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

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

Abstract:

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

**“Once upon a time, around a table…”

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

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

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

Session 2: The Ethics of a Dungeon Master

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

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

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

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

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

Abstract:

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

**“Once upon a time, around a table…”

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

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

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

Session 2: The Ethics of a Dungeon Master

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

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

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

MegaSlot Casino - free spins, no deposit bonus, promotion

Megaslot Casino Free Spins and Welcome Bonus
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Overview

MegaSlot Casino is home to a nice collection of games since 2020 and it operates under the umbrella of the well-established company N1 Interactive Ltd. The company is associated with a huge number of other online casinos that are ranked among the best ones on the market. MegaSlot Casino is a law-abiding gambling site that received a stamp of approval from the Maltese gambling regulator.
This online casino is a place where people from different nationalities can find some of the highest-quality games provided by top software suppliers such as Playtech, Yggdrasil, Evolution Gaming, NetEnt, Endorphina, Quickspin, and others. The casino operator partners with over a dozen casino content developers to steal the show and offer diversity in terms of titles and game genres.
MegaSlot has done an excellent job when it comes to the available payment methods. Players have the choice to select from the most popular banking solutions. Speaking of online payments, we cannot miss the chance to mention that the casino utilizes advanced technologies to protect its players’ data.
The casino operator also caters to its mobile players who are provided with the opportunity to either play all available casino games in an instant-play format or download a dedicated app that works like a charm on various modern portable devices. As a newcomer, you will be treated to a tasty Welcome Bonus that will boost your winning potential.
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Bonuses and Promotions

The promotions are what piques players’ attention when choosing an interactive casino where they can spend some quality time. Undoubtedly, all newcomers are interested in whether a certain casino offers a Welcome Bonus and what are its benefits. When it comes to MegaSlot, the virtual casino welcomes its new recruits with a 100% match bonus up to $100.
We must admit that this does not seem quite attractive having in mind that there are casinos that offer five-figure amounts. For that purpose, the operator also throws in some free spins, letting casino enthusiasts test the water and win some extra cash thanks to their own efforts. It is important to mention that the free spins are awarded in five installments of 20 spins over 5 days.
Assuming that this sounds to you like a nice deal and you would like to claim it, you should be informed that you need to use the promo code MEGA100 prior to making a minimum qualifying deposit of $20. What is more, the sign-up promotion comes with a wagering requirement of 40x. This means that you need to wager 40x the amount of the bonus. As for the profits accrued from the free spins, the playthrough is also 40x.
The duration of the sign-up promotion is 2 weeks. In addition to that, players should keep in mind that they should activate a new pack of free spins every day otherwise they will miss the pack. According to the casino’s bonus terms and conditions, the maximum amount a player can win from the bonus funds is capped at $10,000. As for the winnings generated from the free spins, the maximum withdrawal limit is $50.
The casino features a maximum bet limit of $1 while playing with an active sign-up bonus. In that way, the operator blocks bonus abusers. In case you go over this limit, your bet will not be accepted and you might even lose your profits. It is important to explain that this limit is valid for all first deposit bonuses.
Another important aspect to take into account is the game weighting. This means that not all games fully contribute towards satisfying the rollover. Bets on video slots count 100% towards the wagering requirements except for some titles which you can find on the website of the casino. Stakes on table games as well as video poker and classic slots have an inconspicuously low contribution rate of just 5%, while live dealer games are not included in the game weighting at all.
Once you clear the playthrough tied to the bonus funds and the winnings generated from the free spins, you will be able to withdraw your earnings. We would like to mention that players from Sweden are not allowed to take advantage of any of the promotions offered at MegaSlot Casino.
All other casino enthusiasts who are playing with an active bonus should know that they can request a withdrawal of their deposit prior to meeting the playthrough. In this case, the casino will forfeit the amount of the bonus and the winnings and pay out the remaining funds.
MegaSlot Casino caters also to its loyal fans providing them with the opportunity to get involved in a VIP Program that comes with worthwhile perks and exclusive offers. The casino’s VIP Program is comprised of 40 statuses and players need to collect comp points to climb up the ladder. The higher status you reach, the nicer bonuses you will be provided with.
We would advise our readers to carefully read the terms and conditions associated with each status as the exchange rate of the points varies between the levels. It is interesting to mention that casino aficionados who navigate their way through a higher level are awarded free spins that come with a 35x wagering requirement.
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Software Providers

