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How do you want to do this? A Discussion on Selective Rule Enforcement and the application of the "Rule of Cool"
Hello folks, For my research analysis and writing class my professor let me pick any topic I want. (her mistake) So for my final term paper I chose to come up with a method of determining a guide to the use of the "rule of cool." I got a A on the paper so I figured I'd share it with you fine folks as well. It is rather lengthy so I've included the abstract first. The 8 tips for dungeon masters is near the end (third session), the first and second parts deal more with the philosophical and ethics of games. So, if situational ethics and a discussion on the Mechanics, Dynamics, and Aesthetics of Play are of use for you, be my guess. I am a relatively new DM so I spent a long time researching and trying to absorb what would make me a "good DM". With that cavate please keep in mind I know next to nothing compared to a vast majority of the DMs here. I can think of no place better to have this paper peer-reviewed, picked apart and "rebutalled" to death than here. If you feel offended, challenged, or angry reading this... Please understand I am a moron borrowing the works and words of far smarter people. If you feel that "this is the WAY" again... I am a moron... so ... with out further ado.
Abstract:
The choice to be a stringent rule-follower without leniency using fanatical legalism in a game can be a source of contention between someone acting as a referee and/or “Game Master” and players of a game. Likewise, to approach games with a sense of fanatical antinomianism, or to completely ignore the rules and simply let players do whatever they want, tends to offer no challenge, and or reason to play that specific game. Using ethical theory frameworks such as situational ethics, natural law, and utilitarianism this paper seeks find the philosophical principles of what moments are acceptable and actually beneficial to bend the rules of a game. As such, it is important to define games, briefly discuss why games are played, and roles rules have on games. The game Dungeons and Dragons 5th edition will be used as the principal example. With “rule for rules” established, seven tips on how to implement it this rule using advice and guidance from some of the most well known “Dungeon Masters” in the modern era will be provided. Much of this paper relies on the works of Joseph Fletcher, Sheila Murphy; Benard Suits, Robin Hunicke, Marc LeBlanc, and Robert Zubek for the ethical and philosophical discussions around games. For the practical advice, it relies primarily on the works of Matthew Mercer, Brennan Lee Mulligan, Benjamin Scott, Patrick Tracy, Kelly Mclaughlin and Monty Martin. Players are your friends, or at the very least your fellow human beings. As such, seek out what is best for them. Games are about many things but principally about enjoyment. It’s okay if the player does not get exactly what they want, so long as they still had enjoyment. How it happens is up to the players, the one running the game, and whether the rules were used to enhance the experience or not. It’s possible to find that balance by asking these questions in order: “How will this decision affect: the final enjoyment of all at the table? the narrative? the rules in the future?”
**“Once upon a time, around a table…”
A man behind a cardboard screen sits across from a woman wearing a funny hat. He is frantically reading through the pages of the various books at his disposal. He finds the reference he is looking for, but it is not clear. “It is technically against the rules, it is barely within the realm of possibility, but the idea is so creative…” the man murmurs to himself. Exasperated, the man smiles a crooked grin and explains, “Well you can certainly try… give me an acrobatics check.” The woman throws a piece of plastic resin on to the table. The dice reads, “18.” The man sighs and then laments, “fine… how do you want to do this?” The table erupts in cheers, as high-fives are given from the others around the table. The woman adjusts her hat, as she gleefully explains how her character will use the momentum of several falling barrels to move across the map in a single turn without having to use all her character’s movement. As a “Dungeon Master” (DM) for the tabletop role playing game, Dungeons and Dragons (D&D), I can say without a doubt that many DMs have encountered extremely similar events as the one described above. The choice to be a stringent rule-follower without leniency can be a source of much resentment between the DM and the players around the table. Likewise, to completely ignore the rules and simply let players do whatever they want offers no challenge, no reason to play. In terms of D&D rule enforcement, as is with many events in life, the choice of always being either a “Harsh Disciplinarian” or the lenient, “Laissez Faire Guide” is a false dichotomy. Instead, seeking balance between the two choices based first on the overall needs of the players, second on the needs of the story, and third on requirements and rules of the game should be the norm.
Session 1: What is the Relationship between, Players, Games and Rules?
The 19th century philosopher and founder of modern cultural history, John Hughes once wrote, “Play is older than culture, for culture, however inadvertently defined, always presupposes human society and animals have not waited for man to teach them their playing.” 1 Why do humans play? Is it instinctual? Bernard Suits was a Distinguished Emeritus Professor of Philosophy for the University of Waterloo and his essays are in part responsible for the field of philosophy of games in the late 20th century. In his book, “The Grasshopper: Games, Life and Utopia,” Suits’ book uses Aesop’s fable about the grasshopper to argue that play is what we would do in a perfect civilization. He believed that in a world devoid of work, humans would still seek out challenges through play, suggesting that it is human nature to challenge ourselves.2 But is that the only reason someone plays a game? One YouTuber opined that “In a practical sense, games facilitate systemic thinking by getting us to view abstractions, but also engender creativity by getting us to play.”3 If true, these are essential tools for humanity to function as an intelligent race. This makes sense from an evolutionary level as to why humanity would develop play, but is there more to it than “games encourage outside the box thinking?” The landmark paper titled, “MDA: A formal approach to game design and game research” is one of the earliest attempts to formalize the field of video game design theory and it is fundamental to how modern game designers look at these systems. It serves to define the importance of mechanic, dynamics, and aesthetics of play and is instrumental to helping understand what players will expect out of a game. We will discuss more about dynamics and mechanics later, but first let us focus on aesthetics. Aesthetics of Play Defined
Term
Definition
Examples
Sense Pleasure
Enjoyment derived from how it stimulates the senses
The visuals of a game, sound, and music, feel of the dice, etc.
Fantasy
Enjoyment derived from the ability to step into a role that cannot be experienced in real life
Playing a game as a magic wielding sorcerer or rocks in the far flung reaches of outer space
Narrative
Enjoyment derived from game as drama, it is about the stories and experience gained
Heavily story driven games such as Last of Us, Dungeons and Dragons, Final Fantasy
Challenge
Enjoyment derived from overcoming an arbitrary obstacle
Platformers like Mario, or even drinking games like beer pong, or corn hole; social games like charades, etc.
Fellowship
Enjoyment from working cooperatively as a group to accomplish a goal
Team based or social games such as Among Us, the card game Spades; save the world mode on Fortnite
Competition
Enjoyment from showing dominance
Chess or Go, Battle royal games such as Fortnite or PubG or Call of Duty; Fallguys; darts Poker; Uno, Killer bunnies or Magic the Gathering;
Discovery
Enjoyment from uncovering the new or discovering news ways to play a game.
These can range from searching to find things to choose your own adventure Minecraft; Zelda Breath of the Wild; simple matching games; the board game Betrayal at the House on the Hill; or games like Fable; Dragon Age Inquisition; or Mass effect
Expression
Enjoyment from showing an aspect of one’s self; or games that allow full customization of characters
Creation games like Minecraft; role play games like fallout 4; world of warcraft or Fortnite
Submission (aka Abnegation)
Enjoyment from being able to “turn of the brain; and tune out the world” or what is also known as zone out factor.
Bejeweled; candy crush; the lever-pull games at casinos, solitaire, etc.
(Source: Portnow & Floyd, October 2012)5
Aesthetics are things like sense pleasure, fantasy, the narrative of the story, challenge, fellowship, discovery, expression, and something called submission.4 There is an additional aesthetic that most game designers also consider when designing games termed as “competition”.5 These are all reasons people play games and it is important to keep all these in mind when acting as a DM. The table above works to define these terms more appropriately and makes it easier to reference later. The reasons a player may want to play a game vary and change over time. If a DM can understand their players’ goals (i.e., what the player hopes to get out of the game) the DM will be able to understand why someone might want to perform a certain action, play a game, or want to ignore a certain rule in the first place. On that note, what are rules in games? Think about it… Games are weird… well I should say the act of playing a game… is weird. Suits once wrote in his article, for the “Philosophy of Science Association Journal,” "To play a game is to engage in activity directed towards bringing about a specific state of affairs, using only means permitted by rules, where the rules prohibit more efficient [means] in favor of less efficient means, and where such rules are accepted just because they make possible such activity."6 In other words, to play a game we create rules that prevent us from achieving a goal through the easiest means available. Instead, we make something more difficult and we play a game. For instance, in basketball, it would be far easier to simply carry the ball all the way to the basket instead of dribbling it. In D&D, there is a similar activity to dribbling. It is called a “dice roll.” It is something that players must make to see if they succeed or fail at a task. The player rolls a 20-sided die and tries to get above a certain score to succeed. Players can roll normal, with advantage, or with disadvantage. Rolling with advantage allows the player to roll the D-20 (the 20-sided die) twice and use the higher number. Rolling with disadvantage also has the player roll the D-20 twice, but they must take the lower number rolled instead. It introduces a chance of randomness, and players will find any excuse they can to avoid having to make a roll with "disadvantage." In his book, The Grasshopper, Suits argues that we do this because it is the act of overcoming that limitation that we find enjoyment. By taking on these restrictions and accepting these limitations, we take on what he coins as a "lusory attitude" which allows us to play the game as it is meant to be played. Suits would argue that by not playing the game according to the rules as written, the player would have only achieved a “quasi-victory” not really worthy of achievement. He also goes on to say that even the act of “failing to win the game by virtue of losing it implies an achievement, in the sense that the activity in question -- playing the game -- has been successfully, even though not victoriously, complete.”7 So, according to Suits, it’s better to follow the rules of the game and loose than to not follow the rules and win. It’s important to point out that the aesthetics of play had not yet been defined and Suits’ work mainly focused on the “challenge” aspect of play. This is where many sports and game philosophers begin to find fault with Suits. In the “Journal of Philosophy of Sport,” a rebuttal of Suits’ work by David Myers asks, “What if the goal of the player isn't to follow the rules or even play the game?”8 For instance, what happens if the player is motivated by competition and doesn’t care about rules so long as “they win?” While an extreme example, this paradox isn’t out of the realm of possibility. Therefore, focusing on just the challenge aesthetic of game play and simply