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Stories from 12 years of Casino Industry

I was asked to make a post about some stories within the Casino grounds so I thought I'd share. I have many so I'll do my best to pick the better ones.
Some back information: I've been a Casino Dealer for 11 years, I've been a supervisor for five years, and I've been a Surveillance Operator for one year. I've worked at three properties, none of which are connected or owned by the same company. I've worked on : Government/Private/Native American owned casinos.
  1. From Hero to Zero.
At my first Casino, I was one of the first group of people who were trained to deal Roulette . After 4 weeks of working 6PM-3AM then doing roulette training from 3AM-8AM (Not paid) , I actually really enjoyed the game and after about six months I became extremely quick at the number game and the pace of the action was steady with very low margin of errors. Young man walks in, cashes in for $500. He buys in for $2 chips and just loads the board. After a few spins and pretty decent hits, he then changes his chips from $2 to 5$ then to $10 and racks his winnings up to $10,000. It was then, five spins in a row, he loaded the board with some pretty gross bets, and every spin I would hit the ONE number with either NO CHIPS on it, or maybe 1 chip , He lost all $10,000 in a matter of minutes. He leaves , and I go on break. After my break I was going back to the same table and wouldn't you know it, the same young man walks in and cashes in another $500. He tells me he just sold his car outside and this is all that he had left. So we do the same deal, buys in for $2 chips, then slowly starts betting $5 chips, $10, $25...and he makes $10,000 AGAIN. Within the next 25 minutes it was straight agony. Every spin, same thing, he would bet $2500 in chips, and win only $250, $400, and after about a half hour he lost it all . Never saw the guy again.
2) Man down
At this property, we are 24 hours for table games. It's currently 5AM , and I'm dealing some $25 Blackjack to this guy. He's probably early thirties , heavy guy. He's sober as can be, but right away I can tell he's been losing. We know how much you've bought in for, how much your down, or up, and I could see he was down $2000+. After about twenty minutes of pure losing, his temper starts to flare.At this point I now have two other guests at my table. Drinking coffee, not saying a word, just losing their money. After losing hand, after hand, this guy looks me straight in the eye, seized up, starts shaking, he can't move. He tries to punch towards me and smashes his stack of chips all over the place and falls backwards to the floor. I call for security, we cannot touch him due to liability . I can't move from my table because, well, liability / casino cash property, all I can do is try to talk to him. As I'm doing so, these other two woman who are sitting at my table just look at me and one says "OK, dealer, cmon lets go " as she taps the table telling me to start dealing and forget about the guy having a stroke on the floor. As security takes him to the ambulance out front, I had to stay behind for a couple minutes and give a statement. I go on break. I come back, and 45 minutes later, he comes right back in with a oxygen tank and keeps gambling for the remainder of the morning.
3) You get a dildo, and YOU get a dildo!
On a late summer Saturday night, we had a large event for these massive muscle guys/strongman competition type thing. After their show, I'm at the roulette table , and five of these boys come over to play. They were absolutely hilarious. They were feeling pretty good, cashed in somewhat large amounts and I could tell this was going to be a fun time. After about a hour of dealing to these guys, it's almost midnight, everybody is pretty hammered , I spin the ball, and all five of these guys take out these god damn (what I can only tell was) two feet purple dildos from inside their pants, and wiping them around in the air. The ladies were just loving it, one of the dildos landed in the roulette wheel and we had to shut the table down to re-calibrate the wheel to make sure nothing had been changed. I just remember that night was so much damn fun, I couldn't believe what I was seeing and I would never forget it.
4) Full Moon
On this day, I was actually training dealers / supervising them on small games like Three Card poker. We opened the table at 10AM, and this older man came and sat down . He played all day. The jackpot was $21,000 and that was pretty high for this table. He played, and played and played. He's one of the players where you know he's wearing a diaper because he's been drinking coffee/pop all day and hasn't moved in eight hours. As the day went on, this man never moved from his chair. Getting closer to midnight, he was aggravated and said "I need to go have a smoke, I'm getting killed in here". He left, and the very next hand, the lady beside him was dealt the jackpot . He didn't say much, but you could just tell he just hated life at that very moment because had he not gotten up, it would of been his hand. The man calmly took his cane , his hat, jacket, coffee, and left. The next morning I found out when he did leave he drove his car straight through his bank and was arrested.
5) Slick Robber
I actually give props to people who can actually pull this off. This story may confuse you so I'll try and explain things as best as possible. A lot of casinos have machines as soon as you walk through the front doors. A man walks up to one of these machines and sticks in HIS $100 bill. He doesn't gamble it, instead he hits the cash out button and gets a $100 TITO ticket where he then takes the ticket to the ATM machine to get his $100. Now remember, his Original $100 is in the slot machine. He then takes the $100 from the ATM and goes back to the same machine, and repeats this process over a hundred times. Essentially he's taking money from the ATM, and loading up the Slot Machine . Now he knows he can't do it too much because if the slot machine gets full of money, the machine will shut down and the slow attendant will have to take all the cash out. So he deposits over $10,000 , then has a small crowbar, he cracks the machine open and makes a run out the front door. To my knowledge he was never caught . But damn, that was pretty smart .
EDIT:
6) Mental Health is a thing.
10PM man walks in to play some high limit BlackJack. This guy knows the game and played well. Dressed nice, drank juice/tea , a little bit of a attitude, cashed in over $10,000. When this man was half way down his buy in, he said something a long the lines of "If I don't win here tonight, I'm going to go set myself on fire." I wasn't sure if he was serious because when people are down, they tend to say a lot of nonsense. I actually left early that night, and from a third party was told he did exactly that in the parking lot. The next day it was clear something terrible had gone wrong in the parking lot .
EDIT:
7) Nothing good happens after midnight
After a busy Saturday night, I was dealing a mix of games, and during this story I was in the middle of Blackjack. I had one young kid (probably 19) sitting in the middle, one older male probably in his later 40's sitting beside him on his right, and I had a really nice couple in their 20's sitting together at the other side. This young kid wasn't playing just sort of watching, and ever time the old man won he would give this young guy some of his winnings. The older man, was a wine drinker, and he had black between all of his teeth, I'll never forget. He's a little drunk but nothing terrible. As the night goes on, the older man goes and uses the washroom, at which point the couple asked the young guy "Oh was that your dad?" and the young guy says "Hah, no I wish!". The couple and I just looked at each other. This old guy, was in complete control over this kid. Absolutely disgusting. The night ends, and I find out the couple called a few of their friends, and they all waited outside by this old mans truck and beat the living hell out of him. 40 years old, sleeping with a 19 year old, completely brain washed . Very weird.
8) That one co-worker where you just wish they would quit.
One of our co-workers, nice guy but had a very big ego and we as employees just sorta left him alone. One day he had enough of the atmosphere and quit. Now usually when you quit, you cannot come back until you paperwork is finalized. How ever, HR was in that day, and he was given the paperwork the very next day. He came in, cashed in $1000, and made $50,000 in about a hour at the Baccarat table. My manager, was extremely annoyed, because now this guy is just mocking the casino and having the time of his life (Thanks for the big tip by the way :) ) and so he decides to call it quits. He wants to ban himself and he wants $50,000 in cash. The casino says Nope, we are going to give you a cheque. Now here's the thing, most business people will take the cheque, how ever you CANT CASH the cheque until the following monday because it's on that day where the funds are available. The casino on the other hand will cash their own check in anytime , because they want you to play. So this guy pretty much said go to hell I want my cash, and he called the police. Police show up, and management promptly gave him the cash.I though it was absolutely hilarious .

9) No good deed goes un punished
I was dealing Three Card Poker, and the jackpot was around $17,000. This old man (a regular) was sitting there all day grinding it out. Super nice guy, always a pleasure to deal to. Well, after hours of playing, he stands up and says "Hey john!, can you come here for a minute?" so his buddy John comes over. He says to John "I need to go take a piss real quick, can you play my card until I get back?" John agrees . John takes the chips and I stop him and explain he can't play his friends chips, he needs to cash in and play his own. And he does. Welp, second hand out and bam, doesn't he win it. The old man comes back and is so happy, he can't believe it. John, took his $17,000, didn't say a word to his "buddy" and walked away. I never felt so much hatred in all my life. Didn't give him a dollar, not a thank you, nothing. The old man sits back down again, the progressive resets to $2500, and he sat there grinding away again.
10) The Top Knot
I had this player , young guy, who was born into a fortune. One of his relatives passed away and left him a pretty big sizable amount of money, so he played poker every single day for the rest of his days. I will add, he IS a good player. I did not enjoy his company just because of the "Know-it-All" attitude, but he was good. We'll call him John. John is 5'10, and well build, with muscle. John also decided today was the day to show off his Top Knot. (google top knot if you're not sure what I mean) So he sits down, and he's absolutely KILLING the table. Every hand, after hand, after hand. And because he's in such a good mood, he's playing any two cards, calling any $500 bet, and he's just dominating. This one guy at the table decided he had enough. He got up, without saying a word and left. A moment later, he comes back in, walks behind John, and takes a pair of scissors , and cuts off his Top Knot. I for one couldn't believe it, dying laughing inside, and it just turned into one big brawl. That was a good day.
11) That one bad seed
One of my best friends who I haven't seen in YEARS ended up being part of the crew. Was kind of nice to catch up. We never really got along as we grew up because he has a very high picture of himself . He wanted that 10/10 woman. A mansion, and a new Corvette. So every month or so we would all go up to the other casino to play. I myself would bring no more than $500, but I couldn't understand how this guy (we'll call him Kyle) was spending THOUSANDS of dollars at the tables. So this wen on for a few months. Well, one day, as we're closing the casino, he and I are in the High Limit room and we're getting ready to close the tables. We are told to take the chips out, count them, put them back, sign this piece of paper and that's it. Well as the supervisor was locking the tray, the piece of paper fell to the floor, so she asked Kyle to grab the piece of paper. As he bends over, a great big $500 chip falls right out of his sock. Kyle was fired immediately , but it all made sense. They offered Kyle a deal where if he replaced all the stolen chips they would not make it public. Not sure how that turned out.
12) If I ever decide to write a book, this will be the last chapter: <3
After working at my first Casino for five years, I met a Indian woman who was visiting from another part of the country. During this time I was explaining a game to her, which honestly I don't think she even cared. She explained she was visiting and sight seeing , and that was that.Well, two years later I ended up moving to the other side of the country and transferred casinos, and low and behold she worked there as a Dealer. We got married , and it's been 5 years.
13) The Tip
One of our tables that we've had for a couple years had a progressive jackpot that had reached $100,000. The dealer at the table was sitting pretty lonely. Nobody really played the game because people knew it was extremely difficult to win the jackpot. My memory is a tad foggy, but you somehow needed to flop the royal flush. This young guy sits down and says to the dealer, we'll call him John. "John, if you pay me that jackpot, I will tip you $10,000" Well John started dealing, and about a half hour into his shift, he F*cking did it. He dealt him the royal. And you know something?This young lad, kept his word, and he made sure there was a audience, and he tipped exactly $10,000. That was a moment right there. That pay cheque was real nice. I think we all got about $500 more than usual. The moment that jackpot was awarded they got rid of the table because the money it was making was not near what the casino wanted. I'm sure there have been bigger tips at other casinos, but that was something special .
14) The Lawsuit
Now this story I'm going to have to beat around the bush a bit due to the nature of what happened. I can't won't answer any questions that you may have on this topic other than what I have to say because it had a lot of publicity . The waitresses at this casino had to wear very thin sexy clothes. Not borderline legal, but it was noticed. One day they called all the waitresses to come in and explained they were changing their outfit to something even more sexier. Now these new dresses were very very borderline legal . The staff said No way. We're not wearing that.So , friday night comes, and the staff work their whole shift, then at the end of their shift were called into a meeting and were all fired. Welp, one of those ladies father was a pretty big time lawyer. Brough the casino to court and won. They won big. Good for them. We had no waitresses for a couple days haha.
Thanks for reading along, I have many more I can add as the day goes on, those were just some off the top of my head. Feel free to ask any questions of the Casino industry. I don't really have many stories about the surveillance department because that's the one area where I can't really say a whole lot due to its privacy and contracts I was and still am under.
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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
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Anniversary Show - Reviving AEW Women’s Division and Championship