Casino software providers are at the heart of the casinos’ collection of games as these are responsible for developing the games. This means that the software companies are the ones that decide what themes, graphics, bonuses, and rules a certain game will have.
For that purpose, it is essential to choose a virtual casino whose gaming library involves titles created by reputable brands. Even though there are hundreds of companies claiming to be the best, there are certain casino content developers that worked hard to honestly deserve this title.
As a reputable virtual casino that is dedicated to providing nothing less but the highest quality and great diversity, the operator joined hands with Playtech, Yggdrasil, Evolution Gaming, NetEnt, Endorphina, Quickspin, etc. These companies are recognized to be among the best on the market and their products quickly turn into fans’ favorites.
As companies that aim at constantly pushing the industry’s boundaries forward, the games they release are developed in a mobile-friendly way. In that way, casino buffs can revel in a rewarding gambling experience even on the go. The casino features an in-browser app as well as a dedicated casino application. No matter which option you will go for, you will certainly be amazed by the sleek design of the website and its brilliant performance even on smartphones and tablets.
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Banking

Our MegaSlot Casino analysis has shown that players are presented with a plethora of payment solutions that support both deposits and withdrawals. Before we continue discussing the available payment options, we would like to note that not all payment services are available to residents from specific countries. In the lines below you will find more details regarding this matter.
What players from international markets should know is that the international operating currency of the website is EUR, but this casino accepts payments also in the following currencies: USD, NOK, CAD, PLN, NZD, ZAR, and JPY.
When you are about to top up your gaming account, you should be informed that you have several options to do so, including Visa, Mastercard, Trustly, Skrill, Neteller, Zimpler, Klarna, Qiwi, Yandex, iDebit, Interac Online, Interac e-Transfer, Neosurf, ecoPayz, and Rapido. The minimum amount that you need to upload to your gaming account in order to start playing for real money is set at $10.
As for withdrawals, players can choose from the following options – Visa, Mastercard, Trustly, Skrill, Neteller, Quwu, Yandex, Bank Transfer, iDebit, Interac e-Transfer, Instadebit, ecoPayz, and Rapido. What is important to explain is the Visa and Mastercard are not available to players from elsewhere due to certain legal restrictions. For further information, be advised to visit the website of the casino.
When you decide it is time to finally pull out your winnings, you should know that you cannot withdraw less than $20, while the maximum limit on withdrawals depends on the preferred payment solution. However, players can withdraw no more than $5,000 per day, $10,000 per week, and $30,000 per month.
Depending on the payment solution you choose, payouts are cleared between 1 and 3 days. The available digital wallets process withdrawals in the fastest manner, but you will certainly not wait for too long in case you decide to use any of the other available methods. Casino enthusiasts who decide to pull out their profits via bank transfer should be informed that the minimum withdrawable limit is set at $500.
Players will be more than happy to learn that the casino does not impose charges on deposits and withdrawals. However, the payment service provider might tax you a small fee for the transactions which is your responsibility.
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Mobile Casino

Nowadays, it is extremely important for virtual casinos to offer flexibility, among all other things. Hence, MegaSlot Casino is designed in a mobile-friendly way. The design of the casino can be described as uncluttered and well-organized, so that casino enthusiasts can easily find what they are looking for even on the move.
Generally speaking, there are two ways to play at MegaSlot Casino via your handheld device, and more precisely to load the website of the casino through the browser your smartphone or tablet utilizes, or to download the dedicated app. The virtual casino brags about its apps that are specially designed for Android and iOS users. The apps work like a charm and the installation process is a child’s play.
However, the instant version of the casino is also a good alternative provided that you prefer to save some storage space on your mobile device. The main menu button is located in the upper left corner. Once you tap on it, a drop-down menu with links to the available slots, promotions, and payment methods will appear. It is important to mention that you will also find a link to the casino’s dedicated apps.
On the right upper corner, you will notice a button that will help you to change the language of the platform in case you are not a fluent English speaker. The choice is wide enough to find the language you are most familiar with. The games are organized into sections depending on their genre. The live chat button is to be found at the right bottom corner. The mobile version of the casino is also equipped with a search box and a navigation bar to further enhance the process of searching.
To find the casino’s terms and conditions section as well as other important links, you need to scroll down as these are located at the very bottom of the casino’s website. The instant-play format of this casino shares a lot of common features with its desktop counterpart.
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Casino Games

The first thing to catch our eye in MegaSlot Casino is the huge number of games it offers. As its name suggests, the majority of the casino’s gaming portfolio is occupied by top-shelf slots. Reel spinners will certainly not regret their choice in case they decide to sign up with this virtual casino. However, other genres such as live dealer games, progressive jackpots, video poker, and table games are also included in the casino’s catalog.
Owing to the casino’s partnership with more than a dozen software companies, MegaSlot Casino boasts over a total of 1,300 titles that are courtesy of brands such as Playtech, Yggdrasil, Evolution Gaming, NetEnt, Endorphina, Quickspin, and others. Most of the games except the live dealer games feature a demo mode, but you should still open an account at MegaSlot in order to load the games.