playing the game “rules as written” can lead to a disconnect between what the player desires and the game itself. Jesper Juul, an Associate Professor in the School of Design at the Royal Danish Academy of Fine Arts, wrote in his textbook on video game design, “Rules specify limitations and affordances. They prohibit players from performing actions such as making jewelry out of dice, but they also add meaning to the allowed actions, and this affords players meaningful actions that were not otherwise available; rules give games structure”9 Basically, without rules we cannot even have play. However, if the player ignores the rules that player won’t be able to enjoy the full experience of the game, because the rules both afford the opportunity to enjoy the game and provide the obstacles in the first place. How the rules affect actual game play is where Mechanics and Dynamics come into play. (See, I told you we would get back to it eventually.) Mechanics are the rules and systems that govern chance to create the game we experience. Dynamics are how those rules come together to govern the strategies of that game. In D&D, an example of mechanics is how a player would have to roll a 20-sided dice to see if an action would succeed. Dynamics are the actions the player takes to manipulate the situation and give themselves advantage in the roll. Some examples of this are using a spell caster’s familiar, flanking an enemy in combat, using the bend luck trait, or lucky feat. This is akin to how the rules of poker dictate that bluffing is allowed (mechanics); but how the bluffing player conceals their tells and bets is entirely up to that player (dynamics). What happens when the player’s desired aesthetics and the mechanics don’t allow for the dynamics the player wants to use? This is where it falls on the DM to determine if the game can handle a little rule bending. In the Dungeon Master Guide’s introduction, it states “The D&D rules help you and the other players have a good time, but the rules aren’t in charge. You’re the DM, and you are in charge of the game…” However! It goes on to say, “The success of a D&D game hinges on your ability to entertain the other players at the game table.” What is a good way to approach this? Is it THE DM IS ALWAYS RIGHT, able to enforce their will on the players whenever it suits their need? Should the DM strictly enforce the rules and narrative of their planned story without the need to appease the players’ wants and desires?... well… The DM COULD do it, but it won’t be long before their players stop showing to game sessions. Just like the rules, without players, there is no game. Or as one notable professional DM and YouTuber once put it:
“The game you weave belongs to the players as much as yourself… so make sure to humor them every once in awhile by giving them a chance to be extraordinary" - Patrick "the Goddam DM" Tracy 10
Session 2: The Ethics of a Dungeon Master
So how does someone seek a balance between the rules and the players? Enter situational ethics. Situational ethics, first proposed by philosopher and first professor of ethics at Harvard Medical School, Joseph Fletcher,** is an attempt to seek a middle ground between two ethical schools of thought: Legalism and Antinomianism. In legalism, morality must come from a strict set of rules that must be obeyed at all times and cannot be deviated from or broken for any reason. Antinomianism, on the other hand, is the idea that there should be no rules, you should be able to do what you want, whenever you want (lawless society). 11 In D&D terms, "Fanatical Legalism" would be similar to what many DMs would characterize as "Lawful Stupid," where a certain player's character enforces harsh judgement without ever showing mercy to those who would break the law regardless of the circumstances… even to the detriment of the party… or that small band of orphans who were stealing food out of desperation… Likewise, in D&D terms, "Fanatical Antinomianism" would be similar to what DMs would characterize as "Chaotic Stupid," where a player's character completely ignores consequences an action would bring and simply act according to their whims… even when it's an obvious trap… that has a 100 percent chance to damage not only your character, but the other players as well. Fletcher's work states that the morally right thing to do depends on the situation and can change throughout the situation, but at the same time, there is a universal “moral law” on which to base our actions that he called "Agape" love. Derived from the Greek word of similar pronunciation, Fletcher sought to define Agape as a means to show love for your fellow human. In his book titled “Situational Ethics,” Fletcher states, "All laws, rules, principles, ideals and norms, are only contingent, only valid if they happen to serve love."12 Or to put it a different way, a desire to see your fellow human be happy is and should be the goal. It is not really a feeling, but an attitude to do what is best for others. In terms of the D&D alignment chart, this would be easiest to define as whether someone is "Good" or "Evil." Whereas a “good character” is someone who acts for the betterment of others regardless of personal motivations, conversely an “evil character” acts out of their own self-interests regardless of how this action would affect others. Those that follow the concept of Agape would be “good characters.” Those that do not, would be evil. This is where the so-called “Rule of Cool” comes into play. Mathew Mercer, an extremely acclaimed DM, comedian, and writer of D&D’s “Explorer’s Guide to Wild Mount,” and host of the show “Critical Roll,” defines the Rule of Cool as a trope in the D&D community that is “the willing suspension of disbelief for the sake of a cool moment.”13 It’s used in moments where the use of an certain object or action would be nearly impossible according to the mechanics of the game, but because it is a “cool dynamic,” the DM allows it. But what is “cool?” Is it a player that is normally too nervous to speak up being able to do something unique on time despite it being against the rules? Is it a player that has spent considerable time perfecting a skill and being able to perform a truly “epic task” (such as the jumping across barrels to effectively triple their movement distance)? Is it succeeding in persuading the main villain to befriend the party through a series of increasingly complex but successful rolls? In all these situations listed above, there is a common theme that ties all the principles of what this paper is trying to address together in a simple phrase. As a DM, before making a ruling ask, "How will this decision affect the final enjoyment of all at the table?" Now a DM cannot give the players everything they want. Doing so cheapens the truly extraordinary moments. Finding the right balance can be difficult. That is why the flow chart above is suggested when trying to figure out whether it is a good time to “Remember the Rule of Cool.” https://i.redd.it/f362ghdjlqf61.png
Session 3: “Well… You can Certainly Try”- Some Famous DM
Finally, we can discuss how the desire to make the most enjoyable experience for everyone at the table plays out using real-world examples and advice from some of the most well-known DMs in the business. Using the concept of Situational Ethics’ Agape, we can see how to work in the rule of cool using eight tips for Dungeon Masters. Tip 1: It is advised to know your audience. Not everything is as it seems, so be sure to pay attention to your players and look at them when you are describing the situation. Make note of how they react when tones or themes change. Remember those reasons people play games mentioned earlier? This is where those come into play. Additionally, while not something outright suggested, it is nevertheless important to take team dynamics into account. The book “Four lenses unfolded” describes how various personality types can interact and work to solve problems. In it, the book describes four primary temperaments: Green (analytical), Blue (empathetic), Orange (adventurous), and Gold (goal oriented). Unlike most other personality tests, four lenses theory suggests that while we have a dominant personality at any given moment, other aspects of these personalities can manifest as well. Being able to draw on these aspects at will is the mark of a “mature” individual.14 As a DM/referee, coach, or manager, being able to do this and adapt to the needs of the players will take player engagement to the next level. Tip 2: Establishing and Managing Expectations Early and Often, Works to Prevent Disappointment and Confusions Mercer once put it this way, “Establish early on in your campaign how much of a level of crazy you're willing to allow. This allows for players to better understand what to try for and what not to try for.”15 Whether you are a teacher, referee, coach, parent, supervisor, or mentor, establishing expectations with those involved mitigates problems before they arise. One of the main tools DM’s have for this is that is recommended by Mercer, as well as nearly every DM in existence on the internet, is the “Session Zero.” Session Zero is a term used to describe a session where no play occurs but instead rules that will be used and rules that will be ignored or bent is established. It also serves to establish a theme the players can expect from any campaign. Using the first chapter of the DMs guide will help considerably in establishing this. Additionally, one of the best guides for this is laid out by the DM YouTubers known as “the Dungeon Dudes” in their video titled, “How to Run a Session Zero for Dungeons and Dragons 5e.”16 But always keep Agape in mind throughout this process. In this step, it means actively listening to the players. The DM may want a gritty, tough, realistic, and challenging campaign. But if the players want a high fantasy power trip, some adjustments are going to need to be made to the campaign. Listening to players and changing the plans accordingly is not easy. It requires A LOT of humility and ego suppression. Especially when the DM has already designed how the game is going to go… which leads us to the next tip. Tip 3: It is important to develop a healthy relationship with failure. Celebrated author Orson Wells once wrote; “If you want a happy ending, that of course, is dependent of where you stop your story.”17 This applies to both the players and DM. There will be times when the DM is tempted to ignore the rules because the consequences seem dire. The player fails an athletics check trying to use a dynamic that had a high-risk, high-reward moment. Now the player’s character is doomed to fall several hundred feet down a ravine to what is likely certain doom in lava. But this isn’t the end. That player’s character is most likely dead, but their death could result in a moment of drama and tension for the players. It’s the very real chance of failure that encourages players to think critically about a situation and experience excitement and tension. Brennon Lee Mulligan, the DM of the D&D streaming show, “Dimension 20,” put it this way… “if you are not allowing for failure, you are essentially just telling a story,” and thus never actually playing a game (make-believe as Suits would put it). 18 Another thing to consider is that through failure, we can often find comedy as well as ways to encourage players to think critically and find new escapes, 19 at least according to the mind behind the “Replaying the Curse of Strahd” videos, Benjamin (Puffin Forest) Scott. Lastly, Mercer strongly advises that if a DM allows too many “rule of cool moments” to happen in succession, the weight of the moments and consistency of the game will be lost. 20 Players that are afraid to fail will not try. Mercer explains that “Most role play games are designed to forge a heroic story (showing feats of legend) so let the players try! Let them fail, and occasionally succeed!” This is where his catch phrase “you can certainly try” comes from. 21 Tip 4: Whenever Possible, Avoid Taking Things Personally In his lecture on not talking things personally, soccer referee and public speaker, Frederik Imbo, explained there are two sides of a coin to keep in mind when trying not to take things personally: “It is not about you,” and “it is about you.” 22 Look at the other person’s intentions not just yours. With that in mind, it is okay to give yourself empathy and speak up. When someone seems upset with you, ask what are they hoping to get out of this releasing of emotions? Additionally, ensure that your pride isn’t preventing you from making the correct call. Yes I am talking about Ego again; it is that important! It is the DM’s world, but it is the players’ game. Without both, the world and the game, you do not have D&D. D&D has a weird paradox of being both a story and a game. It has both a narrative as its core premise, but it is, in fact, also a multi-player game. Without at least two people you cannot really have much fun. DMs should make sure that everyone at the table enjoys themselves. Tip 5: Mechanics are important precisely because they are a means of delivering impactful story moments. Remember that rule of cool concept? Extraordinary moments don’t happen often, and this is by design of the mechanics of the game. Humans remember the novel and unique way more often than the mundane. Mundane things tend to blend into the background. It’s the unexpected moments that highlight the more impactful story moments, especially if that moment is tied to strong emotions.23 With that in mind, Mulligan suggests looking at where the players are putting their resources before deciding how to rule on a situation. Have they invested experience points/levels into a specific skill that is relevant to this situation instead of just something they can use in combat? If so, reward them for wanting to do something that is a part of the world you are creating together. 