AEW’s Women‘s Division finds itself in a really weird place right now. For the past year and a half or so it’s felt like an afterthought and sorely lacking any attention at all. Now AEW have set up a huge USA vs. Japan 16-women tournament thats got a lot of hype to it, but Shida has been featured on TV barely at all since Double or Nothing still. The talent has improved a lot and they got a great core now with some very good homegrown stars like Nyla Rose, Anna Jay, Abadon, Britt Baker, Leyla Hirsch, Tay Conti etc. So my mission is to take this potential and fully capitalise on it. First we start in present day, and as part of the prompt all disappointing events up until now stay the same. With all that out of the way, here is how I would try and revive the AEW Women’s Championship and Division.
AEW Women’s Eliminator:
Nyla Rose vs. Abadon (February 10th, Dynamite)
Veda Scott makes her return to commentary to team with Excalibur and Tony Schiavone for our women’s eliminator matches tonight, beginning with The Native Beast, Nyla Rose, taking on...as described by Veda, “what do you even call that...” Abadon comes out and haunts Vickie Guerrero but Nyla shows no fear. They both rush each other and it’s a brawl to begin. They soon spill outside where Rose tries to take the monster down using the guardrails, before Vickie exposes the turnbuckle and she slams Abadon into those. She goes for a finisher to end it early, but Abadon counters and the fight is back on. Abadon comes back with a Low Dropkick and Enziguri before clotheslining Nyla out. She throws her into the guardrails this time before setting Rose up on the apron, hanging over the ropes. She dives with a Leg Drop but Nyla moves and she lands flat on the mat. Nyla then hits a Guillotine Knee Drop but only gets a two count. She goes for an Avalanche Powerbomb to end it, but Abadon counters into a Super Rana and lifts both legs of Nyla up to pin her down, 1...2....3. Afterwards Nyla pushes Vickie off when she goes to speak with her.
Abadon defeats Nyla Rose (12:11)
Thunder Rosa vs. Britt Baker (February 10th, Dynamite)
A rematch between these two women here as we unfinished business solved. The match starts with a Big Boot from behind by Baker and from there it’s off to the races. Reba gets a cheap shot from outside after Britt Irish whips Rosa and she keeps going. A roll up is kicked out of but she then flattens Rosa once more. Britt takes it outside where she goes to introduce Rosa to the ring post, but Rosa counters and knocks Britt in instead. She now comes back and uses Reba as a weapon, ducking another shot from her so she hits Britt. Rosa takes a dive to the outside into both men and the fight continues. Britt comes back with some shots to the midsection before taking it outside again, hitting a Snap Suplex onto the floor. That is kicked out of as Rosa flips Britt two birds and throws her around. Baker connects an elbow shot to avoid another flying attack, and goes for a Superplex, but Rosa turns it into an Avalanche Fire Thunder Driver to win and advance. Afterwards she raises her hand and wipes her busted lip, looking deep into the hard cam as Baker is down and out.
Thunder Rosa defeats Britt Baker (10:59)
We see the first segment of Hikaru Shida on this episode, a four part series leading up to Revolution. She is in Japan currently so they are filmed from the Ice Ribbon Dojo. This particular one begins with Shida walking around watching the girls train, and coaching as she looks on. She says in English “they are talented. They will become superstar.” We then move over to a tatami (traditional Japanese room, small with wooden walls, a paper sliding door, no windows etc.) There she sits down and is interviewed about her career with the assist of subtitles. She speaks of her training and relates to the girls she just saw there. She explains how much Ice Ribbon means to her and she’s excited to see their representation in the tournament. It closes with her about her finals days in Japan. She starts to talk about AEW, but it fades out and ends with a “To be continued...”
Leyla Hirsch vs. Riho (February 17th, Dynamite)
Riho returns to AEW for the first time in nearly a full year and is excited to be back in action, but she’s got some steep competition in her corner. Legit Leyla Hirsch walks out ready to kick some ass and take names, throwing the towel on her shoulders into the crowd as she walks and laughing at Riho. “She’s like the size of Leyla’s leg.” Veda says. Tony jumps to Riho’s defence we’ve seen her topple bigger and badder in AEW before, but we’ll have to wait and see. Leyla starts off dominant as she keeps Riho down with her submissions and MMA holds. Riho on occasions looks to mount a comeback but she keeps being knocked back down. Despite this, she keeps getting back up. Out of nowhere she gets a roll up on Leyla to stun her, before a Dropkick knocks her outside. She then does a Flying Crossbody to the floor! The fight is on. Riho uses high speed to fight against the power of Leyla. Hirsch goes for a dangerous Lariat but Riho ducks and hits a Headscissors into an O’Connor Roll to pin and win.
Riho defeats Leyla Hirsch (12:45)
After the match, Tony Schiavone tries to grab an interview with Riho about her win and how it feels to be back. She goes to speak, WHEN SHE’S ATTACKED BY TWO WOMEN! Leyla Hirsch walks up and puts both arms over their shoulders, as commentary reveal it to be Killer Kelly and Lindsay Snow! Excalibur says these two women took part in the Bloodsport Women’s Tournament with Leyla Hirsch months ago, and now they’re here in AEW! Leyla hugs them both Andrew all stand over Riho and walk off.
We then see the next part of Hikaru Shida’s video series. This time begins with her training with some wrestlers, and giving feedback before we go back to the tatami. She says she thinks the girls can be big once more, and name drops a few in particular that she sees as the best. She’s then asked if they could ever expand out of Japan like herself. Shida then leads this off into saying it’s not an easy thing to do. The girls can do it but she did it herself and it’s tough. She then talks about moving to America about a year and a half ago and how she’s felt, how she’s adapted, and what AEW means to her. She details how much it means to her to be here in America and holding the most important title in the world to her. She set out to break boundaries and prove she is the best to the American audience, and she did, having held the title for 9 months. She’s now observing who’s going to stop her, but despite the immense talent - nobody is like her.
Anna Jay vs. Tay Conti (February 17th, Dynamite)
Two best friends clash, with Tay Conti and Anna Jay taking part to face in the next round. Tay offers a handshake but Anna looks away to ignore it. This leaves a bad taste in Tay’s mouth but she pushes on. They lock up and it’s intense, until Tay gains the upper hand. She uses her Judo background to dominate until she tries a Tayogoshi. Anna gets out and gets the cut off. She wrestles with a lot of aggression to the point commentary question that these two women are partners. Anna shows no mercy against Tay with some brutal offence. Conti eventually comes back and applies some vicious submission holds. Tay comes back with a Jumping Knee before a Bicycle Kick off the apron. Anna then hits her with a slam onto the apron and keeps the aggression going. In the climax of the match we saw Tay grab hold of Anna by the wrist and cling on, as they fall forward in exhaustion and rest over each other’s shoulders. Tay wraps an arm around and they hug, until Anna hugs back as she slowly lifts Tay up. They stare into each other’s eyes, continuing to breath heavy, ONLY FOR CONTI TO HIT A BRAZILIAN KICK!! PINS AND WINS!!
Tay Conti defeats Anna Jay (10:47)
Yuka Sakazaki vs. Mei Suruga (February 15th, Super 16)
Exclusively on AEW’s YouTube channel, “The Super 16” is presented live from the Ice Ribbon Dojo. Yuka Sakazaki is someone that AEW fans are familiar with from her various matches on PPV and Dynamite. Since her last AEW appearance she has added more muscle, she's expanded her moveset, and she lost TJPW's top title. Mei Suruga meanwhile is one the smallest and least experienced wrestler in the tournament, being one of Emi Sakura’s many students. She managed to get a clean one on one victory over Hikaru Shida right before Shida left Japan. She's a 21 year old prodigy who's status reaches beyond her experience level. She has Riho’s style mixed with Emi’s influence, for a brief summary. This is a high speed match up, a common style in Joshi, as the two women fly around each other with high risk offence. Yuka does a Springboard to the outside, over the guardrail to take Mei out for a good bit. She mounts a comeback and goes for a finisher to end it, but The Magical Girl reverses and pins to advance forward.
Yuka Sakazaki defeats Mei Suruga (08:46)
VENY vs. Emi Sakura (February 15th, Super 16)
VENY is someone some of you might know as Asuka. No not that Asuka, back in Japan WWE Asuka was known as Kana and the woman now called VENY is now known as Asuka. VENY is a favourite of mine. She can do damn near anything in the ring, she's extremely charismatic, and is in her prime as one of the top indie wrestlers in Japan."Veny" was supposed to debut in America during Wrestlemania weekend 2020, but the pandemic put a stop to that. This tournament is going to be her introduction to western fans. Meanwhile Emi Sakura is someone AEW fans probably know after her match with Riho at Full Gear. Since her last AEW appearance, she's been surviving the pandemic in her own little corner of the wrestling world by regularly producing Youtube wrestling shows(ChocoPro). In recent months, she's been slimming down to more of her natural weight which helps her with speed and her noted back problems. She’s now faster and better than when AEW fans last saw her. This is a technical match up with the two women indulging a game of wits, trading submissions and holds. She goes to use her new found quickness but VENY matches ever at that and puts her down to advance forward.
VENY defeats Emi Sakura (14:32)
Maki Itoh vs. Ryo Mizunami (February 15th, Super 16)
Maki Itoh is one of my favourite wrestlers right now and that’s not a joke. She’s the most popular wrestler in the field and someone that Joshi fans have been waiting to see crossover to the west more often for the last couple of years. She's insanely charismatic. She's a limited athlete, but she's an excellent storyteller and shines in singles matches. She’s only worked Mania weekend in the States so far but we’re hoping to see that change. Mizunami then has worked AEW before, but that was such a long time ago that AEW fans have probably forgotten her. She's a veteran with an extremely high level of charisma and she will chop the soul out of you. Primarily a brawler, but also has that charisma to work this kind of match. This is set to be our character matchup as Maki and Ryo square up, with Itoh crediting herself as “I AM DEITY OF SHIT”. She credits “Cornette-san” as her biggest fan. They then go at it. Ryo dominates Itoh until the comeback, when she catches Mizunami out of nowhere with a Flying Hurricanerana to win.
Maki Itoh defeats Ryo Mizunami (08:41)
Aja Kong vs. Rin Kadokura (February 15th, Super 16)
Main event of the evening and it’s looking like a doozy folks. First we have Aja Kong, easily the most legendary name in the tournament. She's 34 years into her career and still going. While we aren’t expecting to see the Kong that was battling Bull Nakano in the 90s, she is still a very smart veteran and she is still willing to taking some crazy bumps in the right occasion. She’s wrestled in both WWF (Survivor Series 1995) and AEW (Double or Nothing 2019) so she’s no stranger to the big stage. Rin meanwhile is most comparable to Shibata. She doesn't have a huge western fanbase, and she's not a big personality, but she's the Joshi version of "a wrestler's wrestler" and is capable of having the best match of the tournament. She comes Marvelous who are basically the Ring of Honor of Joshi. They are more physical and technically sound than TJPW or Ice Ribbon. Rin and Aja have a stiff and brutal matchup with terrifying strikes from the two women. Aja keeps kicking out of what’s thrown at her, not allowing to go down to a younger girl. Aja misses a Senton off the apron and hits the floor which allows Kadokura to win. Afterwards they hug as we fade to black.
Rin Kadokura defeats Aja Kong (15:22)
Quarter-Finals:
Riho vs. Tay Conti (February 24th, Dynamite)
Into the quarter finals we go as Revolution is fast approaching, and kicking it off is these two women. Both are top babyfaces, with Conti having just come out of her emotional war with Anna Jay and Riho suffering at the hands of Leyla Hirsch’s squad. They shake hands to begin and we’re set. Tay has expressed interest in wrestling in Japan before, so this is her forte into the Joshi world. Once everything’s back to normal I’d really like to see her hold the SWA World Championship in Stardom, and potentially face Riho again for it. Riho uses her speed to take Tay down, at one point dropkicking her off the apron and she falls into the guardrail, where Anna Jay sits. Anna looks at her coldly as Tay gets back up, ONLY TO BE HIT BY A BACKSTABBER BY RIHO! SHE COVERS AND WINS!! Riho advances forward to the semi-finals, while Conti stares back, equally as cold, at Anna Jay.