Slots

Slots are among players’ favorite casino games and that barely surprises anyone familiar with the great diversity these offer. From themes to features, every slot is unique and casino fans can enjoy a different gambling experience every time they play a different slot game. MegaSlot Casino offers a remarkable amount of slots that come with a cinematic quality of the graphics and rewarding cash prizes.
Deadwood, Sakura Fortune, Book of Fortune, Tombstone, Legacy of Dead, Golden Fish Tank, Dragon Kingdom, and the Dog House are just a small sample of the titles you will come across in this section. Even if 3-reel slots are more to your liking, you will certainly find the title that most appeals to you.

Table Games

When it comes to table games, we cannot say that MegaSlot Casino has a lot to offer. There is a tight number of some of the most emblematic casino table games, and more precisely roulette, blackjack, and poker. Roulette Royal, American Roulette, European Roulette, 21 Burn Blackjack, Lucky Blackjack, European Blackjack, Caribbean Stud Poker, Turbo Poker, and others are included in the casino’s selection of games.
The games included in this section feature flexible bet sizes, making wagering on table games more than available. Assuming that you are an avid table player, you might be a little disappointed with the casino’s selection of table games. On the bright side, reel spinners who enthuse over adding spice to the entire mix can try one of the table games’ variations and hope for Lady Luck smiling on them.

Video Poker

Even though MegaSlot Casino offers just a few titles of video poker, casino fans will find some of the game’s most popular variations such as Aces and Faces, American Poker V, Deuces Wild, Joker Wild, and several more. Players should be informed that they can find the available video poker games listed in the Table Games category. The reason why so many casino devotees still enthuse over this somehow old-dated game is that it requires not only luck, but also strategy. What is more, it has higher returns compared to slot games.

Jackpot Games

Players who are craving for life-changing cash prizes will certainly appreciate the nice selection of progressive jackpot games MegaSlot Casino offers. Some of the titles you might find interesting include Bounty of the Beanstalk, Rainbow Jackpots, the series Age of the Gods, Leprechaun’s Luck, A Night in Paris, Glam Life, Charms and Clovers, Jackpot Rango, and Reels of Wealth. You will certainly not be disappointed with the huge choice of titles included in the Jackpot Games Category.

Live Casino

In case you would like to enjoy an authentic casino atmosphere without leaving the comfort of your home, you should try the live dealer games included in the casino’s portfolio. Having in mind that the casino collaborates with one of the leading software companies specialized in developing live dealer games, and more precisely Evolution Gaming, we can safely state that the live dealer suite you will find at MegaSlot Casino will impress you.
NetEnt, Pragmatic Play, Playtech, and some more are the other software providers that are responsible for the casino’s unsurpassed selection of live dealer games. From classic variations of roulette, blackjack, and poker to the latest releases such as Evolution’s Lightning series and game shows, MegaSlot Casino has it all. This somehow compensates for the lack of table games.

Special Games

Players who are trying to find a way to spice up their gambling experience would be interested in learning that MegaSlot Casino offers some special games such as bingo and scratch cards. The titles you will come across include Scratch’Em, Happy Scratch, Frogs Scratch, Gold Coins, Rainforest Magic Bingo, Sweet Alchemy Bingo, etc. We must note that this virtual casino features a good-enough number of scratch games that come with interesting cash prizes. These fast-paced games will certainly get you rid of the monotony and provide you with an unforgettable gambling experience.
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Licensing and Regulations

Security is always one of the biggest concerns online players have. MegaSlot Casino understands why so many casino enthusiasts refrain from indulging in their favorite pastime and for that purpose, the operator is providing a high level of transparency. The casino operates under a license issued by the Malta Gaming Authority and the company that owns this gambling site has years of experience in this industry.
As a company that adheres to the law, players from certain jurisdictions such as France, the United Kingdom, the United States of America, Russia, Gibraltar, Jersey, the Czech Republic, and others are not allowed to create accounts at MegaSlot Casino. It is important to mention that NetEnt’s games are not available in some countries due to the software provider’s license.
The games offered at this virtual casino run on the random number generator algorithm (RNG) that is regularly tested by a third auditing agency. In that sense, the results of all games are based on pure chance.
To further cement its strong positions on the market, it seems that the casino is an advocate of responsible gambling. The casino employs various self-reliant strategies to help players at risk tackle the problem.
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Customer Support

