on his seemingly endless journey. “We really need to give you a name.” He wished he had his phone with him so he could channel all his nervous energy into making a video. “The audience demands a name. Plus, I won’t be able to sell merch without one.” He turned and looked at the creature. “I’ll probably have to create space-halloween first, or maybe I’ll get lucky and find that you’re cute to some species.”
Aaron returned to following the corpse vine, waving a hand high as he spoke, gesticulating to the heavens. “The name is what matters: a good name makes all the difference.” He began seriously pondering the naming matter. “Aragog, Shelob; you know, lean into your size for a characterization. But then again, that's not really going to make people like you.” He looked back over his shoulder as the unnamed beast trotted happily behind him. He assumed happy, at least. It now tended to make an odd gurgling noise after eating, and it roamed closer to him than before. “You know, I never got to name Sassie – she’s my dog. I told you about her yesterday, or the day before.” He really was losing track of the days he’d been here. “I got her from a rescue. She was skinny, and so damn angry, with scars on her legs and under her fur. I had to have special visits before I could keep her. Prove I was worthy.”
Talking helped take his mind from the gnawing emptiness in his stomach. Hydration and nutrients osmotically obtained from some weird pod were nowhere near as satisfying as a burger and a cold beer. “Her first visit, she had a rubber ball. It was her only possession, and she loved it.” There was a touch of pride in his voice. “Took me an hour before she gave it up to play. The lady from the rescue centre said I was the first.” He choked up, blinking back tears. “Anyway, couple more visits and she got to stay. Crazy dog was such a handful. She once tried to climb a tree to chase a squirrel. Got her legs over the first branch and just dangled, kicking her back legs.” He began chuckling to himself. “She once tried to jump through a car window; some guy was parked at the lights as we walked past.”
He was just chatting now, lost in his memories as he walked. “You know the type, loud radio, windows rolled down on a sunny day, annoying the shit out of everyone in the town. He tossed some litter out of his window and she just launched herself at him. Scared the life out of me at the time - funny as fuck now, of course.” He laughed again. “Then there were the swans. Man, were they not ready. She loved to swim – I told you that before – swimming and splashing was her favourite release. Well, that and chasing rabbits which is, kinda, how I ended up here. Anyway, she would just swim up and down, right past the ducks and stuff, somehow never interested in them. Then one summer these swans came along...” He paused, realising his new friend didn’t know what a duck or a swan was, or even summer, probably. Before attempting to explain, he realised they also didn’t understand english, so it really didn’t matter. “Anyway, swans being belligerent bastards, I called her out of the water straight away. Those mean white fuckers chased her all the way to shore.”
He turned around, now grinning broadly. “But, once her feet hit the ground in the shallow water and she was able to stand, did those sons of bitches turn and swim away as fast as they could.” He paused, trying to remember his original point. He really was very hungry. “Oh yeah, so trying to stop her fighting everything that moved meant I didn’t have time to teach her a new name. Figured it would be confusing to her. Sassie she was, and so Sassie she stayed.”
There was a tightening in his chest as he thought of her missing him. “Took a lot of years and a lot of time for her to get where she is now. I know Alexa will take care of her, but still, it’s my job, and I need to get back to doing it. She won’t understand…” He choked up completely, taking a moment to compose himself before clearing his throat and returning his monologue to its original course. “Anyway, names. Names matter.”
“Maybe you’re a girl monster. Charlotte?” He shook his head. That name just didn’t seem fitting. “We could call you Peter Parker? Although, you’re more of a man-sized spider than a spiderman... Parker Peter? Then again, big, scary spiders say one thing to me. Australia. You like to jump, we could call you Roo? Or, how about Ozzy? Or Bruce? Hmm, that’s a sharks name though… can you swim?”
His train of thought derailed suddenly as he saw an open door ahead of them through which the vines were receding. The pair of them continued walking behind the vine until it disappeared into the doorway and Aaron ran forward, pulling something from his pocket. He’d been saving the foil wrapping from the ration bricks, folding them together to form a wedge. He jammed his makeshift door stop under the bottom corner of the door as it began to slide shut. It ground to a halt. “Boom! Told you it would work.”
He stood and finally looked into the vastness beyond. Through the doors was, somehow, a rolling meadow, complete with trees, giant mushrooms and plants he had no name for. Vines were also everywhere, receding further across the great wilderness. “What the hell? I thought I was on a spaceship? Am I underground?”
Staring intently at the sky, he stepped onto the deep moss beyond the door. He looked at the wall around the interior and saw it was rock, and more plant life clung to every crack and crevice. As he walked slowly forward his eyes followed the vine as it headed for a large, colourful, monolith. He approached and saw that its shape was similar to the vase flowers. He watched as the corpse vines deposited their cargo on top of the monolith. Not on, he corrected himself;they were dropping inside.
He looked back to the door, nervous that it might close and lock him in. A large black shadow lurked just beyond the door, and he was torn. Should he explore this 'outside' world, or retreat to the place where he at least had the rejuvenation pods? He looked up at the sky, basking in the warm and invigorating embrace of the sunlight. He blinked at the brightness, being cautious to not look at the sun directly, and something else suddenly caught his eye. It was, incredibly, a door. A door that floated in the sky.
The thing about human eyes is that they might be easily fooled, but a shift in perspective can easily change what you see to something entirely different. Aaron was looking up at a ceiling, like the one in the Atrium back on the Azrimad, but a hundred times more convincing.