Riho defeats Tay Conti (07:01)
We see the third segment of Hikaru Shida in her tatami speaking of her story. She goes into detail about Corona hitting and being stuck in America, and how she felt about that. She says all that mattered then was the AEW Women’s World Championship. So much stuff was happening back home in Japan in the Joshi world (death of Hana Kimura), and she needed to topple The Beast, Nyla Rose. She describes the match, says it’s the most physical she’s ever been in, describing each painful bump and how after every move she was more worn down. But she refused to lose, and came out on top. Since then she’s carried this belt, and hadn’t dropped it. Despite the level of talent in the Super 16, no one has the talent to defeat her.
Abadon vs. Thunder Rosa (February 24th, Dynamite)
Last quarter final now, with the winner going on to face Riho in the semi’s. Thunder Rosa - having defeated Britt Baker, and Abadon - having defeated Nyla Rose. Abadon screams at Rosa to begin but she’s unphased, shouting back and the two meet forehead to forehead. They then start trading shots as the match begins. It spills outside where they continue to brawl messily. Abadon hits a Bloodline onto the floor followed by some biting. She goes for a Twist of Hate on the apron, but Rosa counters into a Cutter! They both sell before going back inside. Abadon runs for a Spear but when it’s leapfrogged, she hits a Headbutt and then runs the ropes again. She connects the Spead this time and covers, but it’s kicked out of. They go back outside where they fight up the ramp. Rosa dives with a Double Foot Stomp before they head up to the announce table. They fight there, and Rosa hits an Inverted DDT on it. Abadon rolls into the announcers chairs and lays there. Once back in, Rosa goes for a Snake Sleeper, but Abadon kicks her leg back and fights back. She throws Rosa into the ring post to bust her open. She calls for a Gravedigger, BUT ITS REVERSED INTO A FIRE THUNDER DRIVER!! ROSA PINS AND GOES TO SEMIS!!
Thunder Rosa defeats Abadon (16:11)
Maki Itoh vs. VENY (February 22nd, Super 16)
Heading into the Japan half of the quarter finals, we travel across the Pacific to the Ice Ribbon dojo once more. Itoh talks shit before the bell as VENY stands stone faced wondering what’s she did in a past life to be in the opposite corner of this. She goes to speak about Cornette-san once more but VENY cuts her off and the match has begun. She dominates the early stages until Maki out of nowhere counters a Suplex into a Falling DDT. She hits a Dropkick off the apron and VENY eats shit. Maki applies a Boston Crab, but VENY gets the ropes and flips Itoh out. She big boots her and is back on the offence. They take it to the apron where Itoh goes to pick VENY up, but VENY knocks her down and they roll back inside. Maki goes for a Ito Special but it’s reversed, and VENY goes for a Powerbomb. Itoh reverses that into a Itoh Royale, which is kicked out and they double down with stereo dropkicks. Maki climbs the top ropes for a Diving Headbutt, but VENY quickly runs up and hits a Superplex. She pins and wins to advance forward into the semis.
VENY defeats Maki Itoh (09:18)
Rin Kadokura vs. Yuka Sakazaki (February 22nd, Super 16)
Yuka runs around Rin to begin with, using her quickness to avoid being caught by any strikes or holds. This proves unsuccessful as after running the ropes for a Flying Shoulder Tackle, she’s hit with a stiff elbow in midair to knock Yuka down. This is the cut off as she dominates from this point forward. Rin goes for a Meteora from the middle ropes, BUT YUKA HITS A FRONT DROPKICK OUT OF MIDAIR!! She scales the top ropes and FLIES WITH A CROSSBODY!! KICK OUT! Yuka continues to run circles before taking Rin to the apron. She then jumps from inside, over the ropes, WITH A HURRICANERANA TO THE FLOOR!! The Magical Girl is back in action as she hits a Baseball Slide Dropkick into the railings. She rolls out to grab Kadokura but Rin throws her into the guardrails instead. She takes control back and does a Lala Histro Cradle into a Cross Armbreaker but Yuka gets a foot on the ropes. She manages to rally up for a huge flurry of offence to take Rin down and cover after a Magical Girl Splash, 1.......2......3! She’s going to the semi-finals where she will face VENY.
Yuka Sakazaki defeats Rin Kadokura (11:45)
We get a live performance from the Itoh Respect Army - Maki Itoh and Mizuki perform live in living colour a rock idol anthem. This gives Yuka a rest before the main event of the evening, the Semi-Finals match between Yuka Sakazaki and VENY. Itoh and Mizuki hype everyone up with the performance ahead of the big match, before the music stops and they leave. That’s when VENY walks out.
Semi-Finals:
VENY vs. Yuka Sakazaki (February 22nd, Super 16)
She walks down menacingly with pure seriousness on her face. There is no fucking around here. She’s winning this tournament. Yuka meanwhile is as happy as can be. Yuka high fives everyone and jumps down in joy. They shake hands, but immediately after the bell rings VENY immediately kicks Yuka down and dominates. Yuka is tired while VENY is relatively fresh having only wrestled the opener. She dominates until it heads to the outside. She goes to slam Yuka into the railings, but Sakazaki reverses and dumps her over. She then hits a Springboard Flying Seated Senton, over the railings, into VENY. She mounts her comeback and hits for the Magical Girl Splash, BUT ITS KICKED OUT OF! Yuka starts having to match VENY’s strikes, as once VENY starts laying them in, Yuka becomes impervious to pain and fights back with her own. It turns into a slugfest here, but after a Diving Double Foot Stomp from Yuka only gets two she’s out of options. VENY capitalises here and looks to finish with a Powerbomb, BUT ITS TURNED INTO A FRANKENSTEINER! MAGICAL GIRL SPLASH! YUKA IS GOING TO THE FINALS!!
Yuka Sakazaki defeats VENY (19:21)
On March 3rd, Dynamite, we see the final of Hikaru’s segment, starting with her rolling a suitcase while wearing a mask as she walks to her plane back to America. We go back to the tatami where she’s asked about Revolution, and what she thinks of Yuka Sakazaki. She speaks on her before being asked about Riho and Thunder Rosa. She speaks about Rosa and their feud, saying she’s beaten her before though at last years All Out. The interviewer asks about the All Out the year before that. Who did she face then. Did she win? Shida seems insulted by that but keeps going, saying Riho got the better of her. But while she’s spent the past year back home, she made a new home - AEW. And she is now the queen of that home, and no amount of Riho will stop.
Riho vs. Thunder Rosa (March 3rd, Dynamite)
We’ve reached our American semi-finals, and 5 days after Yuka Sakazaki’s defeat of VENY - Riho and Thuhder Rosa are set to main event Dynamite. On Saturday Night then, the day before Revolution, we will see the Super 16 Finals streamed on YouTube between Yuka Sakazaki and the winner of this match, with the winner going on to face Hikaru Shida at Revolution. The match starts physical and doesn’t slow down. They go to the mat straight away and trade submission attempts. Rosa then dominates until Riho counters out of a corner charge with a roll up only to get two. Rosa punishes Riho using the ring post. Riho fights back though as she flies off the apron and uses speed to keep Rosa down. She goes for a springboard but is caught midair. Rosa then starts to kick the shit out of Riho, striking her repeatedly. It spills to the floor where Riho mounts a comeback, utilising the ring post to her own advantage this time. With Rosa tied up in the post, Riho runs off the apron with a Double Foot Stomp to the back. It goes into back and forth inside the ring, before Riho flies out once more. Rosa is up first and sets up a table, before they go back inside. Commentary note the No DQ on the outside rule. RIHO HITS A DOUBLE FOOT STOMP TO ROSA OFF THE APRON THROUGH THE TABLE!! They’re both out now, but while down, OUT COMES BRITT BAKER!! SHE HITS ROSA WITH A CHAIR! Riho doesn’t notice as she takes her back inside and covers to win! Britt walks off with a smile on her face, and waves at a fuming Rosa.
Riho defeats Thunder Rosa (23:41)
Finals:
Riho vs. Yuka Sakazaki (March 6th, Super 16)
The Magical Girl comes down happy as ever, high fiving and hugging fans and running circles around the ring in ecstasy. Riho then comes out in her signature dress and also with an umbrella with the Imperial Japanese Flag designed on it. Both women offer their hands to each other, and both embrace before locking up. A collar and elbow is engaged and maintained, Yuka breaks the chains by connecting a Dropkick, followed by another Basement Dropkick! Riho ducks a Lariat attempt and runs the ropes, performing a dizzying array of spins before landing the Tornado DDT! 1.....2....Yuka kicks out! Yuka runs the ropes and hits a Seated Senton in the centre of the ring. She goes for a cover but Riho kicks out. Riho takes Yuka down with a Half Crab. Yuka winces in pain and cries in agony but throws Riho off her leg. Yuka then hits a Slingblade and rolls to the outside.
Riho connects a Baseball Slide Dropkick through the both ropes, before lifting Yuka up and hitting an incredible Deadlift Suplex into the middle of the ring. Excalibur makes note of Riho being 98 lbs so that feat of strength is truly incredible. Yuka connects an Enziguri and begins a Three Amigos. Riho flips out of the last one and hits a Roundhouse Kick followed by Double Foot Stomp! She covers, 1.......2....Kick Out! Riho seems annoyed at this and takes Yuka to the corner. They trade elbows for a bit before Yuka swaps them around and hits a Roundhouse Kick! She then takes Riho to the top turnbuckle. Yuka attempts to hit a Avalanche Butterfly Suplex, but Riho doesn’t move. Riho shoves Yuka onto the apron and Yuka grabs her back in pain. Riho then hits a Diving Double Foot Stomp onto the apron! That receives a holy shit chant as Riho throws her back into the ring and goes to cover.
Yuka rolls into a Fujiwara Armbar! She channels her inner Zack Sabre Jr. and begins to stomp on Riho’s head as she has the submission locked in. Riho rolls forward into a School Boy but Yuka kicks out. Yuka rolls back but is met by a Basement Dropkick! Riho then hits a Northern Lights Suplex! She goes to cover but Yuka rolls out. Yuka whips Riho to the apron. She hits a Dragon Screw on the ropes and connects a Baseball Slide Dropkick! Yuka goes for a Half and Half Suplex on the apron, but Riho gets out and hits a Belly to Back Suplex! Right on the hardest part of the ring as Yuka sells the pain. Riho rolls back into the ring, but is met by a Springboard Front Missile Dropkick by Yuka! Yuka then heads to the top ropes and does a magical pose, Diving Double Foot Stomp! 1........2.....KICK OUT!!! Yuka is now desperate and decides, “fuck it”, and begins a frenzy of attacks.
Any and everything used. Yuka hits a Running Meteora! She goes for another but Riho catches with an Enziguri and then hits a Running Double Foot Stomp! She picks Yuka up and hits a German Suplex but Yuka lands on her feet; Half and Half Suplex! Yuka hits a Slingblade and begins a series of Daniel Bryan like Roundhouses, with a few yes chants thrown in from the audience. She keeps going until Riho ducks one and hits a Bicycle Knee! Yuka responds with a Bicycle Kick! Riho hits an Impaler DDT!!! She gets the crowd going and goes for an Exploder Suplex, but Yuka counters into a Backbody Drop! Yuka then hits the Exploder Suplex followed by a Pendelum Kick! She takes Riho to the top ropes and goes for an Avalanche Butterfly Suplex! RIHO COUNTERS MIDAIR IN A ROLL UP!! 1......2.....3!!!! Riho is going to face Hikaru Shida tomorrow night for the AEW Women’s World Championship!
Riho defeats Yuka Sakazaki (10:17)
AEW Revolution 2021:
Anna Jay vs. Britt Baker vs. Tay Conti vs. Thunder Rosa - Four-way Match
AEW’s Women’s International Eliminator Tournament has come and gone, and with it many women have some grudges held. Thunder Rosa was cost the semi-finals with Riho after Britt Baker interference. This is of course, due to Rosa beating Britt in the First Round. Also, Anna Jay and Tay Conti faced in the First Round where Conti was successful. That drove a wedge between them as we’ve seen. There is enough tension where we need a resolution, and so they’re all put into a match together - whoever is the best comes out on top. The Four-way is made for Revolution, with the winner set to be Shida or Riho’s next challenger in the coming weeks. However before the match, we see Brandi Rhodes come out for the first time in 2 months. She has a mic in hand and says that two years ago there was a similar multi-women match set. That was the during the genesis of AEW. A three-way became a four-way. Now we know how talented of a roster the AEW Women’s Division is, but what if it could be blustered?