MegaSlot Casino boasts 24/7 customer support. To make sure you are in safe hands when playing at this virtual casino, we tested the customer care department whilst writing this review. Based on our experience, the customer support agents from the live chat are more than competent to assist you. What is more, the representatives will provide you with an answer in a prompt manner.
You can get in touch with the customer support department by sending an email at https://www.megaslot.com/ and the representatives will get back to you within 24 hours, even though in most cases it takes just a few hours to have your questions answered. Unfortunately, casino enthusiasts are not provided with the opportunity to directly speak to a casino representative over the phone, but that disadvantage is compensated by the presence of a detailed FAQ page.
A quick link to the FAQ page is available at the bottom of the casino’s homepage. Prior to contacting the customer support department, you can check the information included on this page as you might find some extra details next to the answer to your question.
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Conclusion

MegaSlot Casino pays close attention to its gaming catalog that is comprised of high-quality products developed by top software companies. In addition to that, the casino’s main goal is to provide its players with a safe gambling environment where they can enjoy their favorite games without taking the risk to be deceived. For that purpose, all the important information regarding the casino’s licenses is placed at the bottom of its main page.
As a virtual casino that aims at pleasing players’ various preferences, the operator employs a plethora of payment solutions that are reliable and trustworthy. On top of that, players’ sensitive information is safeguarded by sophisticated encryption systems, so all payments are processed in a risk-free manner.
MegaSlot Casino will certainly become one of the top gambling sites in a flash thanks to its customer-oriented approach. As a disadvantage, we might note that the wagering requirements associated with the Welcome Bonus are a bit too high.
On the other hand, these apply only to the bonus funds, unlike many other online casinos where the total value of the bonus and the deposit is subject to the playthrough. To conclude this review, we would like to say that we consider this online casino an excellent choice for both seasoned and novice players.
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Royal Vegas Casino 50 Free Spins No Deposit (Xmas Bonus)

Royal Vegas Casino 50 Free Spins No Deposit (Xmas Bonus)

Royal Vegas Casino Christmas Promotion
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More Information

NameRoyal Vegas CasinoWebsite URLwww.royalvegascasino.comEstablished2000LocationLicensed by the Malta Gaming AuthorityMinimum DepositC$10Support OptionsLive Chat; EmailDeposit OptionsMastercard, Maestro, Visa, Visa Electron, iDebit, Trustly, Skrill, NETELLER, InteracWithdrawal OptionsMastercard, Visa, iDebit, Skrill, NETELLER, ecoPayzPayout Percentage96.67%SoftwareMicrogaming, Evolution Gaming, Crazy Tooth Studios, Just For The Win, Triple Edge Studios, All41 Studios, Rabcat, Fortune Factory, Foxium, Gameburger, Mahigaming, Pluse8, Slingshot Studios, Stormcraft StudiosBonus #150 Free Spins on Classic Sevens SlotBonus #2100% match up to C$300US PlayersNo

Royal Vegas Review

Established in 2000, Royal Vegas has been around for two decades now. Achieving longevity like this is no small feat in the crowded world of online casinos, but Royal Vegas seems to have done it in style – thanks to an ever-increasing selection of quality games, around-the-clock customer care, trustworthy banking mechanisms, cutting-edge security features and appealing bonuses, promotional offers and a loyalty programme. Furthermore, Royal Vegas is certified by eCOGRA for responsible conduct and fair gameplay, while being licensed by the prestigious Malta Gaming Authority. Let’s explore further.
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Bonuses and Promotions

Upon registering an account at Royal Vegas, players will be eligible for a welcome offer valued at up to C$1200. As it’s credited across the course of the first four deposits made, it works out to be 4 x 100% match bonuses up to C$300 each. The offer must be claimed within seven days post registration, plus players will see in the terms and conditions that there is a 50x wagering requirement and a minimum deposit of C$10 included.
What else does Royal Vegas offer? A Daily Deal every day, which is a 24 hour offer tailored around each player’s specific play history. Furthermore, Royal Vegas has a Bonus Wheel, which is available at certain times and provides the possibility of spot prizes. Then there are the themed promotions, whereby players can score match bonuses, loyalty points, bonus credits and more.
Lastly, there is the loyalty programme, which is premised around loyal play – each time a player makes a real money bet, they will earn points. Bonus credits can be gained in exchange for these points, plus the number of points accrued will decide what level the player ascends to next: each successive level adds extra benefits for the player to enjoy. The levels start at Bronze, moving up to Silver, Gold, Platinum, Diamond, and ultimately, Privé.
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Games and Software