Once back inside the doorway he watched the spiderling he was beginning to think of it as a friend dancing back and forth a short distance away. It seemed… happy. “Ok buddy, I’m back.” Aaron’s stomach made a loud gurgling sound and he rubbed it, trying to squeeze the hunger away. Fingers found muscle easier than usual, and he knew he was definitely losing weight. “We should head back. I need sleep.” He thought for a moment and made a final decision, bending down to pull the foil wedge clear. “I doubt there’s a communicator or command deck in there. Let’s go home, Ozzy.”
The trip back was uneventful, Aaron sang his direction song as they navigated the labyrinth. A few more aphids were snacked on by his leggy companion, but his own legs were heavy by the time he was almost back to the jelly beans. Despite being exhausted he had made two stops to create another pair of flower vases for the aphids, as well as scattering a ration brick as he passed by. The aphids waited, as they always did, till he and Ozzy were far enough away before enjoying his bounty. Still, the human derived satisfaction from their presence.
Exhausted and weary, Aaron was glad to finally make it back to the room he was reluctantly calling his temporary home. As the door to the rejuvenation pod slid open he was met, forcefully, by the barrel of an energy rifle. Unfortunately for Aaron, due to a considerable height difference, the barrel had struck him squarely in the groin, and he instantly fell to his knees. He came face to face with his attacker with tears in his eyes, clutching his tenderness and coughing. From the other being came incomprehensible yelling, as well as a lot of gun waving. Also, there was coughing.
Aaron, eventually mustering enough self-presence to do something other than deal with the after effects of the gun-to-groin encounter, wiped the moisture from his eyes and tried to butt in to the one-sided conversation. "Relax! I'm the one who just got snookered in the fucking balls, here! Why in the world are you so mad?"”
The gun was pressed to his forehead by the tiny attacker, who shouted something unintelligible with their black eyes focused on him. They paused to cough, then stepped back, glaring at Aaron until they seemed to feel comfortable enough with the situation to take one hand off of their weapon and pull out a datapad. They held it up, and Aaron frowned at the familiar but still unintelligible colours that swirled on the screen. Then a small vent at the bottom of the device squirted out a puff of sickly sweet scent.
Aaron pulled back from the odour. "What the fuck was that?"
With some distance between them, the human finally got a good look at his opponent. They were barely waist-height, furry, with a long nose and dark banding across their brown fur. The banding was heaviest across their eyes and although that’s where the similarities ended, it was enough for the human’s brain to forge a connection. “Listen, Rocket, there’s a virus on this ship. You need to get in the jelly bean. Trust me.”
The rifle was thrust at him shakily in one hand, the tablet again was raised and a swirl of colours and shapes greeted him. “I don’t speak fucking winamp plugin!” On the wall behind his captor Aaron spotted a dull orange aphid, struggling to climb the wall. He smiled as he slowly leaned to one side. “Have you met Ozzy?”
The huge arachnid leapt over them both, causing the newcomer to blindfire at the wall. Aaron seized his chance and snatched away the weapon. He grabbed the newcomer by the front of their armoured uniform and slammed them to the ground. They cried out in pain and began their incomprehensible yelling once more. The accompanying coughing fit was bad, and Aaron dragged them to their feet. Realising that his solitude had caused him to revert to English, he switched back to galactic standard to offer a warning about the disease. “You’re going to die!”
A shocked look crossed their face as the human effortlessly lifted them and slam dunked them into a blue jelly bean. Ozzy gurgled happily through his aphid crunching. Aaron snatched up the energy rifle, but found it was difficult to hold due to its small size. He leaned over the jelly bean, noting the occupant drifting off to sleep.
Hunger and tiredness were forgotten as adrenaline flooded his system. There was no way the newcomer was alone. He left the pod room to begin searching, and Ozzy seemed to pick up on his intention and followed behind, keeping close to the human. “Good boy!” He had no idea what prompted it, likely some automated response, and it was as though he watched his movements from outside of his body as he reached back and gently scratched the arachnid's head. He was rewarded with happy gurgles, or at least that's what he hoped the noises were. “You did good back there.”
He made his way along the corridor towards the same airlock he had once chosen as his final exit. His recent suspicion proved correct as he heard a strange sound up ahead, as if someone was running a wet finger around the rim of a glass. He carefully leaned around the curve and saw another figure, dressed in the same uniform as the first. No fur on this one, although they were equally small in size, and they somehow looked like they were made of glass which couldn’t decide on a colour.
This time he remembered to use galactic standard. “Keep your hands where we can see you. We’ve got you surrounded!” The figure was clearly startled, as the ambient resonating noise began varying wildly in pitch at the same moment as their colour shifted to a solid blue. Aaron cursed. He didn’t have a translator, having instead opted for learning standard and winging everything else. The whole federation knew standard, so he hadn’t truly considered getting the implant. “Something is wrong with our translators,” he continued to bluff. “Do you speak galactic standard?”
A datapad was hastily pulled from a pocket, and as buttons were pressed the resonating sound became more rhythmic. From the datapad sprung noises. No, it was a voice! “Why do you speak Procyon? Where is Commander Bertolannixostraphes?
Aaron began relaxing at the situation he found himself in, but inside he was brimming with joy. Finally, he could talk with someone! “There is a virus on this ship, and many are dead. If your commander is the raccoon-looking guy, I got them into a healing pod. They’re going to be fine.” Under his breath he added, “probably.”
The resonating began and shortly afterwards the voice translated, “Who are you? Why did you not answer our communications.”