Well she’s got the perfect solution to that. How could she make this match even more stacked however? Easy answer, add another women. But not just any women...a Virtuosa. So with a little helping hand, she’s secured someone to really put up a fight. Outcomes Deonna Purazzo. The current Knockouts Champion makes her way out and joins the fray. The crowd applaud loudly at the surprise arrival, as this match is now made a Five-way. Immediately the beefing girls go for each other, Britt and Rosa and Tay and Anna. Deonna meanwhile just picks people off, playing it smart and looking for the win. She’s not fuelled by animosity like the rest, she is just being intelligent. We see the rest of the women all take themselves out to the point Britt turns around into a Jumping DDT and Fujiwara Armbar. She taps out and Purazzo wins the match. She takes the mic afterwards and hoists her Knockouts Championship high. “Who’s ready for a Battle of the Belts?” she says before leaving.
Deonna Purazzo defeats Anna Jay, Britt Baker, Tay Conti and Thunder Rosa (11:17)
Hikaru Shida (c) vs. Riho - AEW Women’s World Championship
We’ve seen the whole tournament so far and the mini-doc of Hikaru Shida. It’s the first majorly built AEW Women’s Championship PPV match...ever, so it’s got some expectations on its shoulders. Shida walks out wearing her attire from the AEW video game trailer, pointed out by Excalibur. Riho is just coming off a match from last night while Shida hasn’t wrestled in nearly a month, so she is fully in control early on. She busts out some early signature moves so the audience get a groove of her once more since it’s been a minute. They go outside where Riho starts to come back and from there it’s back and forth. They recreate the finishing sequence that won it for Riho last time, ending with Riho getting a roll up originally, but this time Shida kicks out! They then keep going as Riho kicks out of a few more moves by Hikaru. Riho goes for a Diving Double Foot Stomp, but she’s hit midair and then by a Tamashii no Three Count! KICK OUT!! They keep fighting as Riho once more tries for the finishing sequence that won it for her last time, but this time it ends when Shida lifts her into a Falcon Arrow! 1..............2..............3!! She wins and retains!
Hikaru Shida defeats Riho (14:56)
We now head into the build for Double or Nothing. However we aren’t all building towards that. See, it’s announced at Revolution a supercard of supercards is set for April 4th. The “Bloodshed Supercard” is coming up, pitting stars from AEW, NJPW, NWA and Impact against one another. The big match advertised is a Lethal Lockdown Match: pitting Kenny Omega, The Good Brothers and Kenta against Jon Moxley and Death Triangle. But also set for the show, we’ll get into detail here. Deonna Purazzo is now the #1 Contender to the AEW Women’s World Championship, and an appearance by her is advertised for the Dynamite after Revolution. She shows up and cuts a typical promo of hers on Hikaru, claiming herself the one true Virtuosa and hyping her credentials. These outmatch everything Shida has ever done, and when they face, she’ll truly outmatch her for all to see.
The match is dubbed “Battle of the Belts” after AEW trademarked that. Knockouts Champion vs. AEW Women’s World Champion. Next week Shida goes to speak, but she’s cut off by Deonna. Purazzo attacks her and beats down the rival champion. She tells Shida she should of stayed in Japan, because now she’s crossed the Pacific she’s in HER country. The Virtuosa runs the place here, and she is going to cement herself as the best champion in the entire country - nay, the world. Later in the night when asked about how she felt of the attack, Hikaru says “Next Tuesday. Impact Wrestling. Watch me.” before leaving. Then, on Impact, we see Hikaru come out after a Ten-person Knockouts Tag Team Match. She looks around with her title, and walks over to the captain of the winning team, Kiera Hogan. She shakes her hand and points back and forth between the two. Kiera vs. Shida is sanctioned for next week on Impact.
They face, but due to Hikaru now being in Deonna’s house, she makes her presence known with an attack. Part of rebuilding the Women’s division is other feuds need to exist in it, so let’s touch on those. Firstly, Leyla Hirsch and her new stable, dubbing themselves “Bloodsport” have made an enemy out of Riho. The two face with the stipulation that the winner will face Serena Deeb for the NWA Women’s Championship. Hirsch wins after making Riho tap. Then in her match with Deeb, a returning Allysin Kay comes out and interferes. Deeb rolls up with her distraction. Leyla doesn’t attack Kay however. After all, she was the fourth women in that Bloodsport tournament along with Hirsch, Kelly and Snow. They offer her a spot but Allysin declines and says she just wants that NWA Women’s Championship back. A Three-way then is made, which ends with Kay pinning Deeb. She gets her title back, and afterwards, offers an embrace to Hirsch. Snow and Kelly get her to accept.
Bloodsport pose together with Allysin Kay now in their rankings, but tension between her and Hirsch is clear after Kay just took the title she’s been craving for weeks. However, they’re now a unit. Also, Anna Jay and Tay Conti. Anna takes a leadership role in The Dark Order as her and Conti slowly start patching things up. They both agree they got lost in the tournament and were drunk off the thought of glory. They hug it out and walk out together. Then, Thunder Rosa and Britt Baker. The first thing we see on Dynamite after Revolution is Thunder Rosa brutalising Britt Baker. She destroys her. She kayfabe reinjures her and puts her back on crutches. Britt doesn’t wrestle after this but has a vendetta against Rosa, and Rosa is likewise. The women all have feuds, with only one revolving around the title, and they actually get TV time on Dynamite. It’s basically just what AEW do with the guys, but the gender is changed. That’s literally how you do women’s wrestling.
Bloodshed Supercard:
Deonna Purrazzo vs. Hikaru Shida - Battle of the Belts
The singles match main event of the show, it’s the heavily anticipated “Battle of the Belts.” Shida is out first, wearing a kimono and carrying her own umbrella to the ring. She twirls it around at the hard camera in a optical illusion before walking down. Deonna is out afterwards and the Virtuosa walks with purpose, hoisting her title over Shida’s head. Hikaru hoists hers up and they meet forehead to forehead. The match the begins. Shida and Deonna trade goods and submissions on the mat before it goes outside and gets physical there. Purrazzo uses the guardrails and ring posts, before taking it to the apron. Shida hits her with a Superkick and runs the ropes inside the ring, dropkicking Purrazzo into part of the set. Once back up they have some stiff back and forth with a lot of shots and strikes to knock the other down. Both women keep kicking out however. We see many moments when Hikaru looks like she’s about to tap but resists and keeps fighting. They head outside once again where Deonna hits a Backbody Drop onto the floor. Once back inside, Shida hits a Falcon Arrow into a Tamashii no Three Count to win. Afterwards her and Deonna resiliently shake hands in respect.
Hikaru Shida defeats Deonna Purrazzo (25:10)
Heading out of Bloodshed Supercard, Britt Baker and Thunder Rosa are still battling it out. Britt is set to return to action on the April 14th edition of Dynamite, where she will face Rosa in a No Disqualification, No Countout Match. It’s a brutal bout with Britt showing the aggression she did in her Tooth and Nail Match on Rosa. She ends up winning after a chairshot and kendo stick assisted Lockjaw makes Rosa pass out. Meanwhile, Hikaru Shida continues her trail of dominance over the AEW Women’s division. She’s earned the respect of Deonna Purazzo’s who’s gonna back off to Impact. Shida cuts a promo in English after the match saying she wants more of the Knockouts, and they are an amazing group of girls. She once again faces Kiera Hogan, this time on Dynamite, with interference banned. They have a clean bout that ends with Shida once again winning. They shake hands afterwards. This is Hogan’s first AEW match and she makes a big splash, but comes up short.
Next in line is Nyla Rose, who is still with Vickie Guerrero but their relationship is going very sour. Nonetheless, as we approach a year after Hikaru took the belt from Nyla, they’re set to face one more - this time it’s 2 Out of 3 Falls. It’s an excellent bout that ends with Shida winning by falling onto Nyla after the two basically kill themselves. Nyla the next week cuts a promo on Shida, saying she wants one final shot, and if she loses - she will never challenge for the title while Shida is champion again. This is when Britt Baker gets involved and puts her stamp on the picture. She limps down on a crutch as that match with Rosa as temporarily hurt her again. She cuts a mini promo of her own, before blasting Nyla with the crutch. A #1 Contenders Match is set up, with the winner going on to face Hikaru at Double or Nothing.
Britt wins after a very hard fought and brutal contest. Afterwards, Tony Schiavone comes out and reads a letter from Brandi. She congratulates both women on the incredible match. She then announces Nyla as the first women to take part in the AEW Women’s Casino Ladder Match at Double or Nothing. In the final weeks before Double or Nothing, Britt cuts some very passionate promos about the struggle she’s went through to even become a wrestler, and as soon as she became the best thing in this company she was injured. But this time, nothing is going to stop her. She’s not going to be hindered by dentistry, not by trying to being a good guy, and not by injury. She will be victorious. Reba is banned from ringside, as if she gets involved Britt automatically loses. Baker is now fuelled by anger as she wants to take down the unstoppable Hikaru Shida.
Then, our other stories. Well the premier one is the aforementioned Women’s Casino Ladder Match. Once more it’s decided there’s too much beef amongst the AEW Women’s division, so Tony Khan’s solution is to throw nine of them into a ladder match, and whoever isn’t dead by the end gets an AEW Women’s Championship shot. And just like last time, there will be a mystery participant. Women gradually get announced via AEW’s Twitter, with Nyla Rose as the first on TV before they slowly start adding names to the field, like they did last year. Anna Jay and Tay Conti are announced together, Serena Deeb, Leyla Hirsch, Riho etc. Thunder Rosa and Abadon face once more after their epic match in the Super 16. Abadon hits a Spear into part of the stage which takes them both out and it goes to a double countout. Both women are then put into the match, with the ninth women remaining a mystery.
Double or Nothing 2021:
Abadon vs. Anna Jay vs. Leyla Hirsch vs. Nyla Rose vs. Riho vs. Serena Deeb vs. Tay Conti vs. Thunder Rosa vs. ??? - Women’s Casino Ladder Match
Serena Deeb and Nyla Rose start it off hot, Nyla trying to dominate but Deeb using her strength to counteract. Tay Conti comes in and her and Deeb come to a babyface arrangement to take the big women down. Thunder Rosa follows suit and starts to mix it up with everyone. Leyla Hirsch, Anna Jay, Riho and Abadon all come out and continue the fight. It’s multi-man chaos, with each women sabotaging the other from getting that poker chip. They all want the prize. Killer Kelly at one point tries to walk down and help out Hirsch, but Riho valiantly takes her on and brawls with her to the back. She then dives off the stage with a Crossbody into Lindsay Snow and Killer Kelly. Allysin Kay comes out and puts her through a part of the stage to take her out.
Riho comes back, freshly bruised by Kay, and looks to climb the ladder, but Anna Jay pushes her down. She then starts to taunt and mock the 9th and final entrant while she waits for them to appear...and it’s RETURNING KRIS STATLANDER! Statlander comes in and wrecks house; takes out all the people involved while the action continues. Abadon lets out a mighty scream as she goes to climb the ladder. Tay and Anna push her off and meet at the top. They then start throwing shots at each other. They all fall under Thunder Rosa pushes them off and climbs up, grabbing the poker chip and holding it high it in triumph. She now with a future AEW Women’s World Championship match locked in. She takes the mic and tells Hikaru “good luck - you’ll need it.” before dropping it and heading to the back.
Thunder Rosa wins the Women’s Casino Ladder Match (16:35)
Hikaru Shida (c) vs. Britt Baker - AEW Women’s World Championship
Baker comes out without Reba for the first time in a long time, pure determination on her face to succeed. Both women put their heart and soul into the match, pouring every last bit of fight they’ve got in. Britt gets a Lockjaw in near the end and refuses to let go when Shida grabs the ropes. The ref has to physically pull her off, ONLY FOR SHIDA TO HIT ONE FINAL TAMASHII NO THREE COUNT!! She pins and wins.
Hikaru Shida defeats Britt Baker (10:21)
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How do you want to do this? A Discussion on Selective Rule Enforcement