With more than 500 games available to play at Royal Vegas, lack of choice is definitely not an issue. What’s more, the games are generally of the finest quality and cater to all types of players – ranging from slots and progressive jackpot slots, to video poker, roulette, blackjack, live casino and more. It’s also worth noting, these games are powered by some of the top software providers in the biz, such as Microgaming and Evolution Gaming, which means gameplay, navigation, features, audio and graphics are all top-notch. In addition, selected games have been optimised for mobile play without any compromising of quality.
Popular titles include the likes of Mega Moolah, Adventure Palace, Thunderstruck II, Atlantic City Blackjack Gold, Lightning Roulette, Texas Hold’em and Jungle Jim – El Dorado, to name just a few.

Banking and Security

When it comes to ensuring player peace of mind, Royal Vegas employs 128-bit SSL encryption technology that guarantees the confidentiality of all personal data supplied to the casino. Plus, Royal Vegas offers a wide variety of global and region-specific banking mechanisms that include prepaid vouchers, bank transfers, credit cards, debit cards and web wallets – brand names include the likes of Visa, Mastercard, NETELLER and Maestro, to name just a few. Royal Vegas is also fully licensed and regulated, plus it adheres strictly to responsible gaming practices.
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Customer Support

If there are any questions that the players want to ask or if they want to provide feedback to the casino, Royal Vegas has an excellent 24/7 customer support service in place. It’s reachable via the accessible live chat option, or by email, plus the friendly and efficient hosts on the other end can respond in a variety of languages, which include English, French, Spanish, German and more. Players can also connect to Royal Vegas’s FAQ page, which has detailed responses to all of the most frequently asked questions.
Royal Vegas is a fine online casino with a wide array of games, as well 24/7 customer support in multiple languages, reputable deposit and withdrawal methods, themed promotions and more.
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Lucky Thrillz Casino 100 free spins no deposit bonus code

Lucky Thrillz Casino 100 free spins no deposit bonus code

Lucky Thrillz Casino Gratis Spins and Free Bonuses
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Some of the main reasons for this casino’s immediate rise in popularity are the quick payouts and generous bonuses. Moreover, the casino offers monthly cashback for all the losses players may have made within the last 30 days.
You can also benefit from flexible banking and reliable customer support. Continue reading this Lucky Thrillz Casino review and find out why you should pick it or not.

A Thrilling Welcome Bonus

Your real thrilling experience starts with a €200 bonus and a total of 100 free spins on your first three deposits. Your initial deposit has to be more than €10 to meet the required minimum. The bonus is broken down like this:
  • 1st deposit: a 100% match bonus up to a maximum of €200 and 20 free spins;
  • If you deposit at least €20 on your 2nd deposit grants you 40 free spins;
  • Transferring a minimum of €20 on the 3rd deposit brings you 40 free spins, as well.
You can play the free spins on any slot as long as you meet all other requirements. The minimum is €10 for each of the three deposits to become eligible for the bonus.
Moreover, this welcome package’s wagering requirements are set at 35x. The bonus has no expiration time, which means that it’s valid until further notice. Still, the free spins have to be used within one day after you receive them. It’s also worth mentioning that the winnings from the free spins have a cap at maximum of €100.
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Lucky Thrillz Promo Codes

There are no promo codes required at Lucky Thrillz, which means that the casino avoids additional confusion. All bonuses and promotions are ready for use without any Lucky Thrillz promo code. This means that you become eligible for them only if you fulfil the deposit requirements.
Anyhow, it would be good to subscribe to their weekly newsletter, if you think of yourself as a bonus seeker. This way, you’ll have access to all of the latest promotions so you won’t miss anything.

Lucky Thrillz Games

Lucky Thrillz boasts more than 400 games in total. All of them are arranged on the site in the following categories: table games, live casino, classic slots, video slots and featured games. The filter for searching a particular game can be helpful if you are looking for a specific title.
The games at disposal are powered by a host of multiple providers, including the industry’s biggest names. These include Play’n GO, IGT, NetEnt, BetSoft, Pragmatic Play, Microgaming and others.