24 Tip 6: Discourage metagaming but allow it whenever possible. Look for any and every excuse you can to give advantage on an arcana check by setting the DC low (10 or higher). If the player succeeds, they can use what they know… they are going to anyway, but at least then they can talk about it with the other players. According to the DM guide Chapter 8, metagame thinking means “thinking about the game as a game,” Examples would be thinking “the DM wouldn’t throw such a powerful monster at us so early in the game, so we will surely be saved and not have to take this fight seriously,” or “the DM spent A LOT of time describing that door… maybe we should search it again!” 25 The problem with metagaming isn’t really about what advantage the players are getting in the game. The problem is that manipulation of the dynamics, when used to extremes, can spoil the plot line of the cumulative story being told. This can lessen the drama and tension elements resulting in decreased enjoyment of those involved. Additionally, it can create a dynamic where the DM is constantly having to escalate encounters to challenge the player, encouraging a potentially toxic “DM vs player” mentality. For instance, how would a street orphan barbarian with no formal education and a wisdom of …let’s say very low…be able to know that liches phylactery is the source of their power. The solution here depends on why the players are playing this specific game. Is it the narrative of the story? Is it discovery? If these aren’t anywhere close to the reasons these players came to the game table in the first place, the narrative is not going to take as much of a factor into decisions. Metagaming in this instance isn’t going to be much of a problem. Tip 7: Keep in mind, the ending is “A” destination, but the story is about how you get there. A DM may hold off the extra cool moments for the final parts of the game, keeping their players in complete darkness and grit the entire way. However, without at least some levity along the way, some “water for the weary travelers,” as Mercer put it, they may not make it to the end.26 So, do not be afraid to relax the rules from time to time to give them those cool moments, but do so sparingly lest the destination lose its luster as well. Always keep in mind it’s about the enjoyment of crafting and playing in the world together that makes this, or really any game, fun. Tip 8: When all else fails… take a break and have the Tarrasque attack the party. When all else fails, roll two D-20s out of players’ views… fake a worried expression… role a D-100 (also out of player’s view) look over the score concerned as you pour through your notes… then explain sorrowfully… “I’m sorry… The Tarrasque has risen and has attacked the party. Everyone roll initiative.” This is actual advice from the DM manual. It is right under “faking illness and running away.”27 The point is this: never be afraid to pause or call a game when it’s over or needed. Maybe something incredibly uncomfortable for a player has happened. Maybe the DM has reached the end of what they were able to prepare for that session. Perhaps everyone is hungry or needs a bathroom break. Maybe the entire table has gotten to a point where no one can agree on anything and team dynamics are breaking down. That game world will always be there… but your friends won’t. Cherish that moment and make as many good moments as possible. Additionally, taking breaks both in-game and in the real world allow for quiet moments. These allow for the greater moments to shine through and the players will enjoy their experience more. https://i.redd.it/1ncu361zlqf61.png The graphic above serves to summarize the eight tips above and show their relationship with the narrative, enjoyment, and the rules when put in the context of situational ethics. From this graph, the relationship between the eight tips and how they play into the narrative, enjoyment, and rules of the game can be seen. Each of the tips can influence many parts of the game but they are intended to primarily influence the aspect of the game they are adjacent to. “Knowing the players” should influence the narrative and what kind of enjoyment the players receive. What mechanics are used to enable the game is causally related to how the rules are used and so on. Please note that Agape is at the center as, with every decision a DM makes, considering what is best for the players should be central to the experience of any game. The Epic Conclusion Through crafting a game-world together with your players, a DM has the potential to tap into one of the greatest traditions humanity has: camaraderie with friends. At the end of the day, these players are your friends, or at the very least your fellow human beings. As such, you should want what is best for them. Through trials, hardships, and drama, we get to put the punctuation on the moments of excitement, joy, happiness, and bliss. It is okay if the player does not get exactly what they want, so long as they still had enjoyment. This is because getting everything we expect is sometimes boring. However, always keep in mind that at the end of the day, games are about having fun. How that happens is up to the players, the DM, and whether the rules were used to enhance the experience or not. It’s possible to find that balance by asking these questions in order: “How will this decision affect: the final enjoyment of all at the table? the narrative? the rules in the future?” 1 Huizinga, Johan . "Homo Ludens". Routledge & Kegan Paul Ltd. (1980), pp. 1., accessed January 19, 2021. http://art.yale.edu/file_columns/0000/1474/ homoludens_johan_huizinga_routledge_1949.pdf 2 Suits, Bernard, “The Grasshopper: Games, Life and Utopia,” Broadview Press. Ed. 3. (November 29, 2005): 54–55. Accessed December 31, 2020. https://www.goodreads.com/book/show/803547.The_Grasshopper 3 The Game Overanalyzer, The Aesthetics of Play | Why We Play Games, and the Search for Truth and Beauty in Game Design. The Game Overanalyzer. (January 11, 2020), accessed 6 January 2021. Video 18:44. https://youtu.be/lONsZwjVDzg 4 Hunicke, Robin, Marc LeBlanc, and Robert Zubek. "MDA: A formal approach to game design and game research." Proceedings of the AAAI Workshop on Challenges in Game AI, vol. 4, no. 1, p. 1722. (2004). Accessed January 11, 2020 https://www.aaai.org/Papers/Workshops/2004/WS-04-04/WS04-04-001.pdf 5 Portnow, James; Floyd, Daniel; Aesthetics of Play- Redefining Genres in Gaming. Extra Credits; (October 17, 2012), Video 9:13. Accessed December 30, 2020. https://www.youtube.com/watch?v=uepAJ-rqJKA&list=PL3N9QD4_yI-BlnwWUL8hhjpKgqRul3xAa&index=11 6 Suits, Bernard. “Discussion: Games and Paradox.” Chicago University Press. Philosophy of Science Association Journal, Vol 36, no. 3 (September 1, 1969). pg 316–.321. Accessed December 30, 2020. https://www.jstor.org/stable/186226 7 Suits, Bernard. “Discussion: Games and Paradox (1969) 8 Myers, David. “Game as Paradox: A Rebuttal of Suits.” Journal of the philosophy of Sport 39, no. 1 (May 1, 2012). Accessed December 30, 2020. https://search-ebscohost-com.ezproxy2.apus.edu/login.aspx?direct=true&AuthType=ip&db=s3h&AN=87342252&site=ehost-live&scope=site. 9 Juul, Jesper. "Half-Real: Video Games between Real Rules and Fictional Worlds", MIT Press, (Aug 19, 2011) pp.57-59 10 Tracy, Patrick. DM Tips: The Rule of Cool. Fantasy Bango. (October 20, 2017). Accessed December 30, 2020. Video 2:23 https://www.youtube.com/watch?v=x8aAIFalx6s 11 Fletcher, Joseph F. Situation Ethics: The New Morality. Westminster John Knox Press, (1997). Page 17-26 (accessed January 20, 2021) http://bit.ly/Googlescholar_SItuational_Ethics **Please note that just because Fletcher’s Situational Ethics is used prominently, this is not an endorsement of all his views. Fletcher’s work has been used to justify terrible atrocities, such as eugenics, this should serve to point out that any philosophy taken to extremes can lead to terrible outcomes 12 Fletcher, Joseph F. Situation Ethics: The New Morality. (1997) 13 Mercer, Matthew. The Rule of Cool! (Game Master Tips). Geek & Sundry. (February 16, 2016). Accessed December 30, 2020. Video. 5:52 https://youtu.be/fWZDuFIYkf0 14 Bryce, Nathan K., “Four Lenses Unfolded: A Deeper Understanding of Temperament Values,” Insight; (January 29, 2002,). 15 Mercer, Matthew. The Rule of Cool! (Game Master Tips). (2016). 16 McLaughlin, Kelly; Martin, Monty. "How to Run a Session Zero for Dungeons and Dragons 5e". Dungeon Dudes. (September 3, 2020), Accessed 12 30, 2020. Video. https://youtu.be/2MA-z5Ai-bQ 17 Wells, Orson, "The Big Brass Ring." Santa Teresa Press (1987, January 1) 1-148 18 Mulligan, Brennan; Scott, Benjamin. “Animating Your Table (with Benjamin Scott) | Adventuring Academy Season 2 | Ep. 16 |” Adventuring Academy. Dimension (2020, December 28). Accessed December 30, 2020. Video 1:24:18 https://www.youtube.com/watch?v=4IbVxEKpipo 19 Mulligan, Brennan; Scott, Benjamin. “Animating Your Table (with Benjamin Scott) (2020) 20 Mercer, Matthew. The Rule of Cool! (Game Master Tips). (2016).. 21 Mercer, Matthew. The Rule of Cool! (Game Master Tips). (2016) 22 Imbo, Frederik, "How not to take things personally? | Frederik Imbo | TEDxMechelen" TEDx Talks; (March 4, 2020) accessed 10 Jan 2021, video 17:36 https://www.youtube.com/watch?v=LnJwH_PZXnM&t=381s 23 Kensinger, Elizabeth. Remembering the Details: Effects of Emotion. US National Library of Medicine National Institutes of Health. (May 4, 2009) Accessed 2021, January 30 https://www.ncbi.nlm.nih.gov/pmc/articles/PMC2676782/ 24 Mulligan, Brennan; Scott, Benjamin. “Animating Your Table (with Benjamin Scott) (2020) 25 Mearls, Mike, and Jeremy Crawford. "Dungeons Master's guide". Renton, WA: Wizards of the Coast. (2014) accessed 29 January 2021 https://www.dndbeyond.com/sources/dmg/running-the-game#MetagameThinking 26 Mulligan, Brennan; Mercer, Matthew. Building Your Own Campaign Setting (with Matthew Mercer) | Adventuring Academy. Dimension 20. (2019, April 3) Accessed December 30, 2020. Video 57:01 https://www.youtube.com/watch?v=sig8X_kojco&t=2867s 27 Mearls, Mike, and Jeremy Crawford. "Dungeons Master's guide". Renton, WA: Wizards of the Coast. (2014)-accessed 20 January 2021. https://www.dndbeyond.com/sources/dmg
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
[USA-NJ] [H] Glacier GBA, Pink DS Lite, NES, games for multiple systems [W] Hori Left D-pad, Animal Crossing HHD, Switch Dock, Izuna 2 loose, N64 power cable, lists
Hello all. Going to try something a little different this time. Looking to swap and mainly interested in looking at lists, but I'm listing some high-priority wants below. I have over 50 confirmed trades! I have 6 sections of items to offer: Systems, Games and Accessories, Amiibo, Collectibles, Electronics, and Miscellaneous. Click on the name of an item to view pictures. If I don't have pictures, they are available on request. All items are NA region except where noted. Prefer to trade in continental US, of course. I am also happy to sell these items and have linked my GameSale post at the end! And if you see something here that isn't in my GameSale post, it might mean that I forgot to list it there or that it's only for trading, just ask. Items tagged hard trade are only for stuff high on my wantlist, please don't be angry if I decide not to trade them. EDIT: I am no longer looking for Izuna 2, an N64 power cord, or a Mac Mini. I am still looking for the other items on my list.