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

Abstract:

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

**“Once upon a time, around a table…”

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

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

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

Session 2: The Ethics of a Dungeon Master

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

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

Finally, we can discuss how the desire to make the most enjoyable experience for everyone at the table plays out using real-world examples and advice from some of the most well-known DMs in the business. Using the concept of Situational Ethics’ Agape, we can see how to work in the rule of cool using eight tips for Dungeon Masters.
Tip 1: It is advised to know your audience.
Not everything is as it seems, so be sure to pay attention to your players and look at them when you are describing the situation. Make note of how they react when tones or themes change. Remember those reasons people play games mentioned earlier? This is where those come into play. Additionally, while not something outright suggested, it is nevertheless important to take team dynamics into account.
The book “Four lenses unfolded” describes how various personality types can interact and work to solve problems. In it, the book describes four primary temperaments: Green (analytical), Blue (empathetic), Orange (adventurous), and Gold (goal oriented). Unlike most other personality tests, four lenses theory suggests that while we have a dominant personality at any given moment, other aspects of these personalities can manifest as well. Being able to draw on these aspects at will is the mark of a “mature” individual.14 As a DM/referee, coach, or manager, being able to do this and adapt to the needs of the players will take player engagement to the next level.
Tip 2: Establishing and Managing Expectations Early and Often, Works to Prevent Disappointment and Confusions
Mercer once put it this way, “Establish early on in your campaign how much of a level of crazy you're willing to allow. This allows for players to better understand what to try for and what not to try for.”15 Whether you are a teacher, referee, coach, parent, supervisor, or mentor, establishing expectations with those involved mitigates problems before they arise.
One of the main tools DM’s have for this is that is recommended by Mercer, as well as nearly every DM in existence on the internet, is the “Session Zero.” Session Zero is a term used to describe a session where no play occurs but instead rules that will be used and rules that will be ignored or bent is established. It also serves to establish a theme the players can expect from any campaign. Using the first chapter of the DMs guide will help considerably in establishing this. Additionally, one of the best guides for this is laid out by the DM YouTubers known as “the Dungeon Dudes” in their video titled, “How to Run a Session Zero for Dungeons and Dragons 5e.”16 But always keep Agape in mind throughout this process. In this step, it means actively listening to the players. The DM may want a gritty, tough, realistic, and challenging campaign. But if the players want a high fantasy power trip, some adjustments are going to need to be made to the campaign. Listening to players and changing the plans accordingly is not easy. It requires A LOT of humility and ego suppression. Especially when the DM has already designed how the game is going to go… which leads us to the next tip.
Tip 3: It is important to develop a healthy relationship with failure.
Celebrated author Orson Wells once wrote; “If you want a happy ending, that of course, is dependent of where you stop your story.”17 This applies to both the players and DM. There will be times when the DM is tempted to ignore the rules because the consequences seem dire. The player fails an athletics check trying to use a dynamic that had a high-risk, high-reward moment. Now the player’s character is doomed to fall several hundred feet down a ravine to what is likely certain doom in lava. But this isn’t the end. That player’s character is most likely dead, but their death could result in a moment of drama and tension for the players. It’s the very real chance of failure that encourages players to think critically about a situation and experience excitement and tension. Brennon Lee Mulligan, the DM of the D&D streaming show, “Dimension 20,” put it this way… “if you are not allowing for failure, you are essentially just telling a story,” and thus never actually playing a game (make-believe as Suits would put it). 18
Another thing to consider is that through failure, we can often find comedy as well as ways to encourage players to think critically and find new escapes, 19 at least according to the mind behind the “Replaying the Curse of Strahd” videos, Benjamin (Puffin Forest) Scott. Lastly, Mercer strongly advises that if a DM allows too many “rule of cool moments” to happen in succession, the weight of the moments and consistency of the game will be lost. 20
Players that are afraid to fail will not try. Mercer explains that “Most role play games are designed to forge a heroic story (showing feats of legend) so let the players try! Let them fail, and occasionally succeed!” This is where his catch phrase “you can certainly try” comes from. 21
Tip 4: Whenever Possible, Avoid Taking Things Personally
In his lecture on not talking things personally, soccer referee and public speaker, Frederik Imbo, explained there are two sides of a coin to keep in mind when trying not to take things personally: “It is not about you,” and “it is about you.” 22 Look at the other person’s intentions not just yours. With that in mind, it is okay to give yourself empathy and speak up. When someone seems upset with you, ask what are they hoping to get out of this releasing of emotions? Additionally, ensure that your pride isn’t preventing you from making the correct call. Yes I am talking about Ego again; it is that important! It is the DM’s world, but it is the players’ game. Without both, the world and the game, you do not have D&D.
D&D has a weird paradox of being both a story and a game. It has both a narrative as its core premise, but it is, in fact, also a multi-player game. Without at least two people you cannot really have much fun. DMs should make sure that everyone at the table enjoys themselves. Tip 5: Mechanics are important precisely because they are a means of delivering impactful story moments.
Remember that rule of cool concept? Extraordinary moments don’t happen often, and this is by design of the mechanics of the game. Humans remember the novel and unique way more often than the mundane. Mundane things tend to blend into the background. It’s the unexpected moments that highlight the more impactful story moments, especially if that moment is tied to strong emotions.23
With that in mind, Mulligan suggests looking at where the players are putting their resources before deciding how to rule on a situation. Have they invested experience points/levels into a specific skill that is relevant to this situation instead of just something they can use in combat? If so, reward them for wanting to do something that is a part of the world you are creating together. 24
Tip 6: Discourage metagaming but allow it whenever possible.
Look for any and every excuse you can to give advantage on an arcana check by setting the DC low (10 or higher). If the player succeeds, they can use what they know… they are going to anyway, but at least then they can talk about it with the other players.
According to the DM guide Chapter 8, metagame thinking means “thinking about the game as a game,” Examples would be thinking “the DM wouldn’t throw such a powerful monster at us so early in the game, so we will surely be saved and not have to take this fight seriously,” or “the DM spent A LOT of time describing that door… maybe we should search it again!” 25
The problem with metagaming isn’t really about what advantage the players are getting in the game. The problem is that manipulation of the dynamics, when used to extremes, can spoil the plot line of the cumulative story being told. This can lessen the drama and tension elements resulting in decreased enjoyment of those involved. Additionally, it can create a dynamic where the DM is constantly having to escalate encounters to challenge the player, encouraging a potentially toxic “DM vs player” mentality.
For instance, how would a street orphan barbarian with no formal education and a wisdom of …let’s say very low…be able to know that liches phylactery is the source of their power. The solution here depends on why the players are playing this specific game. Is it the narrative of the story? Is it discovery? If these aren’t anywhere close to the reasons these players came to the game table in the first place, the narrative is not going to take as much of a factor into decisions. Metagaming in this instance isn’t going to be much of a problem.
Tip 7: Keep in mind, the ending is “A” destination, but the story is about how you get there.
A DM may hold off the extra cool moments for the final parts of the game, keeping their players in complete darkness and grit the entire way. However, without at least some levity along the way, some “water for the weary travelers,” as Mercer put it, they may not make it to the end.26 So, do not be afraid to relax the rules from time to time to give them those cool moments, but do so sparingly lest the destination lose its luster as well. Always keep in mind it’s about the enjoyment of crafting and playing in the world together that makes this, or really any game, fun.
*Tip 8: When all else fails… take a break and have the Tarrasque attack the party. *
When all else fails, roll two D-20s out of players’ views… fake a worried expression… role a D-100 (also out of player’s view) look over the score concerned as you pour through your notes… then explain sorrowfully… “I’m sorry… The Tarrasque has risen and has attacked the party. Everyone roll initiative.” This is actual advice from the DM manual. It is right under “faking illness and running away.”27 The point is this: never be afraid to pause or call a game when it’s over or needed.
Maybe something incredibly uncomfortable for a player has happened. Maybe the DM has reached the end of what they were able to prepare for that session. Perhaps everyone is hungry or needs a bathroom break. Maybe the entire table has gotten to a point where no one can agree on anything and team dynamics are breaking down. That game world will always be there… but your friends won’t. Cherish that moment and make as many good moments as possible. Additionally, taking breaks both in-game and in the real world allow for quiet moments. These allow for the greater moments to shine through and the players will enjoy their experience more.
https://i.redd.it/1ncu361zlqf61.png
The graphic above serves to summarize the eight tips above and show their relationship with the narrative, enjoyment, and the rules when put in the context of situational ethics. From this graph, the relationship between the eight tips and how they play into the narrative, enjoyment, and rules of the game can be seen. Each of the tips can influence many parts of the game but they are intended to primarily influence the aspect of the game they are adjacent to. “Knowing the players” should influence the narrative and what kind of enjoyment the players receive. What mechanics are used to enable the game is causally related to how the rules are used and so on. Please note that Agape is at the center as, with every decision a DM makes, considering what is best for the players should be central to the experience of any game.
The Epic Conclusion
Through crafting a game-world together with your players, a DM has the potential to tap into one of the greatest traditions humanity has: camaraderie with friends. At the end of the day, these players are your friends, or at the very least your fellow human beings. As such, you should want what is best for them. Through trials, hardships, and drama, we get to put the punctuation on the moments of excitement, joy, happiness, and bliss. It is okay if the player does not get exactly what they want, so long as they still had enjoyment. This is because getting everything we expect is sometimes boring. However, always keep in mind that at the end of the day, games are about having fun. How that happens is up to the players, the DM, and whether the rules were used to enhance the experience or not. It’s possible to find that balance by asking these questions in order: “How will this decision affect: the final enjoyment of all at the table? the narrative? the rules in the future?”
1 Huizinga, Johan . "Homo Ludens". Routledge & Kegan Paul Ltd. (1980), pp. 1., accessed January 19, 2021. http://art.yale.edu/file_columns/0000/1474/ homoludens_johan_huizinga_routledge_1949.pdf
2 Suits, Bernard, “The Grasshopper: Games, Life and Utopia,” Broadview Press. Ed. 3. (November 29, 2005): 54–55. Accessed December 31, 2020. https://www.goodreads.com/book/show/803547.The_Grasshopper
3 The Game Overanalyzer, The Aesthetics of Play | Why We Play Games, and the Search for Truth and Beauty in Game Design. The Game Overanalyzer. (January 11, 2020), accessed 6 January 2021. Video 18:44. https://youtu.be/lONsZwjVDzg
4 Hunicke, Robin, Marc LeBlanc, and Robert Zubek. "MDA: A formal approach to game design and game research." Proceedings of the AAAI Workshop on Challenges in Game AI, vol. 4, no. 1, p. 1722. (2004). Accessed January 11, 2020 https://www.aaai.org/Papers/Workshops/2004/WS-04-04/WS04-04-001.pdf
5 Portnow, James; Floyd, Daniel; Aesthetics of Play- Redefining Genres in Gaming. Extra Credits; (October 17, 2012), Video 9:13. Accessed December 30, 2020. https://www.youtube.com/watch?v=uepAJ-rqJKA&list=PL3N9QD4_yI-BlnwWUL8hhjpKgqRul3xAa&index=11
6 Suits, Bernard. “Discussion: Games and Paradox.” Chicago University Press. Philosophy of Science Association Journal, Vol 36, no. 3 (September 1, 1969). pg 316–.321. Accessed December 30, 2020. https://www.jstor.org/stable/186226
7 Suits, Bernard. “Discussion: Games and Paradox (1969)
8 Myers, David. “Game as Paradox: A Rebuttal of Suits.” Journal of the philosophy of Sport 39, no. 1 (May 1, 2012). Accessed December 30, 2020. https://search-ebscohost-com.ezproxy2.apus.edu/login.aspx?direct=true&AuthType=ip&db=s3h&AN=87342252&site=ehost-live&scope=site.
9 Juul, Jesper. "Half-Real: Video Games between Real Rules and Fictional Worlds", MIT Press, (Aug 19, 2011) pp.57-59
10 Tracy, Patrick. DM Tips: The Rule of Cool. Fantasy Bango. (October 20, 2017). Accessed December 30, 2020. Video 2:23 https://www.youtube.com/watch?v=x8aAIFalx6s
11 Fletcher, Joseph F. Situation Ethics: The New Morality. Westminster John Knox Press, (1997). Page 17-26 (accessed January 20, 2021) http://bit.ly/Googlescholar_SItuational_Ethics
**Please note that just because Fletcher’s Situational Ethics is used prominently, this is not an endorsement of all his views. Fletcher’s work has been used to justify terrible atrocities, such as eugenics, this should serve to point out that any philosophy taken to extremes can lead to terrible outcomes
12 Fletcher, Joseph F. Situation Ethics: The New Morality. (1997)
13 Mercer, Matthew. The Rule of Cool! (Game Master Tips). Geek & Sundry. (February 16, 2016). Accessed December 30, 2020. Video. 5:52 https://youtu.be/fWZDuFIYkf0
14 Bryce, Nathan K., “Four Lenses Unfolded: A Deeper Understanding of Temperament Values,” Insight; (January 29, 2002,).
15 Mercer, Matthew. The Rule of Cool! (Game Master Tips). (2016).
16 McLaughlin, Kelly; Martin, Monty. "How to Run a Session Zero for Dungeons and Dragons 5e". Dungeon Dudes. (September 3, 2020), Accessed 12 30, 2020. Video. https://youtu.be/2MA-z5Ai-bQ
17 Wells, Orson, "The Big Brass Ring." Santa Teresa Press (1987, January 1) 1-148
18 Mulligan, Brennan; Scott, Benjamin. “Animating Your Table (with Benjamin Scott) | Adventuring Academy Season 2 | Ep. 16 |” Adventuring Academy. Dimension (2020, December 28). Accessed December 30, 2020. Video 1:24:18 https://www.youtube.com/watch?v=4IbVxEKpipo
19 Mulligan, Brennan; Scott, Benjamin. “Animating Your Table (with Benjamin Scott) (2020)
20 Mercer, Matthew. The Rule of Cool! (Game Master Tips). (2016)..
21 Mercer, Matthew. The Rule of Cool! (Game Master Tips). (2016)
22 Imbo, Frederik, "How not to take things personally? | Frederik Imbo | TEDxMechelen" TEDx Talks; (March 4, 2020) accessed 10 Jan 2021, video 17:36 https://www.youtube.com/watch?v=LnJwH_PZXnM&t=381s
23 Kensinger, Elizabeth. Remembering the Details: Effects of Emotion. US National Library of Medicine National Institutes of Health. (May 4, 2009) Accessed 2021, January 30 https://www.ncbi.nlm.nih.gov/pmc/articles/PMC2676782/
24 Mulligan, Brennan; Scott, Benjamin. “Animating Your Table (with Benjamin Scott) (2020)
25 Mearls, Mike, and Jeremy Crawford. "Dungeons Master's guide". Renton, WA: Wizards of the Coast. (2014) accessed 29 January 2021 https://www.dndbeyond.com/sources/dmg/running-the-game#MetagameThinking
26 Mulligan, Brennan; Mercer, Matthew. Building Your Own Campaign Setting (with Matthew Mercer) | Adventuring Academy. Dimension 20. (2019, April 3) Accessed December 30, 2020. Video 57:01 https://www.youtube.com/watch?v=sig8X_kojco&t=2867s
27 Mearls, Mike, and Jeremy Crawford. "Dungeons Master's guide". Renton, WA: Wizards of the Coast. (2014)-accessed 20 January 2021. https://www.dndbeyond.com/sources/dmg
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Jackie Jackpot espouses a fun-loving vibe, as is evident by the image accompanying the support section of the site that shows a rabbit sitting at a computer desk with its feet up on the table. The site is operated by VitaMediaLab Aps, a company who are based in Denmark. The games on the site are powered and operated by Aspire Global International Ltd who are based in Malta. Jackie Jackpot holds a licence issued by the Malta Gaming Authority.
The Danish company who operate Jackie Jackpot reveal further information about how the site operates on their About page. This isn't the most fluent of information you’ll ever encounter which is likely the consequence of English not being their first language. The site does speak about its commitment to ensuring fair play at all times. It also emphasises the provisions it has taken to maximise security including relying on 128-bit SSL encryption. There is talk of customer service too, which is available 7 days a week from 8am until 1am by email.
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Jackie’s Banking Options