Slots

If you are into slots, some of the popular titles from Microgaming include Break Da Bank and Game of Thrones. The NetEnt slots we would recommend trying out are Twin Spin and Gonzo’s Quest.
Still, if these don’t suit your taste, try other popular video slots like Super Flip, Explosive Reels, Birds On A Wire. For a classic experience, try out traditional ones such as Ming Warrior, Emperors Wealth and Steam Tower.

Table Games

The table games section also offers a decent library with traditional games like blackjack, roulette, and video poker. Their variants include Blackjack Classic, European 3D Roulette, Roulette Royal, and others. If you’re in for a unique experience, you can play Jacks Or Better, Deuces Wild, and Vegas Blackjack Gold.

Live Casino

The real thrill starts if you join some of the tables in the live casino section. The live casino is broadcasted in real-time by Evolution Gaming, meaning you can track the gameplay via your webcam. Also, you can interact with the live dealers and other players you’re sharing the table with.
Once you join, you can also enjoy the 3D tables in action. The overall atmosphere, including the sounds and cards, dealt mimic a real casino environment. Here you can find many variants of blackjack, baccarat, and live roulette games.
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Mobile Gaming

Lucky Thrillz is an attractive and convenient mobile casino, offering you the chance to play most of your games on the go. The mobile site has quite superb graphics, and it loads pretty fast. Still, there is no need for any Lucky Thrillz mobile app for download as the site is responsive. You can access all the game categories in a blink of an eye.
The mobile site is neatly arranged, meaning you can find almost all titles with minimal effort. Overall, the web version operates much like the desktop site. You can use most functions like switching the site’s language, contacting customer support, account registration, and making payments.

Safety & Security

Lucky Thrillz is a regulated and licensed casino, so it’s safe and secure for all players in countries where the casino operates. The site uses 128-bit SSL encryption software to make sure all the information entered by the players is safe from fraud.
All the players can rest assured that they have the information they need regarding responsible gaming. Lucky Thrillz has made partnerships with third-party organizations that will help you deal with addiction issues if they occur.
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Deposits & Withdrawals

You can make deposits & withdrawals via multiple options. Some of these include Visa, MasterCard, Online Bank Transfer, Trustly, Wire Transfer, Skrill, Neteller, and PayPal. The minimum deposit is €10. There is also a maximum withdrawal limit set at €7,000 per month.
Lucky Thrillz also supports multiple currencies, including Euros, American and Australian Dollars, British Pounds, and others. Currently, there are no crypto options.
Withdrawals are usually processed within 48 hours. If you are using card payments, you can expect to get your payouts within 3 to 5 days or up to 7 days for bank transfers.

Customer Support

The website is available in multiple languages such as English, German, Finnish, Norwegian, and Spanish. Moreover, you can receive customer support in all languages mentioned above. The live chat option is available every day from 7 AM to midnight CET. You can also send a message to [email protected] or contact the oh their phone number.

Conclusion

Lucky Thrillz scores relatively high marks for its genuine game variety that will appeal to punters with different tastes and preferences. Overall, the interface is user-friendly and easy to navigate through whether via desktop or mobile device.
There is still room for improvement regarding more promotions and incentives at the casino.
All in all, Lucky Thrillz offers a generous welcome bonus and multiple free spins on your first deposits. That should be considered to give it a shot.
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Winners Magic Casino - free spins, bonus code, promotion

Winners Magic Casino - free spins, bonus code, promotion

Winners Magic Casino Gratis Spins and Free Bonus
As soon as you create your account with Winners Magic Casino, you will get free spins and free money bonus. Enjoy 100 gratis spins on Starburst or Gemix plus 100% up to 200 EUR or USD. All new players welcome. No download needed! You can also play on mobile!
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CASINO REVIEW