HAVES
Systems
Pink DS Lite with original stylus and matching pink carrying case (no charger) NES Front loader with both RF and composite out, all cables including authentic power cord, 1 gamepad, and 1 zapper (choose orange or gray)
Games and Accessories
I have Minit alternate gray cover for Switch sealed with the sealed cloth map, and River City Girls with Soundtrack. Would like to trade these for other limited print games, like Celeste CE or SE, Bomb Chicken, Flinthook, Fairune Collection, or Lumines (I might want a little cash to cover the difference in the case of Lumines, or I might be interested in figuring out a trade for the Lumines CE).
Note: the above games may or may not work with 64 bit Windows - If you want, I can test them on my machine. Also, I don't know if any require serials - if they do, I don't have them, but again, I can check if they require serials.
An EU region big box for the Poochy & Yoshi's Woolly World Amiibo bundle. This box is in new condition and can hold both the 3DS game and a sealed Amiibo. This is a beautiful box and IMO the best way to display your Poochy Amiibo.
Box and inserts for Nintendoland for Wii U (meh condition).
Box (no inserts) for Pokemon Mystery Dungeon: Explorers of Sky (great condition)
Manual and all inserts for Mario & Sonic at the Olympic Games for DS (no box, great condition).
4 health and safety inserts for Game Boy games.
Original manual for Game Boy.
Safety instructions for Nuby Power Pak.
Quick start guide for "new" 2DS XL.
Box, manual, tray and all inserts, including poster, for GT Advance for GBA (great condition).
Box, manual, tray and all inserts, including poster, for Lego Racers 2 for GBA (great condition).
Box, manual, tray and all inserts, including poster, for The Wild Thornberrys Chimp Chase for GBA (great condition).
Box, manual, tray and all inserts, including poster, for Rugrats Castle Capers for GBA (great condition).
Box, manual and insert (no tray) for GameShark Pro for Game Boy Pocket / Color (good condition).
Custom cases for Boktai and Astro Boy Omega Factor for GBA. The Boktai case does not hold the game well, but ok.
Boxes and manuals for Animal Crossing New Leaf Welcome Amiibo and Brain Age Concentration Training. (ACNL Box / Manual Claimed)
Both have scratches or tears in the box plastic, but the cover art is not affected.
Not pictured: a blank DS case, and a protector box for an SNES game.
Pretty sure this is unlocked, but will not work on Verizon, comes with Cyanogen OS, charging cable and dock. Great for running emulators, I also used to use this to test Android apps.
Complete in original box with a bonus carrying bag and microfiber cloth, still works, battery doesn't last as long as it used to though. Does not have USB cable, so you need to use the SD card if you want to be able to transfer your photos off the camera.
Cosplay tie and suspenders, socks, plush, stickers, posters, keychain, webcomic anthology, and two men's shirts (one is L other is M), can be broken up
I'm willing to overtrade (excluding my hard trades) for the items I'm seeking below. Those Hori Left D-Pad controllers for Nintendo Switch - these have been going for $6 at Target but they are either sold out or not being discounted near me. I'd love a Zelda themed one, and would love a second one in any style as a gift for my brother. I know everyone is trying to flip this so I value this higher (let's say $12 or so) in a trade. Animal Crossing Happy Home Designer NIB or CIB - this is a $5 game at Five Below and I need it to complete my Animal Crossing set, but my local Five Below is all sold out. I know everyone wants to flip this so I value it at $10 in a trade. I might be interested in getting two copies. For CIB, I prefer that it include the Amiibo card. A Switch dock, does not have to come in the original box, and I think I might already have an HDMI cable but bonus if you have it Izuna 2: Legend of Unemployed Ninja loose for DS Jewel Time Deluxe box and manual for DS A power cable for the N64. Also interested in authentic memory card and rumble pak, a controller, and loose games Pokeball Plus with mew code A Mac Mini (A1347 model from October 2012), does not need to come with HDD, firmware should support High Sierra PowerA game card cases for Nintendo Switch, either new or in good used condition The limited print Switch games I specified in exchange for Minit and River City Girls above. And send lists, thanks! p.s. prefer to buy? Go here
Summary of the Persona 5 Royal info from the trailer and website (includes P5 Spoilers!)
Finally, some info! I'll divide this into details from the trailer and details from the site (there's a lot of the latter), with a few bits of speculation thrown in (I'll make it clear which details are confirmed and which are just mine though): The trailer (in roughly the order of appearance):
It starts with the Goro tries to kill Joker scene, but Joker has a flashback/ vision partway through to a frozen in time street, where he hears a girl's voice through a static television (the new girl, Kasumi's)? This could just be a clever edit for the sake of the trailer, but I think there will be a new ending and this will play into it (more on that later).
Edit 5: According to u/Monsieur_Valjean, her dialogue is "私が夢を奪ったんです" (Watashi ga yume wo ubattan desu), which translates to either:
(If spoken informally:) I stole/took away my dream.
(If spoken informally:) I took away your dream.
Edit 7: The trailer has been translated and the translation used is "I took away all their dreams." (*5)
The latter could either be benevolent (since she pulled Joker away from his confrontation with Akechi), or something more sinister. (*3)
Joker's grappling hook from Smash is now in the game (or rather, it made an early appearance in Smash) and has changed the Palaces to suit it. For example there's now a new puzzle involving kicking a giant Kamoshida statue in the mouth to open a door (perhaps the statue and door in the gym?) Okumura's Palace also has a point where you use the hook on a moving platform to reach a new area.
Incidentally, this probably means the rope you use to get into Madarame's Palace will be replaced with said grappling hook, or maybe entering his Palace will be changed entirely?
Edit 5: Many of you have pointed out that Joker always had the grappling hook, but he only used it in menu transitions. Thank you, all!
Edit 19: Assuming this trailer is also for newcomers to P5, showing off the first dungeon in the game makes sense - there's not much to spoil, but why Okumura's Palace - and why just a single scene? Note that the scene shows Joker being carried somewhere by a small platform through space. Is this a sign that the infamous airlock puzzle has been cut, with the team using grappling hooks to traverse those areas instead?
Edit 12: There's a cutscene with Joker seeing Kasumi outside and the two greeting each other. I didn't think it was worth mentioning before, but this does confirm that the two have some rapport before she's roped into the Phantom Thieves business/ when they're away from the other Thieves. But Morgana's poking out of Joker's bag when he smiles at her and makes no effort to hide himself - does this mean she already knows about him (and thus the Metaverse and Joker's double life)? Or does she simply think Joker smuggles his cat to school? At least she doesn't consider him a threat like everyone else!
This could either be because he helped her out (more on this soon) or because she simply doesn't believe/ care about the rumours surrounding him (like Shiho)...but maybe it's because she knows more about his situation (and Shido and/ or his Metaverse dealings) than she lets on?
There is a new location in the game (more on this later), home to a variety of hangout locations including a darts board and aquarium.
Edit 15: Thanks to MysticDistance, we see that the train transition now includes a backdrop of Shibuya through the train's windows! What an awesome little detail to add!
There's now a counsellor working at the school, though there's more info on him on the site so I'll address him there.
Edit 13: We see a silhouette on the TV screen from the start of the trailer, and Joker seems to recognise it. While it's of course hard to judge the identity of a silhouette, it does have a slim figure and a rounded head, much like the hair of our new Thief...
Edit 17: Here's a better shot at the figure. While Kasumi's uniform gives her the appearance of having broad shoulders, the silhouette doesn't look too much like her. While there's still a chance it is her, here's my speculation from that post:
Those shoulders look too broad to be Kasumi's (and doesn't seem to have long hair or a ponytail), but they have hair so can't be Shido. But those are definitely seams on the edges of the shoulders...it's Takuto, isn't it? Maybe Kasumi talks first and Takuto hijacks the message and/ or kidnaps or attacks her while she's delivering it? Maybe they're the same person under different personas personalities? Atlus has done weirder stuff!
Unison Attacks from P4G make a return! Think of these as mini-AOAs featuring pairs of Phantom Thieves. The examples in this trailer are Haru/ Morgana and Ryuji/ Makoto.
New story events! There appears to be a sports-day event that Makoto is overseeing. Joker also steps in to save Kasumi from a creep - presumably on his way back from the aforementioned event since he's still in his sports clothes.
Edit 18: There's a new option in cutscenes like this. While "Skip" is still mapped to Options, Square is now "Auto-Advance" and the Log has been moved to L3. This'll be really useful for those cutscenes that auto-advanced by default despite being unvoiced in the core game, those always bugged me (especially since you couldn't predict when they'd occur so going to the menu between cutscenes was always a waste of time).
We see Kasumi in the Metaverse, followed by more scenes of the new location, Kichijoji, where we can hang out with the full PT group at once instead of hanging out one at a time (at least in the darts/ pool area). Kasumi isn't here though, which suggests she joins the group last (or that she is simply unavailable at this point of the story).
Edit 16: Note that Makoto has just thrown a dart right before we see Joker do the same. Is this part of a cutscene (story or otherwise) or does this mean we'll get to compete here against the other Thieves; maybe even as sub-teams?
We see Kasumi in action, scoring a Critical Hit to boot! She wields a rapier and...I can't tell if it's a pistol or a sawn-off shotgun, but I can tell that it is fan-cy!
Edit 2: Thank you, u/Enzo-Unversed for pointing out that Kasumi isn't using a rapier. I did some further research and it looks like she uses an estoc, which is a narrow blade used for thrusting as she does in the trailer. The example on Wikipedia has a curved hilt while Kasumi's has a straight hilt, but I don't know if that means anything for estoc-kind.
Edit 2: u/AvatarWanderful identifies her gun as a lever-action rifle. I initially thought it was a hunting rifle before seeing its length, but that fits the description! And I still think the engraving is really neat!
We get some scenes of the Thieves in a new crumbling place in the Metaverse, interrupted by a scene of Kasumi dancing in front of a crowd hard enough to work up a sweat (more on this later)*, ending with Joker falling off of whatever he's holding on into what appears to be a floating staircase. This looks an awful lot like the stairs in the background of the Velvet Room in PQ to me and, coupled with the blue hue to everything, makes me think the new Palace will be related to the ol' VR in some way. Maybe we change Igo Yaldabaoth's heart directly?