Opting for honesty in the hopes of leniency, Aaron stepped into view. “I’m a passenger. I don’t have access to the ship's systems.” The newcomer was looking at the tiny gun, so the human tossed it forward. “I didn’t know if you were friendly. I can take you to your friend, and you should probably get treatment as well.”
The now-orange alien walked forward, their movement accompanied by the strange sound of ceramic plates rubbing together. “That won’t be a problem, we Tricinic do not catch meat diseases. I am Tsy'lo, take me to the commander.” They turned to look behind them. “Where are the others?”
Aaron pointed to Ozzy. “It’s just us two.”
Colours swirled and the small glass person thrummed. The datapad spoke, “You are the last human, the Ambassador. Correct?”
Turning and gesturing to be followed, he began to lead the way to the rejuvenation room. “I am the first human, Ambassador Aaron Cooper, professional bounty hunter. Just call me Aaron. Are you the rescue party? Is Alexa here? Did she bring Sassie?”
It took a moment for the translation to come back. “I don’t know those names. We are the Special Tactics and Rescue Squad and we responded to distress calls and found this ship. Adrift.” They had walked a little way when Tsy'lo stopped and regarded Ozzy, who was still faithfully following behind. “Why does the achalo follow you?”
“Ozzy?” Aaron shrugged. “I think he was lonely. So, were you sent into Hive space to find me, or are you on some top secret mission? You aren’t with the Sentinels, are you?”
“Lonely? But it is an achalo.” Tsy'lo was confused and their colour visibly swirled. “Why would a rescue mission be secret? And, we weren’t sent, we were already here.”
Now it was the human who was confused. “Like spies behind enemy lines? Is that why you are in Hive space?”
The Tricinic hummed at a higher frequency. “It is our space. We are the Hive!”
 
 
Admiral Pelar of the third fleet stood in the centre of the training mat. On the floor around her were four tough looking Ashi, while a fifth was now squaring off against her. She blocked the jab and the surprise knee strike that followed, turning effortlessly to bring her elbow to her opponents ribs. With another deft turn she was behind him and kicking his knees forward. He tried to roll clear but she had anticipated the move and, as he rose, her spinning boot struck the side of his head.
“Nice try gentlemen.” She walked away and caught a towel thrown by the drill instructor. “That last one has potential,” she said, and the drill instructor nodded. “Next time, I expect at least one of them to land a hit. If not, I’ll have you in the ring instead, to make sure you still have what it takes.” She saw the fear in his eyes. “I accept nothing but the best from the Third Fleet.”
The medics ran onto the mat as she dabbed at her forehead, and she spotted Jar’Bek sitting on a bench nearby. She walked over to him and he stood, straightening what was no doubt an extremely expensive suit. “From one disappointment to another.”
The lawyer smiled. “Imagine only seeing your son when he is paid to be in your presence,” he countered.
She smirked. “Your tongue is still your most deadly weapon.”
He nodded. “Ah, but it must make you proud to see me make use of the things you taught me.”
Her face twitched. “I taught you to be a true Ashi, a soldier. I taught you to respect-”
Jar’Bek held up his hand. “I’m here on my client’s business, not yours. And, as I am paid a considerable sum per gal, let us not waste their money on matters that are concluded.” He enjoyed the irritation on her face. “I am here to finalise the amnesty treaties, and conclude your membership as citizens of Earth.”
The Admiral held up her hands, looking down at her combat training clothing. “I must shower and change first. Please, wait for me in my private office.” She smiled politely.
“No.” His smile seemed to hover as if it was a mask that could slip at any time. “You may have disowned me, but I still remember your tricks. You knew the time of our meeting; you had me brought here so you could intimidate me with this display of aggression. Then you ask me to wait in your office amongst your memorabilia and trophies.” He watched the anger behind her eyes. “You really think these tired old tricks will work on me?”
She sneered. “At least you remember something.”
“Oh, I had the scars removed, but I kept the lessons.” He walked away. “My client's time is valuable and I have scheduled a meeting with the other fleet Admiral’s for later this cycle. Since we have no time for your games, let us go to the briefing room. My team is already set up. If you wish to shower, know that it is more of your negotiating time you are wasting, and I do so hate waste.” He collected his briefcase and walked out of the room.
Captain Loring hurried after Jar’Bek, catching him as he entered the elevator. “You sure you want to antagonise the Admiral like that?”
He leaned back against the wall of the elevator and relaxed, letting out a small sigh. “A little negotiating trick a Kittran taught me. Anyway, she is no longer my Admiral.”
Elora’Tan leaned back on the opposite wall. “She is your mother, Jar.”
“Ha.” Jar’Bek laughed. “She disowned me. This is the first contact we’ve had in I forget how many celes. Her first thought is to try and intimidate me with that display. She likes to beat on cadets, she likes to cause pain, and she wanted me to watch.”
Loring gave a weak smile. “It forges strong soldiers. We can’t afford weakness.”
The elevator stopped and Jar’Bek took a step closer to Elora’Tan. “You think it was weakness that made me leave?” He didn’t let her answer, turning and exiting into the hallway. His voice now resonated with authority as he growled, “In case you people have forgotten, the Ashi will operate under the same rules as the rest of the colony. My mother is not the law... I am the law.