There doesn't appear to be an FAQ or a banking page visible on the site without being logged in. Based on the logos that are shown at the bottom of the homepage however options would appear to include Visa, MasterCard, Skrill, Neteller, Maestro, Paysafecard and a couple of others. There is live chat available so if you'd like to find out more that's probably the simplest option. Again, there isn't any information about withdrawals but you can probably use the same options as you did to deposit funds in most instances.

How About the Bonuses?

There is a 100% bonus on your first deposit worth up to £200. Deposit £10 or more to be eligible for this promotion. Bonus cash must be used within 21 days and is subject to a 35x wagering requirement before it can be withdrawn. You will also receive 100 spins which are allocated at a rate of 20 for making your first deposit, 40 on your second day of the site when you deposit at least €20 and another 40 on your third day on the site when you deposit at least €20 again. Although Jackie Jackpot uses pounds and euro signs interchangeably, presumably this is simply because the currency will differ depending on the country you are accessing the site from.
There doesn't appear to be any information about ongoing promotions available at Jackie Jackpot. It is possible that the site may email players or alert them in some other way about such offers, but this information certainly isn't available on the site. One thing that can be gleaned however is information about the VIP program at Jackie Jackpot. There are 7 tiers to the VIP program, with players starting off as New before rising to Bronze, Silver, Gold, Platinum, Premium and finally Prestige. As you climb up the rankings you will be entitled to higher deposit limits, quicker cashouts, a birthday bonus, free games on Sundays, personalised offers, a personal account manager and monthly cashback.
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Excellent Choice of Slots

As mentioned at the outset, there are some excellent slots to be played at Jackie Jackpot. Play them in demo mode if you would like to get a feel for the games before putting some real money on the line. All kinds of themes are covered here ranging from the Orient to ancient Egypt and from Christmastime to Irish luck.
Popular titles include Victorious, Flowers, Lost Island, Thunderstruck, Avalon and Wild Panda. New games are added regularly to the site so check back to see the latest titles that have been added. You will find these in all likelihood in the popular games section, where a ‘New’ banner is appended to each addition to the site. At present Secrets of Atlantis, Jimi Hendrix and Fairytale Legends Red Riding Hood fall into this category.

The Casino Games

Jackie Jackpot has a small casino where there are just 8 games to play. There are a couple of roulette games in the form of Roulette Royale and Roulette Pro. There's also blackjack and a few video poker options such as Joker Poker and Jacks or Better. It is surprising to see such a slender casino given that the other areas of the site are well stocked with games of all kinds. Jackie Jackpot also has a live casino but it is one that is not listed in the regular games section. You'll find it mentioned in the featured slider at the top of the homepage though where there is talk of roulette, baccarat and blackjack, all overseen by real dealers.
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Jackie Jackpot Conclusion

There are many things to recommend about Jackie Jackpot, especially the quality of the slots that can be played at the site. Jackie Jackpot has an upbeat, cheerful vibe and there is a reasonable welcome bonus accompanied by a comprehensive VIP program. It is unfortunate that there are certain sections devoid of desirable information in part or altogether. Details about deposit and withdrawal options and amounts would be particularly helpful. The other area where Jackie Jackpot lags is when it comes to the table games that can be played at its casino.
A greater selection here would be desirable. The provision of a live casino goes some way towards atoning for this however. European players who can access the site should find plenty here to love. Although not up there with the very best looking casinos, the design is good and the selection of games, slots especially, is pleasing. All told, Jackie Jackpot is an above average casino. Put it this way, you could do a lot worse than to play at this simple but capable casino where there are more than enough slots to keep you out of trouble for a very long time.
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2020 Playing Card Holiday Gift Guide

My favourite decks from the past year

Playing cards make the ideal gift, particularly the many beautiful custom decks available nowadays. Almost everyone can use a deck of cards at some point, so they have an instant and universal appeal, especially if a deck has some customized artwork and is packaged in an appealing tuck box.
In this list I want to focus on some of my favourite decks that have come out in the past year 2020. This year has been a challenging year for many of us in light of the coronavirus that has swept across the world. But in the middle of all this darkness, there have also been some bright spots, which include the brand new crop of custom decks that have appeared in the marketplace.
The suggestions I'm making are very much a matter of personal choice, and other playing card enthusiasts might make other choices. I haven't seen each and every deck that hit the market in the past year, and there are undoubtedly plenty of other worthy decks that qualify for a list like this. I've also not included any decks that have haven't yet been produced, even if they have been crowdfunded. This list strictly covers decks that you should be able to obtain from online retailers and resellers. I've also not included so-called "hype decks" that sell out almost immediately at the publisher level (e.g. Fontaines), but only those that enter retail channels and are more widely and readily available.
I've also included links to where you find them at PlayingCardDecks so that you can see images of the tuck boxes and cards for each item, and because they're the retailer I personally buy playing cards from the most. But you should be able to find these decks at most online retailers.