* Edit 18: Could this be how we first see Kasumi? It uses a lot of dynamic camera angles and plays up the mystery of who she is, so perhaps this is her first appearance and we later meet her "for real" after the sports day incident mentioned above. Also, if she's already showing her skills and drawing a crowd, does this mean Kamoshida has his sights set on her this time around? We know how he gets when someone threatens his volleyball team, and he's no stranger to blackmailing female students. He may still be messing with Ann, but why not Kasumi as well? What's an extra year in difference to him?
Edit 20: A small detail, but this may mean we can buy equipment for Goro now, as well as access The Hero with a Bow, the book on Robin Hood we would have gotten from the library when he joined but was removed from the final release. This is in addition to Kasumi's equipment and book of course, unless she's the one to miss out this time. Which would be suspicious now that we know why Goro didn't get a book or weapons! (Also, it'll be interesting to see how their weapons are categorised, since both use swords.)
Edit 16: As many have noted the trailer bares a striking resemblance to Into The Spider-Verse's intro, with the various logos and box art "glitching" into alternate versions as they appear - could this be another hint that the characters enter into separate "dream" worlds at some point in the game? Maybe even multiple times?
Edit 5: Again from u/Monsieur_Valjean, the text below the shot of Joker at the top of the page ends with "arata na kyoteki," meaning "new powerful/ultimate/grand enemy," which again hints at a new villain and thus new Palace to beat.
From the opening "reel" of screenshots:
The box art: Goro looks much more sinister here than he did on the base cover, which makes me wonder if his betrayal is more...upfront this time around.
There's an event with Ren, Kasumi and Goro at a french cafe. This could be part of one or both of their Confidants, which makes me wonder when this happens - after all, Goro's only part of the team for a month and this makes you wonder when Kasumi joins. (*1)
Edit 15: Thanks to a translation by MysticDistance, we know that Akechi's line is "Say, Kasumi-san, what's your opinion on things regarding the Phantom Thieves?" Isn't this exactly what he asked her in the teaser trailer?
Edit 18: Given what happens later on, this question couldn't work in the later stages of the game due to how the story progresses (and would be utterly impossible due to Goro's situation near the end, whether he survives this time around or not). And because Kasumi's answer was important enough to be the basis of the teaser and seems important to her character, I don't think it's something wed be able to miss. In other words, I believe this to be a fixed event in the story. (It may also confirm that she isn't a founding member of the Thieves, though she may also be lying to throw Akechi off...in which case it'd be interesting if she's telling the truth about her lack of faith in the Thieves while being one herself, especially with her leader and possible love interest right beside her!)
Edit 15: Thanks to the same tweet as above, we know Kamoshida is saying "You're too slow, Mishima! You simpleminded fool!" Which seems to confirm Mishima is his new lackey in this boss and that he'll speak directly to his minions. Also note the "warped" text box: does this change affect all Shadows, Bosses or just in-combat dialogue? And if the latter, will there also be UI changes for when your own allies comment on the battle or when you issue commands?
Edit 6: u/FrozenKlondyke suggests this could be her student ID and that this is when she and Joker first meet (properly, at least) since she's introducing herself as a first-year here (you can see the 1 in her speech bubble too).
Edit 15: As pointed out in this tweet chain, it's a nice bit of characterisation that Joker is still willing to help out a girl being harassed despite what happened the last time he tried. D'aww...
Kasumi is a skilled gymnast. She's been great at it even since junior school, so Shujin has high hopes for her. She also joined at the same time as Joker (she is a first year, after all), which is probably how Kamoshida hasn't gotten his claws on her yet. This explains why her outfit is basically a gymnast's uniform plus a jacket (besides just fanservice) and her dancing to a large crowd in the trailer. The sharp mask and flower on the other side of her sheath are nice touches though~ (*4)
The first Kasumi screenshot seems to confirm the ability to have lunches with your friends at school. For those who don't know, this was an intended feature in the base game but removed (though removed late enough that the necessary files are still in the game). You could also have lunch with Kawakami - and anyone else who went to Shujin really, which of course now includes Kasumi (but not Futaba or Yusuke :/)!
Edit 1: The site also describes her as being key to the plot, so chances are she is indeed the voice from the start of the trailer and it does indeed tie into a new ending.
As u/icecreamsnow pointed out here, her being a gymnast may be why her cosplayer did a ribbon dance at the end of today's concert.
Edit 10: On both days, her cosplayer ends with a nervous look on her face before looking around and smiling. She did the exact same thing twice, so could this be a hint towards Kasumi's own personality? Is she shy despite her talent, and will we see this after her dance from the trailer?
Edit 3: In addition to being an epic shot of Kasumi in action (her black outfit goes really well with her red hair and eyes!) This shot also shows a new location in the Casino Palace. I'm confident in saying it's the Casino Palace because of the dice and enemy design, but this looks to be some sort of storage room? Almost like the backstage of a performance hall!
Edit 14: Also, there being enemies behind her - in Shadow forms at that - leads me to believe this is a cutscene. Note that her pose is different from when she performed a Critical Attack in the trailer; her gun is on her shoulder instead of her firing yet and her feet are in a different position. It's an amazing pose all the same, of course! And it really highlights the frills on her sleeves\~
Edit 19: But this begs the question: why is she the focus of a cutscene at this point, and such an action-packed cutscene at that? Could this be how she makes her appearance, already having her Persona and Thief outfit? It'd support the evidence that she's one of the last members to join the team and the suggestions that she has her own motives for joining the Thieves if she can already fight and hold her own in the Metaverse before meeting them. It'd double as a nice parallel to Haru and Akechi, who also join partway through a dungeon and are already capable of fighting respectively. Also, her fighting "guards" in the middle or end of the Casino for her debut would also parallel Joker fighting multiple guards in a cutscene in the prologue/ end of the Casino as his debut. Of course, this in turn means the shot of Kasumi in a blue room would have to come from the end of the game OR as a flashback to whenever she got her Persona and whatever event shaped who she is today.
Edit 20: Following from the above paragraph, she does seem awfully confident with her rifle to just sling it over her shoulder single-handed like that. Granted, every Thief is an instant expert with their weapons, but something about this seems especially proficient. Maybe it's just the leathe epicness of the scene and her outfit.
Edit 20: Regardless of if this is Kasumi's introduction and whether she's an adversary or if this is just a cool moment for her in a cutscene, let's go back to the reasoning of this being some sort of storage room - why are we here? In the core game we had to "un-cheat" in the Casino's games. Could this be related to one of those? If so, will there be a reworking of the two games we directly interfere with (i.e. the first two), or will we get to fix the second two games this time around - for example, are we currently on our way to/ back from fixing the lights from the Dark Room challenge? And all of this hinges on: are those games still in the Palace? Or have they been removed/ replaced completely, and this room is something completely unrelated to them or tied to (fixing) a new game?
Edit 18: I couldn't find this information for myself on the site or magazine, but a lot of people have talked about this so it's highly likely I just missed it. Anyway, this tweet (again from Mystic) elaborates on her bio, adding that she's also a transfer student (this part I still have doubts about) and despite joining the Thieves has her own motives (more on this later on and in my follow up post). The second tweet also states that she "holds Ren in high regard" despite her opinion of the Thieves. Perhaps this is why her Thief outfit is so similar to his; without even seeing Joker her psyche was affected by Ren's ideologies enough that her image of rebellion changed match his? Or is she fond of him because they were already similar despite their ideologies?
Takuto is a new Confidant and comes in as a counsellor for students after Kamoshida's confession. As the trailer shows, there are voiced scenes for him interacting with Ann without Joker needing to be around, so I assume he works similarly to the confessional in the base game. He has the Consultant Arcana which doesn't exist in the standard or Thoth set, but the number is 1, meaning he's a renamed Magus (like how Hunger from P4G was a renamed Lust). This makes sense, since the Magician (the basis for the Magus Arcana) is meant to be the Fool's guide/ first ally on his journey to the World.
Edit 15: For those thinking her may be evil, the Consultant Arcana depicts people thanking/ worshipping the sun. This could be seen as a good sign of his trustworthiness, but also a sign of his intent to control people. Also note how the people above him are falling or look scared. Another hint at his true intentions?
Edit 3: Persona Central's translation states that the new boy speaks in a familiar way and uses the first person pronoun "wagahai," which I think is what Morgana uses (any help from Japanese speakers will be greatly appreciated)!
And now Lady Ann and I will finally... happy cat noises
Edit 5.5: On the topic of the mysterious boy, note that he wears a black jacket (like Morgana's fur), white trousers (like the pads of his feet) and wears a yellow necklace (like Morgana's scarf). It has to be him! The only question now is whether the change happens as part of the story or as a result of completing his Confidant, and thus if his Confidant is optional now.
In any case, this confirms a "Golden" ending where Joker doesn't need to turn himself in to ensure Shido gets punished. Maybe this involves the "vision" at the start of the trailer and getting Goro to confess on his behalf instead? Or maybe the Yaldabaoth situation is handled differently in such a way that gives Sae the evidence she needs to convict him (assuming the bonus dungeon is in fact the Velvet Room)? Edit 1: But this also begs the question: what will we do in those three months? Will the Metaverse survive the final boss this time around, or will the last three months be purely for social stats and Confidants? Will at least Mementos survive, so we can complete Confidants, or will they be re-written (by default or after the end of the game) so that Mementos won't be necessary for them? Section 3: This details the additions to the overworld and Metaverse. School Life
The aquarium is confirmed to be a date spot (which is why we only see Joker with one other person there as opposed to a larger group at the darts/ pool place). There's also another amusement park here where he's seen with the twins, which also confirms...
You can hangout with the twins! P3FES and P4G added hangout opportunities with Velvet Room residents, so it seems the pattern will continue here.
Edit 18: MysticDistance pointed out that this selfie is taken from the buffet the founding members of the Thieves attend after dealing with Kamoshida. The table and outfits match and everyone's even sitting in the same positions they are in that scene, so I'm strongly inclined to agree!
Phantom Life
Some enemies will now appear with a purple aura (similar to those that go berserk) and will be stronger than ordinary ones. They appear as soon as the first Palace it seems, which is an interesting way to keep new and old players on their toes.
Edit 3: Persona Central's translation states that the red light is part of the alarms going off, though what this means is still a mystery.
Edit 8: Since Goro seems to be sticking around, the alarm could be him joining as a fellow resident of the Room. Maybe even Kasumi (too), as suggested by some of you!