 
Next
submitted by Sooperdude24 to HFY [link] [comments]

I want to make a casino Heist

I want my players to go through and plan a heist in a casino, the only problem is I have no clue how to set this up. I am planning on making my own map for the casino using these assets as the base: https://marketplace.roll20.net/browse/set/1806/casino-gaming-floor-pack
The target of the heist is to rescue 3 hostages spread out through the bottom floor and an undisclosed magical item hidden at the top in the owner's office. The magical item is a monocle that vastly increases the wearer's wisdom (to about 26) but after being in touch with the object for a week the wearer is corrupted and becomes evil and desiring power (this is a running trend throughout the items my party is sent to retrieve throughout their adventure each item increases a different stat).
The origin of the Casino is that it used to be a random casino in the middle of a nowhere town when a beholder decided to make the town it's home base. with the assistance of the magical monocle, he is able to cheat his way through the casino until he wins a bet with the owner in which he wins the casino.
I am undecided if the heist will take place through the whole town or just in the casino, seeing as I have limited time though probably just the casino. Sae Nijjima's Palace from Persona 5 would be a huge inspiration to the layout of the casino.
The party's level is 5 and there are only 3 members so I DO NOT want them to fight the beholder, if they get into an encounter with the beholder he agrees to play a game of chance for the item/hostages, being either a rigged game of poker where the party has to cheat in creative ways to win or a game of Russian Roulette (by a different name as Russia does not exist or with a different reason for the name like Russia being the last name of the person who invented it).
Sorry for anything that does not make sense or is written badly as this was more of a brain vomit rather than a well-written thing. if you want any more details I will answer in the comments.
Some specific questions: What should I add to make this Heist feel like a heist movie? How should I set up and do guard patrol? How should I protect the objectives? I have the backstory ready but don't know what to do for the story that unfolds while they are going through, any ideas?
submitted by legofanman06 to DMAcademy [link] [comments]

I want to create a heist. but don't know how

I want my players to go through and plan a heist in a casino, the only problem is I have no clue how to set this up. I am planning on making my own map for the casino using these assets as the base: https://marketplace.roll20.net/browse/set/1806/casino-gaming-floor-pack
The target of the heist is to rescue 3 hostages spread out through the bottom floor and an undisclosed magical item hidden at the top in the owner's office. The magical item is a monocle that vastly increases the wearer's wisdom (to about 26) but after being in touch with the object for a week the wearer is corrupted and becomes evil and desiring power (this is a running trend throughout the items my party is sent to retrieve throughout their adventure each item increases a different stat).
The origin of the Casino is that it used to be a random casino in the middle of a nowhere town when a beholder decided to make the town it's home base. with the assistance of the magical monocle, he is able to cheat his way through the casino until he wins a bet with the owner in which he wins the casino.
I am undecided if the heist will take place through the whole town or just in the casino, seeing as I have limited time though probably just the casino. Sae Nijjima's Palace from Persona 5 would be a huge inspiration to the layout of the casino.
The party's level is 5 and there are only 3 members so I DO NOT want them to fight the beholder, if they get into an encounter with the beholder he agrees to play a game of chance for the item/hostages, being either a rigged game of poker where the party has to cheat in creative ways to win or a game of Russian Roulette (by a different name as Russia does not exist or with a different reason for the name like Russia being the last name of the person who invented it).
Sorry for anything that does not make sense or is written badly as this was more of a brain vomit rather than a well-written thing. if you want any more details I will answer in the comments.
What should I add to make this Heist feel like a heist movie? How should I set up and do guard patrol? How should I protect the objectives? I have the backstory ready but don't know what to do for the story that unfolds while they are going through, any ideas?
submitted by legofanman06 to DnD [link] [comments]

Il mio viaggio nella Storia del Cinema: dal 1965 al 1968

E con questo ho finito il diario di viaggio per ora, perché sono alla fermata del 1969 e ne avrò ancora per qualche settimana prima di vedere tutto quanto voglio vedere. Poi metterò nero su bianco. Alla prossima!
1965
Prima di dare una rapida scorsa a quest’anno con qualcuno dei film che ho amato di più mi piace fare anche qualche altra segnalazione: tra le mini-serie è nota quella con Juliette Greco: “Belfagor”, che è un mystery molto lento per i nostri gusti, ma l’ho finito lo stesso tutto perché mi piaceva. Parte quest’anno la felicissima serie di “Giochi senza Frontiere”, che per una ventina d’anni fu uno degli appuntamenti più amati dei telespettatori italiani. In tv vanno ancora i fantasy come “Strega per amore”, con Larry Hagman prima di far soldi col petrolio. Esordisce Sally Field nel telefilm “Gidget”, aveva 15 anni.
Passiamo ai film allora, ma devo lasciare da parte Zivago, Connery, Dentone, Giuletta degli Spiriti, Michael Caine, Leone, Burton, Carrà e Julie Andrews. Ahimé.
Repulsion” di Polanski è una delle più belle prove di Catherine Deneuve, che più guardo i suoi film più entra di prepotenza nella classifica delle mie attrici preferite. La Deneuve qui è una ragazza che ha qualche problema: è ossessiva, soffre di disturbi psichiatrici, ha delle allucinazioni. Il suo status peggiora una sera che resta da sola a casa. Nessuno si accorge veramente di quanto soffra e la ragazza peggiora sempre di più, con risvolti drammatici. Dico solo che la scena della crepa nel muro è fenomenale.