Popular Series

Several series of playing cards have become brands of their own, and achieved nearly cult status from collectors. This past year has seen some great additions to the line-ups from popular series that include big names like Jerry's Nuggets, Cherry Casino, and NOC.
Jerry's Nugget Aqua Playing Cards - Jerry's Nuggets are a modern icon in the world of playing cards, due to the cult status of this deck, which was praised by cardists around the world. It was originally printed in the early 1970s, and was so much in demand in recent decades that copies fetched over $500 in the secondary market. A very successful reprinting of the original blue and red decks happened in 2019, and in the past year we've seen multiple reprints in different colours. Among my favourites in this series are the bright colours like orange, yellow, and green, which have all appeared in the past year. But there's also something for those who prefer a more muted look, such as steel and black. For more in this series, see Jerry's Nugget decks.
Cherry Casino Tropicana Teal Playing Cards - The Cherry Casino decks capture a retro vibe, and are a throwback to the old fruit machines from gambling halls, with their distinctive cherry artwork. For me the real appeal of this series lies in the gorgeous card backs, which have a metallic sheen making them feel instantly different from all other decks. The face cards are all quite standard, so that makes them ideal for card games or card magic. Multiple new colours continue to appear in this series, such as Flamingo Quartz Pink, and most recently McCarran Silver. For more in this series, see Cherry Casino decks .
NOC 3000X2 Purple Playing Cards - The acronym NOC originally stood for Nothing Only Colour, and in line with this the initial decks in this series were all very minimalist. Many people like to collect and use the NOC decks, and over time the series has evolved somewhat. The most recent releases show some new splashes of creativity, and with the NOC 3000X2 deck we travel into the future, past the year 3000. Vibrant purples and pinks inhabit the landscape of the cards, for a very modern and flashy look that is particularly well suited to cardistry. This particular deck is also available in a matching pink version. For more in this series, see NOC decks.

Popular Brands

There are several big brands that you can count on for quality, and this year was no exception, with big companies like Theory11, Ellusionist, and Art of Play all continuing to contribute wonderful playing cards to the market.
James Bond 007 Playing Cards - When it comes to glamorous tuck boxes, it doesn't get much better than the luxury of playing card producer Theory11. This wonderful deck is a tribute to agent 007, James Bond. I collect most of the Theory11 decks, and this one is particularly terrific, with a supreme tuck box, and Bond-inspired paraphernalia on the court cards and on the card back. Close observers will find many Bond gadgets and more. Theory11 have put out several stylish releases in the past year, another one being the Hollywood Roosevelt deck. For more, see Theory11 decks.
Shadow Masters Legacy v2 Playing Cards - One of the companies at the forefront of the custom playing cards movement was Ellusionist and their Black Tiger deck continues to be a modern icon. While they've since been overshadowed by the many custom decks produced in the crowd-funding era over the past decade, they continue to produce some memorable decks from time to time that are worth picking up. The Shadow Masters Legacy v2 is a black deck in the classic Ellusionist style, and represents the kind of thing that made them great to begin with. A jet black background is the chief feature of this deck, and the red and white used for the artwork and pips stands out beautifully against the inky black. This deck compares favourably with any other deck from the modern era. For more, see Ellusionist decks.
Yellow Wheel Playing Cards - The brand Art of Play is the home of influential cardists Dan and Dave Buck. Their Red & Blue Wheel decks are among my all-time favourite decks, with gorgeous metallic inks as part of a split-pip design. The Yellow Wheel deck is their latest entry in the Wheel series, that retains the original card backs but now in yellow. But the highlight is the card faces, with the split pips employing a stunning metallic silver that complements the cards beautifully. This is a completely custom deck that is certain to impress anyone who sees it. Art of Play produces many new decks each year, and their Henry & Sally deck is a fun novelty release also worth checking out. For more, see Art of Play decks.

Popular Designers

They are a very select group, but there are some notable designers in the playing card industry who have developed a real name for themselves, have generated a large following of loyal fans, and continue to produce high quality custom decks on a regular basis.
Italia Radiosa Playing Cards - Italian designer Giovanni Meroni is the man behind Thirdway Industries, and his playing cards are in high demand from collectors around the world. His signature style is immediately recognizable in each of his decks, and this one is no exception. Along with its companion Italia Segreta, it's themed around the wonders and secrets of Italy. The unique court cards are the real highlight, showcasing Giovanni's usual creativity and style. The number cards are also fully custom. These are the kinds of decks that will hold their value well in years to come. If you want even more vibrant colours, check out Modern Idols, from the same creator. For more, see Giovanni Meroni decks.
Postage Paid Playing Cards - Behind the brand Kings Wild Project is Jackson Robinson, who is one of the few professional designers that actually makes a living out of designing playing cards. This deck was inspired by the idea of playing cards functioning as postcards, each with its own stamp and post paid stamp. All 50 US states are represented on different cards, and everything about this deck is fully customized. This deck was produced in only limited numbers, so it will be out of stock in most places. But if you're quick, you can still grab Jackson Robinson's General Admission deck, which applies a similar concept to tickets, with each card representing a vintage ticket stub from the early 20th century. For more, see Jackson Robinson decks.
Kodiak Playing Cards - From popular designer Jody Eklund and his Black Ink Playing Cards Company, comes this delightful deck of playing cards that is geared to the poker player and collector. The cards have a very classic look, but offer a fresh take on the designs of the court cards and pips. Jody is highly respected for his approach to graphic design, and these cards will prove an excellent choice if you like playing card games, and want to bring something stylish and attractive to the table. For more, see Jody Eklund decks.

Magician Decks

Most magicians can perform their magic with any deck, but typically they prefer to do card magic with a deck where novelty and customization are minimal, so as not to distract from their magic. These decks are well suited to performing magic, and contain bonus gaff cards or other secrets that enable them to produce miracles not possible with ordinary decks.
Card College Playing Cards - These decks are a tribute to the most outstanding modern teacher of the fundamentals of card magic, Roberto Giobbi. Mr Giobbi is the author of Card College, a series of best-selling books which are the modern gold standard for learning card magic. Available in red and blue, these decks are simple and practical for the working magician, and as a bonus each contains two double backer gaff cards. If you want more luxury, check out the stunning Luxury 3 Deck Set, which has even more stylish cards, individually numbered tuck boxes with unique origami style features, packaged in an attractive acrylic box - the ideal collectible or gift for magicians.
Remedies Royal Blue Playing Cards - The Remedies decks come from popular creators Daniel Madison and Daniel Schneider, and this is a successor to the Remedies Scarlet Red deck. Many collectors love the Black Roses brand of playing cards, and collect whatever they produce. This blue Remedies deck has a classic and minimalist look with bold blue card backs, and is very functional and practical. The inclusion of a special Angle Zero gaff makes it ideal for magicians.
DMC Elites Red v5 Playing Cards - Of all the marked decks I own, the DMC Elites is easily my first choice whenever I want a marked deck with cards that can be easily read from a distance, due to the clever and yet almost invisible marking system it uses. This deck has previously been released in several different colours, and now incorporates Tamariz's Mnemonica stack. All you need is the deck, but there is a terrific Passport book available separately, which will give you some great ideas for routines you can pull off with this great marked deck. For more, see Marked decks.

Cardistry Decks

Card flourishing has really boomed in recent years, and especially shines when cardists use a deck that has colourful and striking patterns optimized for cardistry, that enhance the visual aesthetics of cards in motion, as these decks show.
Neon Orange Cardistry Playing Cards - This deck represents Bicycle's attempt to meet a demand for a relatively low-cost deck geared towards card flourishing. The card backs have a geometric design, and the faces are all identical and completely non-standard, showcasing the latest evolution in playing cards optimized entirely for cardistry. Bright colours ensure that the cards look visually appealing in fans, spreads, and flourishing moves. Alongside this vibrant orange deck is its blue companion, the Neon Blue Aurora deck.
Autumn Circle Cardistry Playing Cards - Tally Ho is a classic brand that USPCC has been producing for a long time. The circle back design of the typical Tally Ho deck has become iconic, and is especially appreciated by those who enjoy card flourishing. Each year the folks at Bicycle produce some in-house decks for special occasions, and the Autumn Circle Back deck is a lovely result. The colours capture the warmth and glow of autumn leaves and the mood of harvest time, while the pattern on the card backs is perfect for cardistry.
ArrowDynamix Cardistry Playing Cards - Given the high volume of cardistry decks appearing all the time, it can be difficult to come up with something completely original, but this minimalist deck has accomplished exactly that. Each card features a giant vertical arrow on the card backs, and a giant horizontal arrow on the faces. With carefully choreographed sequences and moves, you can create truly unique patterns and effects that you simply can't achieve with any other cardistry deck.

Animal-themed Decks

Do you love animals, or do you have an animal lover in your life? There are a lot of wonderful custom decks that are tributes to our four legged friends, or depict some of our favourite creatures.
Woof and Whiskers Dog Playing Cards - The real appeal of this deck is the cute tuck box, which has cardboard ears that fold up, to complete the look of the friendly dog on the front of the box. I would have liked to see some more customization with the number cards, but it's still a very charming deck, with delightful custom artwork on the court cards and aces. This is one of two Zoo 52 decks, so if you like the Dog deck, you'll also want to pick up the Playful Paws Cat deck, which is equally cute.
Aviary Playing Cards - There are a lot of independent creators that produce Bicycle branded playing cards with the help of industry giant USPCC, but this big name producer also releases its own in-house decks. This is my favourite of their four newest releases that hit the market at the end of 2020, and is a very classy looking deck with artwork inspired by a traditional look, but with adjustments to give it a custom feel, and the presence of several birds carefully positioned throughout the deck. Of the four new releases from Bicycle, the Sea King deck is also proving to be very popular.
King of Tigers Playing Cards - If you're looking for a deck with bling, this is it. The card backs have a borderless tiger skin pattern, which has been printed with some of the latest technology that makes use of foil for a truly eye-catching look. The tuck box is even more glamorous. While the court cards are clearly inspired by traditional courts, the Jokers bring back the tiger theme strongly, and the tiger skin look recurs throughout the deck.

Food-themed Decks

Recent years have seen some wonderful novelty decks themed around different kinds of food. These are always a great way to whet your appetite for a card game, or to show off to family or friends, and have proved a real hit with collectors.
Squeezers V3 Playing Cards - Good luck getting your hands on decks from this extremely popular series from Organic Playing Cards, because they sell out quickly. These fruit inspired decks have delightful tuck boxes, and this grapefruit themed deck even comes in a tuck box that looks like a juice box, and is actually scented like grapefruit. The cards themselves are quite practical, but add humorous grapefruit themed elements to the court cards, and new bold colours. OPC's 2020 releases also included the watermelon-themed Carvers deck, while their current release sees the brand go in a slightly new direction with the corn-themed Shuckers.
Noodlers Chicken Playing Cards - If you like the concept behind the Organic Playing Cards series, you'll probably also enjoy this deck, which has a similarly styled tuck box to the Squeezers decks, but represents a packet of ramen noodles. The orange colour on the card backs and pips has also been inspired by the noodles theme. The artwork on the court cards has a quaint and cute style, with each character depicted in a light hearted style quite different from standard courts, and all holding a bowl of noodles. For a final laugh, the Jokers provide us with the necessary packet of "chicken seasoning" to add to our noodles.
Citrus Playing Cards - Created by Flaminko, the Deliciousness series has been somewhat overshadowed by the more successful fruit inspired cards from Organic Playing Cards. But I love the Flaminko decks, because they apply customization to all elements of the cards, including the pips. This novelty deck is well suited for card flourishing, card games, and collectors, and cleverly captures all that is juicy and wonderful about citrus fruit.

