Casino Coin Sound Effects, Gaming Coin Sounds

casino coin sound

casino coin sound - win

Casinos have lost their iconic sounds ever since the machines stopped spitting out coins, and they switched to paper vouchers.

submitted by highxv0ltage to RandomThoughts [link] [comments]

The Strategy of Coin Flipping: A coin flip exhibits (at minimum) a whopping 1% bias. 1% may not sound like a lot, but it's more than the typical casino advantage. What's more, you can take advantage of this little-known fact to give yourself an edge in all future coin-flip battles.

submitted by reanimated to science [link] [comments]

TIL Casinos used to play coin drop sounds in the house speakers to make people think people were winning, thus encouraging them to gamble

TIL Casinos used to play coin drop sounds in the house speakers to make people think people were winning, thus encouraging them to gamble submitted by canuck604 to todayilearned [link] [comments]

With the recent influx of new users - I decided to post a guide to Pump and Dump schemes - what they are, how to avoid them and how to move on from them

TLDR: Following the recent DOGE and XRP situations, and our influx of new users - I have decided to put together a quick guide on what a pump and dump is, how to spot it, how to avoid it, and what to do should you fall for one. This is just my thoughts on the issue and by no means exhaustive. I welcome comments and my biggest recommendation if you fell for one of these schemes is to accept it, address your emotions, seek support - either by those around you or here if you feel more comfortable, then commit to educating yourself.
 

Summary:

A pump and dump scheme is where a group of people pitch a coin (or stock) to other people to spike short term volume, and therefore the price, in order to profit from selling their own supply at the higher price to the newer investors.
 
How to spot a PnD:
  Tips to avoid - see below but the main two for me are:
 
 

What is a Pump and Dump scheme?

  A Pump and Dump scheme (PnD from here on in), is where an investor, or group of investors promote a coin they already hold (or are purchasing) in order to cause positive sentiment and the price to rise. At this point these investors will then sell their coins to the newer investors, causing the price to crash and leave the people who fell for the PnD with a large potential loss, or coins which are now worth a lot less than the price they paid for them.
These are not new and were traditionally done via phone call. If you have watched the Wolf of Wall Street, or similar films about penny stocks, you have seen this stuff in action. If you are buying, you are the retail investor who gets taken for a ride.
With the recent influx of new users to this site, and following the PnD schemes surrounding Doge and XRP, lets take a look at how to spot a PnD scheme
 

How to spot a PnD scheme?

 
  • Promises of huge gains, in a short amount of time. If it sounds too good to be true, it is. In crypto (and stocks) if someone is talking to you about something, they are selling you their position. If it is positive - they likely own it, if it negative - they either want prices to fall or they hold a competitor. Ask yourself, why someone would be going out their way to tell you something is a once in a lifetime opportunity? If it was, they would be keeping it secret and accumulating themselves. These people are salesman, and you are the one buying the bullshit
  • Linked to the above there is often a time element - 'get in quick, or you will miss it', they are relying on your impulsive decision making to jump in - they are manipulating you to over ride the logical part of your brain which makes decisions based on information and context
  • There is no discussion of any potential risks or downsides, and you are removed from groups or harassed for asking basic questions - this is a hive mind at work, and you are being censored from raising any concern or legitimate question.
  • There may be reference to 'how this time is different', or it plays on recent successes which are in no way comparable - e.g Game Stop - anyone who paused for a second would realise why not only was financially the short squeeze on GME completely different, but also the moral stand point was too. XRP, for example, is a centralised system which enriches the founders beyond belief. Yet these groups tried to ride the sentiment of GME to convince others to join - as a show of rebellion and alliance.
  • Social media storms are cooked up, it seems like out of nowhere this is all anyone can talk about - when has this ever proven a successful decision? Once everyone is talking about it, you are already too late. You may not lose money, if you are lucky, but you are still the one being duped. Again this is feeding on emotion and Fear of Missing Out. There will be groups created and ran by mods who run them like cults - no talk of anything but price going up is accepted.
  • There is a time or plan attached - e.g. Pump and Hold at 8:30. For the love of god, if this is the case, sell before then. All the leaders of these groups will have done. All of these public announcements are done again to create legitimacy and make you feel at ease - as a collective.
  • Generally any concept of 'we are in this together', coming from a group trying to actively push up the price of something short term = PnD. You are not in this together, markets are competitive - they are survival of the fittest whether you like it or not. They want your money, when you listen to them - you are basically offering to hand it over. People invest to make money, especially when the entire premise is pushing a price up to get rich. They do not want what is good for you, they are using you and they will take your money if you allow them to. They are telling you, because you are the opportunity - not the coin.
  • Be aware, people telling you to hold and buy more, are using you. They want you to push the price back up so they can sell. If you are in these groups - on social media, be aware you may be talking to bots, or at the least people who are trying to dump on you. When it drops, get out.
 