Io la conoscevo bene” di Pietrangeli, è un film con Stefania Sandrelli e Mario Adorf. La Sandrelli ha avuto tipo tre carriere: quella di giovane star italiana, quella post-Brass e quella di attrice di esperienza che sta vivendo adesso. Il suo sguardo timido e dimesso di questo film ha molto in comune con quello della Cardinale prima maniera. La Sandrelli vede infrangersi sul selciato le sue speranze di diventare una star del cinema perché gli uomini che le girano intorno la sfruttano e la illudono. Tra questi c’è Adorf, che è un attore che mi piace un sacco. Un genitore tedesco e uno italiano, Adorf si è mosso senza problemi da un set all’altro mostrando enorme versatilità: lo trovi nelle commedie italiane anni ’60 e lo trovi nei film tv tedeschi alla Derrick, per lui nessun problema.
La vita corre sul filo” di Pollack, con Poitier e Bancroft è un thriller che si svolge nello sguardo di Sidney Poiter e nell’ansia di aiutare una donna che dall’altro lato di un telefono amico segnala la sua volontà di suicidarsi. Poiter non è esperto, ma è di turno, e ormai ha preso in carico il caso. Tutto quello che deve fare è trattenere la Bancroft a lungo, molto a lungo, affinché possano rintracciare la chiamata e impedire il suo gesto. Questo film è interessante perché non c’è mai nessuna allusione al colore della pelle di Poitier, non è rilevante per il plot.
Rapimento” di John Guillermin con Patricia Gozzi, Dean Stockwell e Melvyn Douglas. La Gozzi l’ho citata già in un film con Hardy Kruger. A me questa attrice piace molto, è davvero intensa e drammatica. Qui veramente siamo in un contesto di puro e assoluto squallore, perché la Gozzi vive una vita solitaria in un luogo isolato col padre Melvyn Douglas. Un giorno arriva nei dintorni un evaso, e la Gozzi fa amicizia con lui. Lei ha bisogno di vivere, mentre il padre vorrebbe tenerla in casa e buttare la chiave. È uno di quei film che sembra che fuori sia autunno e che piova anche se è mezzogiorno di una giornata di maggio.
La decima vittima” di Elio Petri, vede Mastroianni e Andress in un futuro imprecisato darsi la caccia a vicenda. C’è una specie di reality show in giro in cui ci sono i cacciatori e le prede. I cacciatori devono uccidere 10 prede, e le prede devono sfuggire loro. Non si può mai sapere i gusti della gente. Questo futuro ha comunque i colori degli anni ’60, lo stile e la criniera di Ursula Andress che guarda caso è una delle più brave cacciatrici. Deve far fuori Mastroianni, ma prima vuole un po’ giocare al gatto e al topo.
Bunny Lake è scomparsa” di Otto Preminger, è un cupo thriller con Keir Dullea, Carol Lynley e Laurence Olivier. A dire il vero Olivier ha una parte molto marginale, fondamentalmente è il film della Lynley e di Dullea. Per chi non avesse dimestichezza con questi volti, la Lynley fu attiva a cavallo tra i ’60 e il ’70 ed è una delle vittime del Poseidon, mentre Dullea è la star di 2001 Odissea nello spazio ed è un attore che si è sempre fatto i fatti suoi, non è mai diventato star di prima categoria, ma si è scelto delle parti interessanti come questa qui. Insomma Dullea è il fratello di Lynley, e non si trova la bambina di lei. L’hanno portata a scuola, ma nessuna l’ha vista, le maestre non l’hanno vista, le amiche nemmeno. Questa bimba non esiste. La Lynley se la sarà immaginata? Lei è certa di avere una bimba, è certa, esiste!
Il collezionista” è uno dei film meno noti di William Wyler, con Terence Stamp e Samantha Eggar. Stamp, di lui non c’è mai da fidarsi. Ha deciso che invece di collezionare farfalle gli piace collezionare ragazze, e un giorno cattura la Eggar e la chiude nel suo scantinato. Lui non ha fatto niente di male, la Eggar viene trattata coi guanti, ha da mangiare, ha di che svagarsi, ha tutto, basta solo che sia felice di essere reclusa a vita da un pazzo e che non provi mai a scappare, che ci vuole?
1966
Eccoci al ’66, che bello quest’anno di cinema, bello! Qualche riga su altri generi e poi passo ai film che mi vien voglia di ricordare.
Qolga” è un corto che ho trovato in youtube del regista Kobakhidze. Si tratta di un ragazzo che vive da solo lungo i binari del treno e ha un’amica che ogni tanto lo va a trovare. All’improvviso un ombrello prende vita e inizia a volare da solo. In quest’anno parte la serie “Tre nipoti e un maggiordomo”, con Brian Keith e 3 baby star, ciascuno con la sua dose di sfortuna personale. Questa serie ha i colori e le moquette giuste per immergersi negli anni ’60. Ovviamente questo è l’anno di “Star Trek”, di “Batman” e “Mission impossibile”. Si tratta di tre serie di culto che tutti ovviamente ben conoscono. Tra i rari film tv di buon livello degli anni ’60 c’è uno di Rossellini: “La presa del potere da parte di Luigi XIV” che è anche uno dei film preferiti del padre da parte di Isabella. Poi esce la famosa versione animata del Grinch che ruba il Natale.
Chi ha paura di Virginia Woolf?” è il film che regala a Liz Taylor il suo secondo oscar. Ci sono solo 4 personaggi (vabbé 6 c’è una scena al bar) che sarebbero Liz Taylor e il marito Burton, George Segal e Sandy Dennis. Sono uno più bravo dell’altro. Nel film sono due coppie, una che sta insieme da un po’ e l’altra di recente formazione. Burton e Taylor hanno un passato difficile da superare, ma tirano avanti. La loro casa è lo specchio della loro persona, è piena di cose ingombranti e fuori posto, e tra i due ci sono frecciatine ogni secondo, qualcuna passa inosservata e qualcuna fa assai male. I due sposini sono praticamente scioccati. La scena cult per me è quando Liz Taylor dichiara al marito che pur con tutti i suoi difetti non è comunque un mostro. Sandy Dennis pure brava assai è una delle attrici dimenticate di fine anni ’60.