Welcomes you with €200 and 100 Free Spins!
The Sorting Hat has changed his occupation from determining which Hogwarts student fits into which Hogwarts house, to determining who will win the big jackpot at this fantastic new online casino. Winner’s Magic is a brand-new online casino which first saw the light of day in May 2019. The online casino is owned by VitaMediaLabs ApS and operated by the well-known White-label-provider Aspire Global.
The website is available in an array of languages ranging from English to German, and also including Norwegian and Finnish. The availability of the casino in different languages means that more people can access the website in their native tongue making it more attractive to players from different corners of the world. Despite the internet reaching everywhere and the casino’s hard work to make it available in several different tongues, Winner’s Magic is restricted to players from Australia, France, Italy, and the United States as well as all countries where online gambling is prohibited by national and/or local law.
In another measure to make their casino available, safe, and trustworthy, Winner’s Magic Casino has acquired remote gambling licenses. This means that with the licenses their customers have an authority to turn to in case they are feeling mistreated. The gambling authorities set up rules and regulations which the online casino must follow to be licensed, the seriousness of such rules depends on the authority. The Malta Gaming Authority and the UK Gambling Commission are two of the toughest gambling authorities and Winner’s Magic is licensed with both, meaning that customers can feel safe when using this online casino.
The online casino also implements an encryption key (128Bit-SSL) to ensure that all private data, handed by the customer to the casino, is kept safe and far away from unauthorized eyes. Additionally, Winner’s Magic is also audited by an independent auditor iTech Labs. They ensure that the games available to play on the casino are random and fair.
Winner’s Magic does not only set out to be a fair and honest online casino experience, but they also want to offer their customers entertainment and fantastic bonuses and promotions. All new players are therefore greeted to the casino with a Welcome Bonus consisting of up to €200 and 100 Free Spins. The Free Spins are allocated to the beloved slot machine from NetEnt – Starburst.
If you want to learn more about this casino, this online casino review will explore all of its parts, starting with taking a closer look into the welcome bonus and other promotions available at the online casino. The review will also look into the online casinos game library, their payment methods, the design of the website as well as the customer support. When concluding, we will reward Winner’s Magic with a score on our Barometer. A high score on that barometer means that we recommend the casino while a lower score means that there are other casinos which we prefer before the mentioned casino.
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Winners Magic Casino Bonus and Loyalty Program

As a new player at Winner’s Magic Casino you are welcomed with a match-up bonus and a total of 100 Free Spins. To receive this the player must make a first deposit of a minimum of €10. The casino matches your first deposit on up to €200 and at this time the first 20 Free spins are allocated to the popular slot machine Starburst. The match-up bonus, as well as the Free Spin winnings, must be wagered a minimum of 35x within 21 days of receiving the bonus.

We have broken down the bonus below for interested players:

• 1st deposit: 100% Match-up bonus on up to €200 + 20 Free Spins to Starburst.
• 2nd deposit: if on the second day a deposit of minimum €20 is made, 40 Free Spins to Starburst are received.
• 3rd deposit: if on the third day a deposit of minimum €20 is made, 40 Free Spins to Starburst are received.
No players from Sweden are available to take part in the bonus. The Free Spins must be used on the day they are received. Players can withdraw their deposited money before the wagering requirements are met but in doing so the bonus will expire. There are a lot of terms and conditions associated with the bonus, this is standard practice. It is also worth noting that not all games contribute to the wagering requirements the same. To learn more about which games contribute what to the wagering requirements players can read so here: https://download.gamesrv1.com/Resources/External/bonusterms/tc\_eng\_EUR.html The bonus might not give players a lot in terms of winnings, but it does allow the player to experience the casino and what it has to offer without depositing too many of their funds.
In addition to the bonus, Winner’s Magic is intent on offering promotions to customers as the website has a promotion tab, currently only the welcome bonus is available there. As this casino is an Aspire Global operated casino, we are sure that more promotions will be available soon. We always recommend our readers to take a look at each promotion’s terms and conditions as these may vary.
The online casino offers an exciting loyalty program to all players. The best part about this program is that the more you play the bigger the rewards you can reap are. There are 7 levels in the VIP-program. Each level gives the player something special. For example, as a “Silver Member” the player will get 10 Free Games on Sunday, be able to take part in VIP Live Tournaments and receive a birthday bonus. All but two levels are achievable by just wagering money on the casino. Each €16 wagered reward 1 point, to achieve the highest available level 1000 points are needed. The two top levels “Premium VIP” and “Prestige VIP” can only be reached through exclusive invitation, these members will receive Personal Account Managers as well as higher Deposit and Cash Out Limits.
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Winners Magic Casino Games