Music-themed Decks

Music is another evergreen theme, and there's a solid range of lovely decks for the music lover, whether your taste is classical or more contemporary rock-and-roll.
Composers Mozart Playing Cards - This deck is part of a series that also includes other composers like Bach. These decks are true collector pieces, and make a wonderful tribute to some of the greatest composers of all time. The tuck boxes have a very classical look, and metallic ink enhances the gorgeous card backs. Meanwhile completely custom artwork on the faces emphasizes a vintage and classical feel. They are great for music lovers and collectors, but if classical music isn't your thing, then check out the Rock and Roll deck.
Piano Player Playing Cards - If the piano is your instrument of choice, this is a deck for you. The creative tuck box is available in two styles, one with two black keys and the other with three black keys, which means you can place two decks alongside each other to create a larger keyboard. Fully custom characters inhabit the court cards, with the keyboard motif returning in the details of the artwork. Small touches like this really make this creative deck a thing of unique beauty.
Soundboards v3 Midnight Playing Cards - Remember the old walk-man cassette players? In the 1980s these revolutionary electronic devices were among the first to make your personal music collection portable. The Soundboards deck replicates the look of a classic walk-man, and the Jokers complete the look by bringing the cassette tape look into the box. This Midnight edition has a dark look, so you might also want to consider the red deck if you prefer a more traditional colour.

Fiction & Film themed Decks

Most of us love a good story, whether it's in the pages of a novel or on our screens. Here are some great custom decks that are loving tributes to some of the best from the worlds of fiction and film.
Jane Austen Playing Cards - Fans of the classic novel will appreciate the loving treatment that Jane Austen's famous novels have received in this delightful tribute from the Art of Play label. Each suit represents a different novel, with the court cards featuring the lead characters in the story. The design of the characters is inspired by period costumes and reflects the fashions from the time in which the stories are set. The classy tuck case ensures that everything is nicely packaged and well presented.
Star Wars Playing Cards - Theory11 achieved a real coup by acquiring the rights to bring the Star Wars brand to playing cards. They were the perfect company to ensure that the result was a classy deck that did justice to the world of the films. This pair of Light Side and Dark Side decks begins with a top quality and highly attractive tuck case, as we've come to expect from Theory11. The court cards all feature different characters from the movies, and the design is the perfect blend of customization and playability, making this a practical deck you can bring out for your favourite card game, or to give to the Star Wars fan in your life. A similar pair of decks was produced later in the year in White and Black.
King Arthur Playing Cards - The result of a collaboration between Riffle Shuffle and Studio Muti, this pair of red and green decks tell the story of the famous Arthurian legend. For me it's a personal and nostalgic childhood favourite, in light of the adventure and imagination it evokes. But as impressive as these decks are, they pale besides the King Arthur Gold deck, which has gold metallic ink on the faces, and gold foil on the card backs, for a truly extravagant look. Inside and out, this is a stunning tribute to a timeless classic from the world of fiction.

Space-themed Decks

So I cheated. I already have a section devoted to cardistry, so I figured I'd sneak in a second category, by including some cardistry decks that all have a space theme. These decks all feature colourful visuals that work well for flourishing, but can also be enjoyed by collectors who appreciate their vibrant colours and exuberant designs.
Solokid Constellation Playing Cards - This set of twelve decks captures the twelve different star signs. It was produced by Bocopo, a company well known for producing colourful custom decks that appeal especially to cardists and collectors. These decks are typical Bocopo offerings, with evocative colours that are unique to each different deck, to help capture a different feeling for each and every constellation. If you like vibrant colour, you'll certainly find something to enjoy here.
Stargazer New Moon Playing Cards - Several different decks have now appeared in the Stargazer series, but the recent New Moon deck is probably my favourite. The circular moon that appears on all the card backs makes it an ideal deck for card flourishing moves like spins and twirls. The face cards have some truly vibrant colours, and capture well the feel of a night sky bursting with colour and life.
Sirius B v3 Playing Cards - I fell in love with the style of the original Sirius B deck, so this third edition was always going to win me over. The court cards consist of a blur of colours that look like paints mixed together, and this style has also been applied to the pips. The colours are the real appeal here, and the signature design of the card backs also looks very nice in card flourishes.

Transformation Decks

I personally adore transformation cards, and consider them to be one of the most fascinating and memorable types of playing cards there is. The idea is that you take the pips and incorporate them into a larger picture that forms a unique work of art, for each and every card in the deck.
Cotta's Almanac #1 Reproduction Playing Cards - This historic deck was first created in 1805 by J.C. Cotta, and was the very first of its kind. Themed on the "Joan of Arc" play by Schiller, the beauty and creativity of these cards will still win over collectors today. Lovingly produced in a high quality modern edition, this recreation is the first of the entire series of Cotta transformation decks that is being reproduced by PCD.
5th Kingdom Playing Cards - This deck is possibly my favourite original release from PCD in the past year. It is an outstanding example of the creativity and originality of a semi-transformation deck, where the pips have been cleverly incorporated into the artwork. Each suit represents a different culture, turning each individual card into a work of art that can be admired and enjoyed.
Pack of Dogs V2 Playing Cards - This transformation deck is the work of John Littleboy, who has produced a number of such decks in his inimitable style, including Pack of Dogs, Kitten Club, Mermaid Queen, and Bag of Bones. The number cards are my favourites, and in this deck each of these represents a larger art piece with a dog. Each suit has a progressive image, so they don't feel totally unique from each other. It's more like a series of consecutive snapshots, and you can use flip animation to tell the story. Littleboy's Kitten Club V2 deck applies a similar concept to cats.

In-House Decks

PlayingCardDecks doesn't just sell playing cards, but Will Roya also uses his wealth of experience to team up with designers and graphic artists to produce high quality custom decks under the PCD label. Here are some great custom decks that were published in-house over the course of 2020.
Astronaut Playing Cards - This novelty deck is a delightful creation that will please anyone who has an interest in space and space travel, in light of its unique theme. The Kings are all depicted as astronauts, while the Queens and Jacks represent space travellers. The card backs have a futuristic look with neon lights, and this look carries over to the number cards, which are highly customized with unique red and blue pips.
Beekeeper Playing Cards - There are plenty of bee themed playing cards already on the market, but the artwork style gives this one a truly unique feel. Two decks were produced, one with light card backs and the other with dark card backs. This is a great novelty deck for the collector, because there's especially some delightful creativity to be found with the bee-inspired pips, and the detailed custom artwork on the court cards.
Testament Classic Playing Cards - This is a Biblical themed deck created by artist Ben Green. It's intended as an art deck, with the images on the cards depicting Biblical characters from well-known narratives. Representing a dual love for playing cards and a love for Bible-inspired art, this deck will especially appeal to the collector.

Out-of-the-Ordinary Decks

I'm a sucker for highly unusual decks with a high degree of novelty, and even though these are not ones I'd typically use for playing card games, they have very unique features that make them stand out from your average custom deck.
Starry Night Puzzle Playing Cards - Fancy a deck that doubles as a jigsaw puzzle? This clever deck takes its inspiration from Vincent Van Gogh's famous painting, The Starry Night. The artwork on the card faces is all taken from the painting, and all the cards can be pieced together to make a single giant picture, thus effectively functioning as a large puzzle. Yet each card has clear indices so it's still something you can use for card games too. Definitely unique and out of the ordinary, this set of playing cards is a perfect choice for fans of classic art and paintings.
Falcon Razors Deluxe Throwing Playing Cards - Rick Smith Jr has made multiple world records in throwing playing cards. His baseball background holds him in good stead, but anybody can learn to throw playing cards if you use the techniques Rick teaches. These throwing cards were a collaboration with legendary flourisher De'vo, and were featured in one of this year's viral videos from Dude Perfect, which featured Rick and his amazing card throwing. The cards are slightly thicker than standard Bicycle stock, to ensure extra durability and performance for card throwing.
AQUA Invisible Plastic Playing Cards - If you're looking for something completely different, this might hit the mark. This is a ground-breaking deck that is the closest thing to being invisible. All the cards are made out of completely transparent plastic, after which a high gloss transparent printing is applied to selected areas of the cards to produce the designs and pips. So each card is effectively completely transparent, and yet you can see its unique artwork and determine its value and suit. The handling is surprisingly better than you'd expect for a completely plastic deck, and it's certainly something unique.

Other Gift Ideas

Do you want to let your gift recipient make their own decision about what to get, or are you not quite sure what to buy? Here are a couple of special gift ideas that might help out, even if it is to give your family or friends a convenient way to enable you to select your own gift!
Firstly, there's a wide range of accessories available for playing cards, like card clips, card cases, and more. Alternatively, consider a gift card, which is available in amounts of $10, $25, $50, $100, and $200. There's also the popular Pip Box Club, which has been around for over two years. Subscribers get a selection of decks and goodies shipped to them each month, and offers great value with each box.
Boxing Day Sale: Right now you can take advantage of a special sale at PlayingCardDecks, and save $10 off any order over $30 by using the code box20. This coupon is valid from Boxing Day until the end of 2020.
Happy shopping, and happy holidays!
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what kind of poker is played in casino royale video

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In the movie version of Casino Royale the British secret agent 007, James Bond, takes part of the poker tournament in Monte Negro (however it was filmed in the beautiful city by the name of Karlovy Vary, Czech Republic). One of the most popular poker games is played: Texas Hold'em.In the book version Baccarat was played instead. Le Chifre attempts to regain the lost ground after his stock ... In the fierce Texas Hold'em game in Casino Royale, James Bond looks down on a board showing As Ah 8s 6s 4s. The player to his left moves all in for $6 million, another player calls, and Bond's nemesis across the table mini-raises it up to $12 million. Directed by Martin Campbell. With Daniel Craig, Eva Green, Judi Dench, Jeffrey Wright. After earning 00 status and a licence to kill, Secret Agent James Bond sets out on his first mission as 007. Bond must defeat a private banker funding terrorists in a high-stakes game of poker at Casino Royale, Montenegro. Set = 3-of-a-kind using 2 of your holecards and 1 card from ... the most recognized high-stakes poker game was played at the Aussie Millions in Melbourne which was ultimately won by Phil Ivey who competed against ... don’t learn your poker from Casino Royale or any other Hollywood Blockbuster, it simply won’t happen. 3 Grave Poker ... Casino Royale’s poker scene was as elaborate as a James Bond stunt ‘It’s not just the card games — it’s the stakes. It’s also two guys eye-fucking one another.’ Favorite Answer. In the older movies, Bond was playing baccarrat. In Casino Royale, the players were playing No Limit Texas Holdem. Yes, they showed way too much of the game, if you didn't know the... The new Casino Royale gives us a modern update on the classics—here, Bond plays Le Chiffre in an intense game of poker, Texas Hold’em-style. This game is the most popular version of poker played in the U.S., and therefore a fitting switch for this century’s films. Casino Royale happens to be one of the films that best shows off both of those facets, as one minute Daniel Craig’s Bond is chasing down a man from a snake pit to an embassy, and the next he’s ... Texas Hold em Up.. Undoubtedly the most popular card game on the planet.. but i personally don't think there are games that have stakes like the ones in james bond movies.. You play for fun, but that doesn't mean you don't play to win. You're great at reading people and your sense of humour not only keeps everything friendly, but distracts other players and throws them off their game.

what kind of poker is played in casino royale top

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TOP 5 BIGGEST POKER POTS IN TELEVISED HISTORY! - YouTube

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what kind of poker is played in casino royale

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