Persona” è un film di Bergman in cui ci sono due donne, Bibi Andersson e Liv Ullmann. La Ullmann è muta e la Andersson è la sua infermiera. La Andersson parla parla e la Ullmann ascolta e ascolta. Il legame tra le due è forte e particolare. Si vedono sempre più spesso e la Ullmann sembra migliorare, mentre la Andersson mostra una certa inquietudine. Parla, ma a se stessa, e la Ullman risponde anche senza dire niente. Lentamente i loro volti cominciano a somigliarsi sempre di più, e la voce di Bibi diventa la voce di Liv. Non c’è più distinzione tra le due, sono diventate una persona sola. Si stanno fondendo. Ma non è mica possibile una cosa simile.
La nera di…” è un film di Ousmane Sembene, cioè uno dei primi e rari film di autori africani. La storia è molto semplice, c’è una ragazza senegalese che va a servizio in una casa di una coppia francese. Lontana dalla famiglia la ragazza ha il suo lettino, le sue riviste, le sue scarpe, le sue sensazioni, ma la coppia presso cui lavora la considera come il vaso a centro tavola o il quadretto appeso accanto alla porta. Le giornate passano e la ragazza si spegne poco a poco. Tutto qua, ma provate a vedere lo stesso se è tutto qua.
Incompreso” è il drammone strappalacrime di Comencini con Anthony Quayle che diventa vedovo e non si accorge della sofferenza del primogenito, che si sacrifica per il bene del fratello minore viziato dal papà. Non che Quayle sia cattivo, per carità, è solo che non se ne accorge. Il ragazzino gli vuole bene lo stesso e un giorno un ramo fa crac e lui si fa male. Madonna quanto si piange con questo film, cioè è impossibile, nel senso che è non-possibile non commuoversi quando papà e figlio si parlano finalmente a cuore aperto. L’attore protagonista ha recitato solo questo film, oggi è un medico, è stato bravissimo con almeno 4 esse.
La caccia” di Carlos Saura è un film in cui ci sono alcuni amici che vanno a caccia di conigli. Fa troppo caldo. Dovrebbero dar retta ai conigli, ma invece si mettono a ricordare il passato e non so chi glielo fa fare, perché da quel momento nessuno più è al sicuro, e si danno la caccia a vicenda. Vediamo chi ci resta secco.
Davvero c’è tanto in quest’anno: Manfredi e Adorf alle prese con San Gennaro, le solitudini dell’uomo e la donna di Lelouch, i russi che sbarcano negli USA e Fahrenheit 451 di Truffaut. Poi Polanski gira Cul de Sac con la sorella della Deneuve, Eastwood non manca un colpo e le foto di Antonioni di Blow-up dove le mettiamo? Mi sono divertito un sacco con la partita di poker di “Posta grossa a Dodge city”, e l’asinello Balthazar di Bresson è uno dei finali più drammatici della storia, non pensavo che avrei retto tutta la visione di “Andrej Rublev”, e invece sì, e poi c’è il realismo mai visto della “Battaglia di Algeri”. E potrei anche continuare. Uno dei miei anni preferiti insomma.
1967
Siccome col 1966 ho preso per le lunghe, volevo sintetizzare col 1967, ma pure qui c’è un sacco di bei film. C’è pure “The big shave” che è uno dei primi lavori di Scorsese. Un uomo si rade e si taglia. Purtroppo per lui, il taglio non è un taglietto, giusto così perché si trova in youtube e dura 5 minuti.
Il mio film preferito di quest’anno è “La calda notte dell’ispettore Tibbs”. Io non l’avrei mai detto, mi dovete credere, ci avrei scommesso nemmeno 2 centesimi perché i polizieschi un po’ mi stufano, e poi i film che parlano di razzismo negli anni ’60 siccome li sto vedendo in sequenza ne ho visto un casino e poi forse il titolo non mi ispira, ma invece sono rimasto attaccato subito dai primi minuti, adoro Steige e Poitier, e quando Poitier schiaffeggia a sorpresa il tizio nella serra vi giuro è una delle scene più intense e belle e vere, ho cliccato su 10 su IMDb e da lì non cambio idea.
Il problema è che ho messo 10 anche a “indovina chi viene a cena?” che ha il dubbio onore di essere il film dagli albori al 1967 che ho visto più volte in vita mia, ne conto con certezza 6. Potrei dire di che colore sono i fiori nei vasi e quanti calzini ha Tracy nell’armadio. In questo film per me funziona tutto, mi manda dei brividi di nostalgia di un’epoca della quale sono un prodotto culturale, sono un GenX nel midollo probabilmente e sarà per quello che questo film non mi stanca mai.
Non ce la faccio a non segnalare almeno il titolo di “A piedi nudi nel parco” e devo dichiarare che anche se il finale di “Riflessi in un occhio d’oro” è qualcosa di davvero particolare, Robert Forster in quel film è di una bellezza sconvolgente. I colori di “Le Samourai” di Melville sono elegantissimi, il film è una goduria per gli occhi. Poi ci sono i filmoni da macho di Lee Marvin tipo “una sporca dozzina” e c’è Paul Newman e Dustin Hoffman, Dirk Bogard fa venire i brividi in “Tutte le sere alle nove” quando torna a prendere possesso della casa coi 7 figli che ha abbandonato e in “La bisbetica domata” la coppia Burton-Taylor funziona anche se mai lo diresti in quell’ambientazione lì.