Edit 27: Remember how everyone gets limited access to the Wild Card because the P3 and P4 Heroes are in close proximity in PQ? What if everyone gets the Wild Card here for the same reason, wouldn't that be an amazing late-game boost for everyone, add a ton more complexity and nuance to team-building and give you a way to keep your favourite characters on your team? And what if having Kasumi around (Wild Card or not) means Joker and Goro keep their full potential instead of losing it like in PQ? What if having Kasumi around gives the three of them (or even the whole team) even more benefits, like a new evolution to their base Personas? I keep forgetting to add this one...
P.S. It'd also be interesting to spend the new semester in the Velvet Room with the door unlocked too. Maybe we'll be able to explore it and see the dungeons where everyone else gets imprisoned - if not even more? (Speaking of, while Goro may be arrested and feel like he deserves it to boot, will Kasumi? She's a mysterious one after all!)
There are new Network functionalities added, though what they are isn't explained. You can warp immediately to the hideout though, I'm looking forward to that! (Even if it isn't available in this particular screenshot...) Edit 18: Is the option unavailable because there's no Palace to infiltrate? If so, what about Mementos? Or is the Metaverse unavailable for story reasons (as it sometimes was in the core game)? But why so early on - is the reason related to the new story? By the way, I think it's safe to assume the Circle and X options will be swapped in the Western release - Japan often uses Circle for "Yes" and X for "No" in menus and worldwide releases almost always swap these around (e.g. in the base Persona 5 as well as in other games like Nier:Automata).
Shoji Meguro and Lyn have done new work for the game, with the latter also singing new opening, ending and battle songs. Maybe we'll get a battle theme on the level of Rivers in the Desert!
The game will be PS4 Pro enabled, meaning better graphics on that system. Also, the game is PS4 exclusive. Hopefully P5S will throw a bone to our Switch brethren!
--- Edit 1: Thanks to the screenshot in this thread (thank you, u/ZuskatoIsR3D) we can see Kasumi's stats in relation to everyone else's. Her numbers are lower than the other three, though this could just mean she recently joined the group and needs to catch up, but her SP is less than half her HP. This could mean either:
She's a melee/ gun-fighter. The latter would be interesting since we don't have one of those in the base roster (save Haru, but she's also the Psy character of the group so chances are you'll specialise her in one or the other field).
She's P4G!Naoto levels of OP and the low SP count is to mitigate that.
She's badly optimised OR that this is simply an early build of the game :P
The next batch on information will come on May 9th. However, there's also a talk show tomorrow with Joker's VA that was supposed to give P5R info, which makes me think tomorrow will just have a recap of today's stuff (along with info of an upgrade deal for existing owners, I hope). Persona 5 Royal releases on Halloween in Japan and 2020 in the West (the English trailer also confirms the Western name drops the "The" in the Japanese title as many suspected, following P4G's example). 'til then, enjoy! I hope you found this useful! Edit 4: Theories (marked with "(*X)" above):
It's possible that the meeting between Kasumi, Ren and Akechi is where we hear the dialogue from last month's trailer ("What do you think of the Phantom Thieves?") After all, them meeting at all means she isn't restricted to only meeting him at the TV station, and this gives her more time to form an opinion on how they work - at least until finding her way into the metaverse and seeing what they do and why.
u/TheReaperCreeper had a much better suggestion than me: what if Akechi is the one who turns himself in for Ren's sake? As another user of the Metaverse he can also answer questions about it to get Shido sentenced, while also paying for his own crimes. Better still, he could claim to be the leader of the Thieves to keep the law off everyone else's backs, thus getting to redeem himself while also being punished for the things he did. Thanks, Reaper!
I was going to say Kasumi may only be important because she was in the right place at the right time, but this certainly hints at a more supernatural cause if true.
u/hypercombofinish suggested Kasumi's Persona could be Dorothée, and since her outfit shares so many similarities to Joker's I think this is highly likely. For those who don't know, Dorothée is the lead character of the novel The Secret Tomb, the only Arsène Lupin book in which Arsène himself doesn't appear. Instead the plot is about Dorothée solving one of his "four fabulous secrets". This could be highly fitting for someone initially disagrees with the Thieves before becoming one herself and would also tie her into Joker's "mythology" the same way Marie and her backstory tied into Izanagi's (and thus Yu) - assuming Kasumi is the Aeon Arcana and not a Fool or Jester or something completely different, of course.
The trailer as a whole has a small narrative running about Kasumi trying to dissuade the Thieves from their work, while Morgana tells her they won't be swayed by the danger or not getting results. This provides some early insight into her character, but maybe she eventually goes off the deep end and tries to control everything as a way of keeping everyone safe? Morgana telling her that "granting everyone's dreams is bad" and her saying she "took everyone's dreams" is also quite interesting. Maybe Wakaba and human!Morgana are just illusions? I plan on making a full post about the translated trailer tomorrow, but this is just something to sleep on until then.
--- (Just search for "Edit X" to see what each change entailed. Check the time stamp to see if I added anything you missed or want to correct!) Edit 1: Just added a few tweaks based on stuff I've seen elsewhere on the sub and stuff I forgot to add the first time. P.S. ...am I the only one who thinks Kasumi looks better in her school uniform? Anyone? Maybe because I like clothed people and the pose shows her off better? Edit 2: Amended the descriptions of Kasumi's weapons. Edit 3: Added a detail I overlooked the first time and clarifications from Persona Central's article. (Edit made at 16:53 UTC.) Edit 4: Added translations for the new boy and a theory section, 17:31 UTC. Edit 5: Added more translations, a correction about Joker's grappling hook and a new theory! 21:47 UTC. Edit 5.5: Added a quick note I forgot to under the "mysterious boy's" section. 21:54 UTC. Edit 6: Another edit, another translation! 22:22 UTC. Edit 7: Added information from the translated trailer and u/quitethewaysaway's observation. 22:50 UTC. Edit 7.5: Edited theory 5, 22:53 UTC. 25th April Edit 8: I wrote another post about the translated trailer and added some new speculation there including possible Gnostic influences! Also I added a possible explanation for the alarms ringing in the Velvet Room. 9:40 (am) UTC. Edit 9: This has nothing to do with Persona 5 Royal, but I wrote a post for P5S too! It's nowhere near as detailed as this one (since we have nowhere near as much info), but I hope you find it worth reading nonetheless! 14:39 UTC. Edit 10: Added a shower thought inspired by Kasumi's cosplayer. 16:19 UTC. Edit 11: Added a detail about Futaba's AOA that I noticed on rewatching the trailer. 18:14 UTC. Edit 12: Finally managed to snag a picture of the above, and also added a scene from the trailer I didn't think worth mentioning before but have since changed my mind on. 21:13 UTC. 27th April Edit 13: Added a new observations from the trailer. 08:35 UTC (am). Edit 14: Added more info about a screenshot. 13:05 UTC. Edit 15: Added some info from Twitter. I wish I knew of MysticDistance's work sooner! 13:54 UTC. Edit 16: Added some observations from the trailer. 20:15 UTC. Edit 17: Added a screenshot of the mystery figure on the TV screen. 20:47 UTC. 28th April Edit 18: Added more details from Twitter, some speculation and a feature about the cutscenes I keep forgetting to add! 10:09 UTC. Edit 19: Added speculation about when Kasumi joins the Thieves as well as a theory on Okumura's Palace. 14:05 UTC. Edit 20: Added some speculation and further observations. 16:52 UTC. UPDATES: This post is now too long to add to, so further updates will be added in the comments (along with text from here to show where the new details fit in. Edit 21: Can be found here. 22:17 UTC. (Edit 21.5: Added a link to the magazine article and boldened the links to the trailer and site. 22:25 UTC). 29th April Edit 22: Can be found here and contains some further speculation! 19:13 UTC. Edit 23: Can be found here and details Kasumi's animations and possible symbolism of her stats/ potential playstyle. 19:36 UTC. Edit 24: More speculation! 20:03 UTC. Edit 25! 21:32 UTC. 30th April Edit 26! 20:12 UTC. (Edit 26.5: Added the above date and italicised it and the 29th for better clarity. 21:13 UTC.) Edit 27: Added something I've been forgetting to add ever since adding the speculation of Goro (and Kasumi) joining Joker as "inmates," followed by some shower thoughts! 21:48 UTC. Edit 28! A big one if I say so myself, about Kasumi's theorised code name, "Swan". Now I really hope we were right! 22:06 UTC. 4th May Edit 29, 30 and 31: I was able to cover a lot over the past few days, including an analysis of Kasumi's character and name so far and translations for everything on the trailer and website! 16:49 UTC. Edit 32: A new thought and an old thought. 23:00 UTC. 5th May Edit 33: A thought regarding the narrative impact of the similarities between Kasumi and Joker's outfits. 10:01 UTC. Edit 34: Wrote an analysis of the main song, Colors Flying High, and added some suggestions for the origins and implications of Kasumi's powers! 15:14 UTC. 6th May Edit 35: More theories based on suggestions from the comments! 14:16 UTC. Edit 36: New theories from the comments and something I keep forgetting to mention. 14:43 UTC. Edit 37+ listed here!
Maybe magical, extraplanar, or just unusual. Comment and I'll add yours to the list :)
Imp Imporium - This store is small and boxy, and entirely made of redwood. A tall devil stands behind the counter wearing a suit and tie, and imps are chained to the walls. He offers you the services of one of his imps for a small price- the rights to the imp's memories of what they did when you're done. He requires a much larger material collateral for if you don't return the imp or it dies/is irreparably maimed in your service.
Coagulation Station - A seemingly normal (if ugly) old woman runs this roadside popup store. It is nothing more than a cart with a sign next to it reading "Coagulation Station" painted roughly in red over a lime background. She offers healing supplies, potions, and rations in return for a small vial of your blood. (Feel free to come up with consequences for buying from her, such as her being a hag or using it for a strange ritual, etc.)
Elemental Extras - An air, earth, fire and water elemental stand in the four corners of this (entirely brick) shop. Unfortunately, the "shopkeepers" only speak primordial, so good luck if you don't. They each offer to put special elemental effects on whatever you own, such as a fire effect on your sword, an ice effect on your armor to freeze whatever hits you, or an earth effect on an arrow to have surrounding dirt swallow whoever it hits. Everything here is understandably very expensive.
Vraug aks stor - A very tall, older orc hero enthusiastically tries to sell his weapons in this shop in order to retire. They're hung up on the walls, all showing varying signs of use. Some appear to be magical. Vraug also tries to tell his customers stories about each weapon before they buy (and especially before they ask.) The weapon most prominently displayed is a +4 Great Axe, with obsidian blades, a dragon-scale tip on the end and golden threads running down the handle. There are a few chinks in it, and the tip somehow has a dent in it, but the damage only seems to add to the charm. He charges an extraordinary price for this axe.