To keep players engaged to the online casino there must be a big variation of games for players to be entertained and thrilled. A casino’s game library can often make or break it. Being an Aspire Global operated online casino means that Winner’s Magic can offer their customers plenty of options not only when it comes to the number of games but also the number of different categories. Winner’s Magic offers seven categories where players can find games “Featured Games”, “New”, “Video Slots”, “Classic”, “Casino Games”, “Scratch Cards”, and “All Games”.
The biggest category (if you disregard the “All Games” category) is the “Video Slot” category which includes over 400 games. These games are supplied to the casino by some of the most well-known and highly regarded game suppliers in the industry. Some of the most popular slot machine games include “Book of Dead”, “Fruity Friends”, “Wolf Riches” and “Aztec Gold”. These games are supplied by greats within the game supplier industry such as NetEnt, Microgaming, Play’N Go, PariPlay, and BetSoft. The “Video Slots” category also includes jackpot games such as “Bonanza”, “Aztec Gold – MEGAWAYS”, and “Royal Seven XXL”. When a winner hits a jackpot, other players will be able to see their success as Winner’s Magic has a banner with the latest winners on the side of the page that shows the games.
Slot machines can also be found under the category “Classic”, which include titles considered classic slot machines. Some of the titles include “Royal Seven”, “Wild Elements” and “Hot Spin - Deluxe”.
It is more and more popular today for game suppliers to create games inspired by the popular culture. There are games such as “Mission Cash” or “John Hunter and the Aztec treasure” who are reminiscent of character that exist in today’s popular culture (in this case they remind us of James Bond and Indiana Jones). Other games are not just inspired by popular culture but are a part of the franchise such as “Game of Thrones – online slot” or “Jumanji – Video slot”. For players interested in these types of games Winner’s Magic will not be a disappointment as these games and many more are available.
Under the category “Casino games” players will be able to find a selection of top-rated table games with titles such as “Sapphire Roulette”, “Blackjack – Multihand VIP”, and “Baccarat”. This category also includes “Casino Patience” and “Football Studio”. The category includes close to 70 games and it is also under this category that players can find Live Casino games. The Live Casino Games transport the players from wherever in the world they are to a real casino with professional dealers and tables with plenty of other players. The Live Casino games are supplied by one of the most well-known Live Casino game suppliers on the market – Evolution Gaming. Evolution Gaming set themselves apart by not only offering top-quality games, but they also offer many of their games in different languages. Play Roulette in Finnish, German or Norwegian if you dare!
The final category of games available at Winner’s Magic is “Scratch Cards”. This category includes over 60 games. Some of the most popular titles include “Hit The Bank”, “Wizard of all”, “Bingo”, and “Scratch N’ Roll”. The games in this category are all a bit different but what they have in common is that some scratching is required to reveal a win.
We find it incredibly encouraging and exciting that a new casino such as Winner’s Magic offers their customer so many different options when it comes to games. We are also pleased to be able to inform our readers that this casino’s games are independently audited by iTech Labs to ensure that the results are random and fair, yet another point which we find to be very positive.
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Winners Magic Casino Depositing and Withdrawing

One of the most important points, when a customer is looking for a new casino, is what payment methods are available for depositing and withdrawing. The online casino must offer their customer methods which are both more local like (Zimpler) and international like Credit/Debit Card.
Winner’s Magic has taken this into account and therefore offer payment methods from the most well-known banking methods as well as some local banking methods. The minimum deposit is €10, and several currencies are accepted. For example, players can deposit Euros, Krona (Norwegian), as well as Canadian dollars and Pounds. The deposits almost exclusively take place instantly.
Once the wagering requirements have been met and the player is ready to withdraw their winnings, there are several methods which can be used. The most common thing is that the method used to deposit is used to withdraw, the only exception to this is when the deposit method is not available to withdraw then the player can choose to for example have the money transferred via Bank Transfer. There is a pending time of 24 hours on all withdrawals. The maximum withdrawal is €7.000/month and the minimum withdrawal for most methods is €10. The limit is in our opinion slightly low but understandable due to the newness of this online casino. There are no fees on withdrawal which is something we appreciate.
We believe that any casino that tries to make their banking methods as wide and accepting as possible have their customer’s best at heart, as can be seen by Winner’s Magic. Unfortunately, we do find that the withdrawal times are slightly slow as the fastest way to withdraw funds still requires three business days. This is not a problem limited to this casino but with most and is something we would love to see the industry change.
Another point which we find great about this online casino is that it implements a 128-bit SSL encryption key on all sensitive data. This means that whatever private information is sent by the customer to the casino is protected and safeguarded from unauthorized eyes. The casino also works hard to prevent fraud and therefore can demand additional verification of identity from the customer. In the case of Sweden, all customers must verify having reached the legal gambling age of 18. The customer will then have up to 30 days to verify their age if this is not done within the time limit the customer’s account will be shut down. In our opinion, any casino that goes the length to abide by the rules and regulations set up by different countries to safeguard the players, are good casinos.
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