Gli occhi della notte” vede Audrey Hepburn nei panni di una cieca che vive al piano terra di una bella casa dove ogni cosa è giusto dove deve essere, ma a quanto pare Alan Arkin è convinto che ci sia anche qualcosa che gli serve per evitare di essere accusato di omicidio. La Hepburn è all’oscuro di tutto (oddio che battuta) ma scema non è, così quando uno strano visitatore si insinua in casa sua con le scuse più formidabili lei inizia a sospettare. È uno dei thriller meglio congegnati mai visti questo qui, e non è nemmeno di Hitchcock! Non avevo mai realizzato quanto siano importanti le lampadine nel frigorifero.
New York: ore tre- L’ora dei vigliacchi”, questo titolo mi fa cagare però il film è bello. C’è la gente che prende la metro per tornare a casa, però è tardi e due grandissimi stronzi e cioè Tony Musante e Martin Sheen hanno voglia di divertirsi a modo loro, così entrano nella metro e iniziano a infastidire uno dopo l’altro tutti i passeggeri. C’è una quantità di arroganza, prepotenza e violenza gratuita in questo film che davvero la mascella si spacca dalla rabbia repressa che ti suscita. Si vede che il film funziona. È quando tu stai per fatti tuoi e questi ti devono bullizzare e non solo: la gente non alza 1 dito per aiutarti! Veramente, questo film è fatto bene. Per non parlare dei poliziotti che appena riescono a entrare nel vagone con chi se la vanno a prendere? No quello proprio non l’ho potuto soffrire! Bel film.
L’armata a cavallo” di Miklos Jancso è un film che fa venire il mal di testa. Siamo in guerra, è la guerra civile russa, ma non è importante, potrebbe essere una qualsiasi guerra. Qui non riusciamo a prendere posizione, la guerra fa schifo non importa di quale fazione tu sia. 10 minuti di film con gli occhi di una fazione e i loro progressi e le loro vittime, nemmeno fai in tempo a riconoscere i volti di queste persone che vengono fatte fuori dagli avversari, e Jancso ti trascina altri 10 minuti dalla loro parte, ti fa vedere i loro progressi e le loro vittime, i loro villaggi desolati e le torture. Ci rimani male, ma ecco che si passa all’altro punto di vista. E’ un film intelligente ed elegante.
C’è ancora lo choc incredibile di “Gangster Story” con il picco di bellezza di Faye Dunaway e il sangue che esplode sulla bianca pelle di Bonnie e Clyde, così come bianca immacolata è la schiena di Catherine Deneuve, perfetta protagonista di “Bella di giorno” di Bunuel, altro film simbolo dell’epoca, un’epoca in cui andavano i film di sexploitation tipo “Vixen” e roba del genere, pieni di tette e recitazione di serie b, ma che entravano a pieno nella cultura di fine decennio, che si sta avvicinando a quel ’68 di cui tanto spesso abbiamo sentito parlare come di una sorta di spartiacque culturale.
Per finire, è intelligente e complesso il volto di Bekim Fehmiu in “Protest” di Fadil Hadzic, ma che le h e le z non ingannino, il film si vede e si capisce perché parla di un’insoddisfazione che non ha bisogno di vocabolario. Poi c’è il cult camp “la valle delle bambole” con la sfortunata Sharon Tate, gli occhi penetranti della Mangano in “Edipo Re”, centomila spaghetti western, è l’altro drammone di Bresson “Mouchette”, con protagonista una ragazza che racchiude in sé tutto il bullismo subito da tutti gli adolescenti della storia della Pubblica Istruzione, veramente solo chi ha il cuore di pietra non si commuove con questa ragazza qui.
1968
Non mi pare vero che sto scrivendo del 1968 perché è l’ultimo anno che ho finito di vedere e anche se questa carrellata non vale poi molto almeno l’ho portata a termine, il che per me vale molto.
Prima di iniziare una piccola deviazione: in quest’anno c’è l’esordio di Spielberg, col corto “Amblin’” da cui quindi deriva la sua casa di produzione che è la Amblin Enterteinment! Altro corto è lo sperimentale “Hermitage”, di Carmelo Bene. Tra le mini-serie esce quest’anno l’Odissea di Franco Rossi. Fu un clamoroso successo riproposto dalla tv nostrana per vent’anni. Il ritmo è lento, ma i volti di Bekim Fehmiu e quello di Irene Papas sono senza tempo. Grandissimo l’episodio con Polifemo e ovviamente il finale coi Proci. Prima di diventare nota come cantante e presentatrice, Loretta Goggi era una precocissima attrice e la “Freccia Nera” fu uno dei suoi più noti successi.
Ok, allora andiamo veloci veloci, con lo stiloso “Diabolik” che era il bel John Phillip Law; le torture che patisce Alan Bates nell”’uomo di Kiev” pochi altri nella storia; Sordi è medico nella muta e Franco Nero aveva gli occhi più celesti mai visti. Sellers fa pisciar sotto anche le statue in “Hollywood Party” mentre la Vitti prende in mano la pistola e si colloca nella sua dimensione comica dopo anni di Antonioni. Rod Steiger è un gay represso ne “il sergente”, mentre Terence Stamp non fa preferenze di sesso in “Teorema” di Pasolini.