Angel Bazaar - Apparently recently the churches haven't been generating enough coin to keep the local deity fiscally afloat, and some angels have taken it upon themselves to raise that extra money. Some are selling more regular items for cheaper prices, such as healing items, some are selling more extravagant magical items, and even others are offering "miracles." They're all set up in a series of stands in a small square that you swear wasn't here before.
Betsie's Black Cauldron- everything is black, especially Betsie. From black oak ethanol to black licorice she has ingredients and potions unique to her gimmick. u/LateLolth96
The Fleeting Flyer's Fast Findings- if the item floats, flies, or is otherwise airborne this shop might have it. Limited time only and has (randomized) a rare three uncommons and six commons but the more you travel the more likely you are to come across it because it's on a one man spell jammer with two carnival cars behind it. u/LateLolth96
The Kyuss Kasino- a worm themed casino where the main attraction is the purple tunnel which is a purple worm in a metal harness designed to prevent it from moving and to keep its mouth open. The wager, and incidentally, the show is if you can make it out the other end alive you [win]. There are scrying orbs that display a live feed of the current "adventurer" in the worm for 5 silver lasting 30 min before the next five silver (no refunds). Quest hook? u/LateLolth96
Djinni Gin Jamboree- a once a month festival celebrating a moon cycle of the dm's choosing. Marids sell their distilled saliva as well as various forms of never-before-seen-by-man fish dishes, and water elementals play live music which more or less sounds like the rhythmic gurgling of a muddy brook. u/LateLolth96
The Crossroads Corridor - An invite only shop, given to adventures who have a number of their own magical items. When the invitation is slid under any closed doorway, said doorway will become the doorway to the shop. Operated by The Masked Man, it is a magical item shop that trades magical items for magical items of similar value. Leaving will exit out the door you originally put the invitation under. u/Hacknslaasher
Bottom's Bottomless Meatpies - It's cheap, delicious (although a bit gamey and hard to chew) and the servings are enormous. The shop is run by an old goblin with an enormous smile, his name is Toothy Bottom, less so because of his bum, and more so because of a secret that he isn't telling any one, the secret that has made his Meatpie-shop the most well visited in the entire area, at least by those not able to afford fine dining in the upper districts.For you see, underneath this humble shopped, staffed every hour of every day with more goblins than you can count on one hand, or two hands if you have taken ABM (Advanced Barbarian Maths), lies a large, cavernous mining operation.You enter it through a set of large trap-doors found in the cold-store basement where you find the literal wheelbarrows of meat that allow every customer to order however much meat they want in (or on) their pies, as long as the Goblins can lift it up to the counter (the largest order so far was, according to the Goblins managing the front of the house, "the weight of a small baby wrapped in a nasty hunting dog." they have made no comment as to how they know that specific measurement).Once you are through the trap-doors, you'll find a rail-system rivaling that of the largest Dwarven mines, with rail-master goblins timing and directing all the in- and out- going traffic, and every cart that comes in is absolutely and utterly loaded with meat, which is then loaded on wheelbarrows and carted up through the trapdoor.If you were to follow the rails as deep as they go, through all of the winding tunnels, across chasms, past various cave-dwelling monsters that try to snack on the meat or goblins or, well, you, then you'll eventually find yourself at the namesake of mr. Toothy Bottom.A large, mass of rock-hard skin, covered in spines and horns and other sharp shapes, it has been split open, and the dark flesh underneath is mined ceaselessly by a small army of Goblins. They aren't violent, in fact, they are quite cowardly, but they are as professional as any Goblin can be, and they are also fighting a continuous fight against the flesh with their pickaxes.For you see, the open wound is constantly trying to close itself, regenerating at a blinding speed that the Goblins have learned to keep up with after opening the wound large enough to allow for their massive excavation progress.This may be the toothy bottom of the pits and chasms.But it is also a small area of the sleeping Tarrasque, regenerating fast enough that it does not notice the harm being done to it, and with a large enough Goblin Workforce to drive the economy of what is, essentially, a small Goblin Kingdom in these tunnels, complete with blacksmiths making new Meat-axes and monster-hide-leathercrafters making workboots and pants for the Goblins working down in that caustic blood.And let's not forget, that the entire lower class of the city has eaten Tarrasque meat at least once, some of them for years.But it's only two silver pieces for as much pie as you want (or can carry), so who cares to ask where it's all coming from? u/Neknoh
Sarah’s sewing shop, “World class Seamstress.” - She means world class! She can repair even magical fabric to like new condition. Everything she makes alterations to gives them a +1 to charisma for 24hrs or until dirtied. Bonus returns after being thoroughly washed and dried (some items are dry clean only)She’s also a dry cleaners. u/rab-byte
The Philosopher’s Time Shop - Sundials, watches, windup clocks, candle clocks, hourglasses the size of mites up to the size of your average goliath, the Philosopher has a range to suit almost any buyer in need of a way to measure time. Be careful, the hours you spend there fly away like seconds! u/ElZoof
Oakshot Saddliery - Gwinnett Oakshot caters to a select clientele, those looking for clothes, armour, weapons and equipment specifically designed to suit those who spend at least part of their days in a different body shape. Minor magic at most, it’s mostly just very well designed to suit your Druid on the go or werebeing out for a night on the town. u/ElZoof
Jasper, Goldhand, Bloodstrangler and Smith - What does “‘til death us do part” mean if your wife is now a lich? Does a lifetime guarantee still stand if the object in question broke before the manufacturers were born? What exactly is an annuity? The firm of JGB&S is on hand to assist with non-devilish contracts of any kind. u/ElZoof
Morogh's "Pet's" - This pet shelter is run by an older halfling named Morogh. He's kindhearted and only wants the best for his little animal companions he sells. From apes over hawks to wolfs, he just has every animal companion you could think of, but his store also has a back area. Not everyone is welcomed there as he also sells abandoned monster hatchlings, like griffons, owlbears, pseudodragons and even a red dragon wyrmling. Those monsters are all tamed so no danger there, Morogh just wants to know his customers better before trying to sell one of his more 'exotic' assets.The adventurers maybe can persuade him or do a favor for him (possible quest), like acquiring some exotic food for the more demanding beasts and monsters he houses. After this Morogh decides to sell them one of his monsters as a companion. u/Th3Banzaii
Plane Ole' Butcher - A butcher shop that sells meat from an unknown plane of origin. One day a small portal opened up from the ground and strange-smelling exotic meats have been extruding from the portal. A shop was built around the portal which has been active and pumping for 50 years. People come to see the wonder firsthand but they stay for the dirt-cheap meats. The meats are char-grilled and heavily spiced to soften the meat's naturally pungent flavor. u/HeyShipmate
Looters Late Return (aka LooLaRe)- A seedy smelling store run by an androgynous goblin who wears overly fancy clothes. This goblin sells in bulk only, and at discounted prices. The catch is that if you make a purchase, you must sign a contract guaranteeing repeated weekly purchases. Your bulk discount increases the more product you are able to move, but if you are unable to maintain your weekly purchases, the goblin’s secret network of enforcers comes for it’s dues. Or your life. u/pikkl_rikk
Sandman Fisheries - This tightly packed stall smells or marine air and salty nets. It has all the sea can offer to the gourmet with a striking emphasis on huge fish: tuna, spadefish, and the occasional gargantuan squid. The product is impeccably fresh. Always. Sandman (a desert dweller and camel race aficionado) doesn't seem to understand what you're asking about the supply chain and how come his shop ever exists at hundred of miles from the nearest sea! u/Banuken
T'zargo's fine wares - This shop can be mysteriously seen in any plane, but always appears as an identical modern convenience store looking building. Inside is a tabaxi named T'zargo, always advertising his "fine wares at reasonable prices." He sells extremely rare and powerful items for millions of gold, along with random everyday items. Some of these rare items include an axe once wielded by Baphomet, and draws from a deck of many things. His mundane items he always pulls out of a box on his counter, and they include a full rowboat and 30 chairs. u/Kellen1013
The Magic Commoner - A basic magic item shop owned by a young elf wizard named Tavon Ilidan. He sells all sorts of magical things from armor to weapons and rings an such.The thing about his shop even though on the outside it looked like a regular building despite being one solid color; purple, orange, green ect. But when you walk inside it's much larger than its outward appearance.The shop also travels via a magical door. Tavon has a set of different keys he keeps with him representing the different cities of the land/world. He first closes the front door, locks it, then unlocks it with a new city key and when he opens it, it opens to the new city.Tavon's appearance reflects on which city he is in and what color his shop is. If is shop is blue his robes are blue as well. Tavon also has a secret. Even though he looks like a young elf he is actually an ancient gold dragon that simply likes to travel and meet new people without the stigma of being a dragon. He likes to play tricks on people and test them to see if they are worthy of specific items in his shop, (IE a wand of fireballs he made himself.) u/nota_person
Mallard Maladies - A veterinary clinic for ducks. The shop keeper is an old blind man who refuses to heal non duck creatures, but can be tricked into healing non ducks with a high enough deception ability. Despite the name, the clinic services male and female ducks. u/El_Jewbacabra
The Exploding Wand Shop- A shop that is characterized by an explosion that lifts the roof of the building off the walls and expelled black smoke every few hours - followed by the owner shouting from inside "I'M FINE, EVERYTHING'S OKAY!"The owner is a young Eladrin Artificer named Seyf Melorathian who experiments on new wands and other magical wonders. His face is a black charcoal from the soot of the explosions but otherwise would be a light brown. He has a pair of glasses that protects his eyes from being covered in soot. He has blond hair and wears a Smith's apron. He sells common rarity wands, up to rare rarity wonderous items, and has been working on an experimental wand of fireballs. You can only purchase an experimental wand if you do a material gathering quest for him.If you buy one of his wand of fireballs (2000gp and a waiver signed to not sue) there's a 10% chance that when used the wand will cast a second fireball centered on you during the spell.He also offers enchanting services at various speeds depending on the rarity of the requested enchantment. He will also willingly take on apprentices or teach enchantment to anyone. u/xBramStokerx
Fishman’s Man Fry – A Triton, named Vamras Vogalath, with broken Common serves delectable seafood dishes. If asked about the name, he explains that it is food FOR men, not for fishes.Side note- this is shop is not anywhere near any large body of water. Nobody in town is sure exactly where the fish come from. u/Unprincipled
Shwarma Tent - delicious herb infused fried flatbread with cured meats and shredded carrot and cucumber. The tent has small tripod tables and stools of worn wood. Patrons carve their names and other messages into the tabletops. Among the mundane names can be found the names of previous characters and NPCs that the party met, BBEGs they defeated, dated long ago, the current ruler of the land and the name of an old lover with a heart around it, Ash Ketchum, Drizzt, The Doctor, and the original Avengers. Searching carefully can also reveal a cryptic message to the party, seemingly carved years prior, but naming the PCs. u/bluecor