Steve McQueen è l’essere più figo mai apparso sulla terra in “Bullitt” e “Il caso Thomas Crown” ma nemmeno Clint Eeastwood scherza e voglio vedere chi scampa a un impiccagione come in “impiccalo più in alto” e chi è scazzato come lui in “L’uomo dalla cravatta di cuoio”.
Fuoco!” di Gian Vittorio Baldi è la sorpresina nell’ovetto Kinder del 1968. Siamo in un paesello del sud Italia e un tizio spara alla statua della Madonna durante una processione, poi si barrica in casa, con la moglie e il bambino che se la fanno sotto, e col fucile in mano si rifiuta di uscire e di dare spiegazioni. Poche parole, un set poverissimo, nemmeno tante spiegazioni ma per 1 ora e mezza sei nella casa e forse nella testa di questo ragazzo. Bellissimo film!
La sposa in nero” di Truffaut è la storia della vedova nera Jeanne Moreau (quanto mi è piaciuto questo film) che si era sposata da 5 secondi che le ammazzano il marito sulle scale della chiesa. Pensa prima di buttarsi dalla finestra poi decide che invece le conviene dare la caccia ai killer del marito. La curva della bocca della Moreau è perfetta per questa parte e vi assicuro che il modo in cui si ingegna per far fuori quei quattro è incredibile. Purtroppo questo film mi fa anche venire in mente la storia di Marta Russo ma lasciamo perdere.
L’urlo del silenzio” è il film che Alan Arkin per me prima valeva 6, 6 e mezzo mentre adesso invece sotto il 9 non scende. Arkin è un sordo muto ed è così solo, ma così solo, che lui il lockdown ce l’ha di default. Mi fa venire la forchetta in gola. Comunque sia affitta una camera in una casa con una famiglia sgangherata ma tutto sommato ok, e fa amicizia con Sondra Locke. Ma nemmeno lei è il vaccino che può curare la sua solitudine. Malinconia a quintalate.
Duello nel Pacifico” di John Boorman ci sono 2 persone solamente e cioè Lee Marvin e Toshiro Mifune. Sono in guerra e sono da soli in un’isola sperduta. Ognuno dei due vuole far fuori quell’altro, ma alla fine prevale la voglia di sopravvivere, chissenefrega se devo chiedere aiuto al nemico. Il finale di questo film, io sottoscritto dichiaro che David Lynch l’ha visto e gli è piaciuto.
E ora acceleriamo su quel pacco gigante pieno di innovazione che è “La notte dei morti viventi”, sul sudore e il calore di “C’era una volta il west”, il mio Leone preferito, sull’indelebile statua della libertà del “Pianeta delle Scimmie”, sui brividi che fanno venire lo sguardo di Sidney Blackmer e i sorrisi di Ruth Gordon in “Rosemary’s baby”, uno dei film che più mi ha fatto cagare sotto in vita mia, per dire due righe in più su “Kuroneko” di Kaneto Shindo, che è la storia di una vendetta operata da due donne vittime di stupro e poi uccise da una gang di samurai. Le due diventano dei fantasmi e uno dopo l’altro, in un’atmosfera onirica e agghiacciante conducono i samurai nel loro nascondiglio per farli fuori senza pietà alcuna. Un film con le palle.
Mi rimangono 2 film, il primo è “2001: odissea nello spazio” e io ho paura a parlare di Kubrick perché su Kubrick tutti hanno un’opinione e sanno argomentare meglio di me, così mi limito a dire che questo film l’ho visto come quando giochi agli incremental e fai prestige. La prima volta 15 minuti, la seconda volta ho retto 30 minuti, la terza volta 1 ora e la quarta volta finalmente avevo le skill giuste e ho goduto da pazzi.
Il mio film preferito del 1968 è “The Swimmer” di Frank Perry e Sydney Pollack, con Burt Lancaster. Lancaster si mantiene bene anche se ha già i suoi anni sulle spalle, e un giorno compare nella villa di amici, si fa una vasca in piscina e poi dichiara che se ne torna a casa a nuoto, passando da piscina in piscina, di villa in villa, lungo tutta la vallata. Armato solo del suo costume, si incammina verso la seconda piscina: una vasca e due chiacchiere coi padroni. Le persone che vede sono inizialmente cordiali e felici di parlare con lui, ma a ogni villa qualcosa non sembra andare per il verso giusto: c’è chi sbruffa, chi gli rinfaccia qualcosa, chi esplicitamente lo manda a quel paese. Lancaster stesso perde lo slancio e un po’ il sorriso. Se a un certo punto si sentiva così bene da poter reggere il confronto con un cavallo, improvvisamente si fa male e inizia a zoppicare. La villa successiva pare più lontana, e più ostile. Ad ogni villa scopriamo un pezzo della vita di quest’uomo, e lui con noi. Non possiamo sentire l’acqua sulla pelle, ma ti monta l’ansia. Lancaster pare invecchiato, i suoi piedi sono sporchi, i suoi occhi lucidi, le sue labbra sofferenti. Un’altra villa, e pare trascinarsi, e una piscina ancora, e nuota a fatica, e finalmente casa.
Non ho dormito la notte perché non volevo fare il mio sogno ricorrente in cui sogno di partire dalla mia casa di bimbo per arrivare alla mia casa attuale, e parto di corsa per poi andare piano, sempre più piano, per poi trascinarmi, fino a che non vedo la porta in lontananza, e non riesco ad aprirla, mai.
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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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