Threads of Fate - three old sisters weave spidersilk and mundane silk into beautiful garments with embroidery that sometimes changes its image. For instance, a nightrobe has the moon and a starry sky embroidered, and the moon changes its phase with the real moon. On another, a dragon slowly chases its own tail, with its wingtips pointing to the time, as a clock. Yet another displays an hourglass which constantly drains, and runs out when the wearer dies. Other images might show great moving battles, gently waving flags that slowly fade and dilapidate as the empire becomes more corrupt, or ruins that become progressively overgrown with vines. The theme of the garments deal with the passage of time and the inevitable end of life. u/bluecor
Salty's - the owner Saltamancia sells salt of differing coarseness and colors, and is an expert on which textures best compliment which purposes, from baking fine rolls to soaking one's feet after a days march. He has certain rare salts from distant lands with rare properties. For abjuring circles, he has a blessed salt that cannot be dispersed by gusts of wind. For healing, he has a fine blue salt that, when mixed with honey and packed into a wound, prevents infection and scarring. Another salt taken with hot peppermint tea can remove an additional level of exhaustion with a rest. True to his name, Saltamancia is old and curmudgeonly u/bluecor
Bestboots - Bestboots sells custom footwear of exceeding quality, made from rare materials. The footwear can be light for nimble moves or heavy for kicking doors. With the right materials (possibly a quest) minor advantages can be built into the footwear. For example, a sole of felted yeti hair can give normal traction on ice, and a sole of gummed soapwood sap can allow the wearer to ignore a casting of grease underfoot. u/bluecor
Hap's Microbrews - Hap claims to have perfected the means of beer portability, in that his brews are bottled and sealed under pressure in containers of lightweight spun cellulose which dont shatter when dropped. Opening his bottled beer releases a small localized burst of cold, chilling the beer just shy of freezing. The locals generally ignore his cart and "ice cold beer" sign, as ales are meant to be drunk at room temperature so that they don't unsettle the stomach. A discouraged Hap sits by his cart of beer bemoaning his own foolishness at sinking his fortune into such a folly. u/bluecor
Indelible - this quiet dusty alcove sells the magical inks, parchment, paper, vellum, papyrus, and delicate quills needed to prepare arcane and divine scrolls. Also sketch artistry, heraldry, and calligraphy supplies. Blank spellbooks, charcoal, pastels, and a few unique items are sold. Glowing chalk leaves marks that remain luminous for several hours. A special lightly waxed paper is waterproof and can be written on underwater with a special pencil. A waterproof scrollcase holds six tightly rolled papers in individual tubes, designed so you can immediately draw out the scroll you desire without searching through a sheaf of papers. The proprietor Abagnale is a gifted forger, and can make needed documents for the right fee, but only those skilled in thieve's cant would be able to recognize this based on a small glyph carved above the lintel. u/bluecor
The Magical Arts - this is a totally mundane shop which sells shaved and marked decks of cards, scarves for pulling from your sleeves, salted nuts cans that shoot a confetti burst when opened, squirting lapel flowers, palm buzzers, chewing gum that turns your teeth black, whoopie cushions, and stink spray. The guy working there isn't the owner, but is happy to teach you how to use his goods. While distracting you with a card trick, he will also attempt to shortchange you or pickpocket something (minus 4 to notice his ledgerdemain). If caught, he will only say "check your pocket" and there you will find the item you thought he pickpocketed. "Its all part of the trick, man," he will say, as he pulls a coin from your ear. u/bluecor
The Bee's Knees - honey from different types of flowers with exceptional flavors. Meads of each type are also sold, as well as bee pollen and honey candies. A honey from frostclover will quickly dispell a hangover. Phasebee royal jelly can allow an additional use of misty step for a character with that feature, but the cost is exorbitant. The affogatto with honeycomb, coffee, and ice cream is delicious, and gives the benefits of a short rest when consumed in the shop over the course of an hour. u/bluecor
Wacky Backy - Mr. C. Marin runs this fine tobacconist. House blends of pipe and cigarette tobacco can have classic Gandolf effects: controllable luminous smoke rings of various colors, and custom flavors and scents. The halfling weed is also sold. A self-lighting pipe is available, as well as a "peace pipe," which is a heavy iron pipe useable as a club (but you can also smoke out of it). Mr. Marin can craft custom peace pipes of nearly any light weapon. u/bluecor
Wild Bill's Skins - Bill buys and sells tanned and untanned hides of all types. All. Types. Bill can craft armor and other leather goods from nearly any type of hide. Custom saddles can be made for any beast. A saddle on display is embossed "ride me hard and put me away wet." It isn't for sale, and it looks like it would fit Bill. He can craft a skin-tight custom leather armor that is concealable under clothing, but the customer must go into the back of the shop for a very long and invasive fitting. Rumor has it that some customers never emerge. u/bluecor
Yellow Dancer - This is a musical instrument store run by a purple-haired elf named Lancer who was a freedom fighter in the past. His sister, Yellow Dancer herself, a famous concert performer who is a recognized star, is sometimes there in his place. Instruments of high quality and beginner pieces are sold. On commission, Lancer can craft an instrument which contains a secret sheath for a hidden weapon or wand. Also sold is "the Axe," a battleaxe/guitar combo, with a magical property of sound amplification that allows it to be heard in the largest venue, and allows for unique distortion effects. At DM Option, the Axe can also be used for ranged sonic attacks, mimicking the effects of Eldritch Blast. u/bluecor
The Titty Twister: an adult entertainment venue, mostly for merchants and caravan guards. A goblin barker in a tophat and coattails out front gives a spirited pitch about the feminine wonders to be found within. Inside is a seedy establishment styled to look like an ancient temple. Billiards and darts games line the walls, and a poker game is playing out at a table near the center. Its a rough crowd, and fights that break out are settled with the loser being dragged away by the bouncers and the winner buying a round for the house. Beautiful dancers take turns on stage and mingle with clients between songs. Private shows are available. During the day the massive door is barred and the place is eerily silent, but from dusk til dawn raucous action is there for the taking. Locals stay well clear and pray for protection if they must pass near this den of sin. u/bluecor
The Campus Martius: This strange storefront is a place for games of strategy, including draughts and card games, as well as sandtable war strategy matches involving miniature army figurines, played out with dice and measuring sticks. Arguments over rules are common, and are arbitrated by a robed and wigged judge on a low dias at one end, who often consults an enormous tome of rules which only he is allowed to read from. 1sp per game, per player, but by convention, the loser pays the fees of his opponents. A sweet green drink called mountain brew is popular here. It enhances focus, adding +1 to concentration saves for an hour, but leaves one tired, -1 to all saves for an hour thereafter. u/bluecor
Millenium Sustainable Armory: run by an elvish druid, Millenium sells "murder free" armor made from silk, giant leaves, sustainably harvested ironwood and similar materials. The armor otherwise has the properties of normal light and medium armors, but contains no leather, bone, or metal. Cost is about double. Heavy armor is not available. The leaves making up the armor do not wilt or turn brown. u/bluecor
The Meat Market: run by a shadowy figure in torn robes, this odd shop gives permanent magical effects in exchange for body parts. The more important the organ or body part, the better the effect. The effect goes to whoever the part comes from, so don’t get greedy! Wonder where the parts are going... u/CephaloPawd
Fernado's Fish Frenzy - in a village where magic and fishing collide, you might run into a man who can be at multiple places at a time, Fernado. He is a mystical fisherman who sets up booths in town squares, where the fish fight to the death in gladiator-style combat. The loser, is placed on his selling slab and the victor becomes larger in size. He has a 'leaderboard' that updates magically after every battle, accounting for all of the places Fernado is at in your world. u/BEZERK0xD
A rickety old shop plastered with the title of some famous adventuring party / adventurer on it. The entire shop is run by a near delusional fan of the party/individual, and sells merchandise about them, as well as weirdly specific information that you aren't sure how they know. (If your party is famous enough, the store might be dedicated to them) u/bladeraptor3
what to wear to a casino royale themed party video
So, you would want them to wear something glamorous that’s fitting to the theme. Think sequins, sparkles, and silk gowns, etc. Food and Drinks. You can’t call a party a “casino royale” party if you are sticking with fried chicken and burgers. It’s a classy party and your food and drinks should look the part too. Casino Royale Dress Code. Now if you are planning to be a part of the glitz and glam of Casino Royale and make like a Bond character, all you have to do is turn up at the entrance looking like the best version of yourself.. That’s right! The casino has a dress code. Although you would not have to waltz in with a designer tuxedo or a luxurious evening gown, there are certain ground rules The best thing to wear to a Mardi Gras themed casino party is, of course, beads as well as mask and anything green and purple. Monte Carlo Casino Parties In case you haven’t seen a James Bond film, a Monte Carlo casino party is one for high rollers – or at least those that dress like high rollers. One of the most fun casino party themes is Queen of Hearts. The Alice in Wonderland character led a legion of playing cards, making it a great idea for a casino party with poker or black jack as the centerpiece. Guests can dress in red or dress up like characters from the story. Around Halloween time this is a popular theme that guests really get into. Las Vegas Themed Casino Night If you’re invited to a casino themed party or are thinking of hitting the casino for a fun night on the town, you’ll need some great accessories to jazz up your look. Not sure where to start? We’ve got all the ideas you need for the perfect look. Feathers. If you’ve always wanted to wear a feather boa, now is your chance! For example, the casino may have a black tie policy or have a vintage feel. You could also ask the other people in your party what they plan to wear so you can pick an outfit that fits in. For a black tie evening out, wear your most formal clothes, such as a tuxedo with a white shirt and dark tie, or a floor-length gown in silk or velvet. Themed parties are great fun but they also create the dilemma of what to wear. Some themes are easier than others but, whatever the party, you want to make an impact for all the right reasons. If you are invited to a casino-themed party or event, or you are planning one of your own, you’ll have the opportunity to bring some style, glitz, and glamour to the occasion. Stilettos, colored heels, choker necklace or earrings can be the best choice to attend a casino themed party. FOR MEN: Button down shirts with dark trousers are simply a yes for this kind of casino party. Socks and shoes in the same color. Blazers to add oomph factor for your personality. Shirts in bold colors are always the best. WHAT NOT TO WEAR: Your Casino Royale party is a great way to bring people together for a night of casino games and looking good. Everyone has a nice dress or suit in their closet that they’d want to be able to wear more often.