 

How to avoid PnDs in future

 
  • 'Why are they telling me this?' - this is the first and main question to ask yourself. What does the person sharing the information have to gain from telling me? In this case - you invest and push the price up, allowing them to make greater profit. Understand why they would be sharing details with you - if it such a great thing, why are they sharing it?
  • if it is a friend telling you, ask for more information - why it is doing well, what the plan is etc - if they can't explain it properly, this is a big red flag and they likely have fallen for it too.
  • Look out for how someone talks to you about it - is it emotionally driven, does it make you excited? scared to miss out? - This is exactly when you need to step back, breathe and ask yourself if you are thinking correctly. Emotional decision making is not a good thing here, and then ask if they are intentionally trying to get an emotional reaction out of you? (see the above - FOMO, get rich quick etc)
  • Is there any room for nuance? Are you able to discuss the potential cons or risk? If you are laughed at, or harassed, others are told to ignore you (he won't be getting rich, weak hands, pathetic seller) - this is a huge sign that you are investing in something where no other thoughts are allowed. The reason for this, once you are out the bubble - logic returns and you see the smoke and mirrors for what they are. PnD groups work like a cult, only one form of thinking is allowed, everything else is censored.
  • Did this come out of nowhere, do I even know anything about this? If you don't know anything about it, except it makes money, don't invest in it. This is a terrible decision for two reasons. Firstly, and most obviously, you have asymmetric information - you have no idea why and what you are buying, therefore can't make an informed decision - only an emotional one. Equally, this kind of thing pushes panicked, emotional selling. When you don't know fundamental reasons why you invest in something, when the price dips you will sell. Why? because when your brain asks you the question 'shit it is dropping, what do we do?!' - your logical brain won't have an answer, because you never gave it the information to form one. This second part is more relevant to regular investments, not PnDs of course, but is worth bearing in mind before you invest in anything.
  • Was the coin relatively stagnant, or has it dipped recently? PnDs typically target coins which haven't moved much recently, or have lower trading volume, this allows for a much easier spiking of the price due to a small change in demand equalling a big change in price. If you look at the charts and it was doing nothing until this big flurry of activity - you are being taken for a ride.
  • Look for the news, if it is pumping, don't listen to people inside the group - search for reasons why something is pumping. If you can't find anything of value, there probably isn't anything, and you are gambling on emotional decisions.
  • The opportunity finds you, you don't find the opportunity. Getting rich off 'undervalued' coins, or finding a hidden gem is not easy. They are hidden for a reason. If someone is coming to you with this, remember they are selling. You are buying.
  • If someone does approach you, talk to someone else outside of the bubble - find another group e.g. CC, or other investors - talk to them, get outside perspective before investing.
  • look for examples of populist sentiment. Do you hear things about an other? - e.g. haters, those missing out who are jealous. Are you made to feel like you are part of a special group? The ones with insider information? This is a lie, it is very very common manipulation within populist movements, cults etc - to create a narrative of an other to entrench tribalism within the group. This is done to make you switch your brain off, to rule on emotion.
  • is there a recent comparable story that was successful? e.g. GME (yes this isn't the same at all in reality, but the story being sold is - or at least plays on the hype of GME). If there is, you are being played. The real opportunity, just like the hidden gem, is the first one. When people tell you this is happening again, they are simply using the positive news from one case and applying it to their own - often because it lacks any actual, real, tangible reason for succeeding or being a good investment.
 
 

I fell for a PnD, what next?

 
Have you sold yet - No? Are you in profit? Sell. Whilst you still can. Greed will tell you not to, and perhaps you can eek out a little more money. But you are gambling, and gambling extremely high risk against people trying to take all your money.
 
Yes, you have sold. Did you make a profit? Yes - great. You are still a an idiot, just a lucky one. Tell yourself that. There is a difference between opportunist traders taking advantage of PnDs and someone getting lucky and getting out before it collapses. Do not confuse the two. The first group know what they are doing (and they may still lose, but they are aware of the real risk). You are fucking lucky. Don't do it again. So count your blessings, go through the same process of learning about PnDs and begin to understand why you fell for it, how to avoid it in future and realise you are up - you won. Don't go back in, you are asking to lose.
 
Yes you have sold? Did you make profit? No? Ok, this is normal - 90% + of people doing this will end up in the same situation.
 
  • Recognise and accept your mistake. Do not feel ashamed of it, it is ok. You were played, it happens to all of us in our lives at some point.
  • Step away from whatever device you used to invest. DO NOT ATTEMPT TO WIN IT BACK RIGHT AWAY. You will most likely make things worse, investing again on emotions - even worse emotions now, shame, anger, disbelief.
  • Talk to the important people in your life if you feel comfortable, if not, come here or to other anonymous groups for support. It is important to share what happened, to vent emotionally whatever it is you feel.
  • Realise it is only money, even if gambled way more than you should have done, long term you will get out of this. Focus on other areas of your life for the time being - emotional investment, fulfilment and development - seek out things which may centre to your emotions again, whatever that may be - getting out in nature, cooking, reading, adrenaline sports - whatever the shit you need, do it.
  • Consider who, if anyone needs to know. Did you borrow from you and your wife's joint account? Accept a loan from a mate? These people need to know the truth. Do not hide it and hope to win it back. Tell the truth. They deserve it.
  • Do not repeat the same actions, if you want to win long term from this - you need a different approach. Step away from the high stakes casino and figure out long term strategies to make money.
  • Learn to diversify and manage risk. You are taking a huge gamble going all in on something - even if it isn't a scam, you need to protect yourself through diversifying your investments. Get rich quick schemes are the fastest way to lose money.
  • Educate yourself on these behaviours - I would recommend 'Thinking Fast and Slow' by Daniel Kahnemann as a personal favourite. This book helps to look at and address the biases that make up our emotional decision making, and learn how to recognise these and instead 'think slow'. You won't regret reading it.
submitted by Anhowa123 to CryptoCurrency [link] [comments]

The real silver end game from a GenX perspective

Corrections at bottom
I'm a retarded GenXer who YOLO'd junior silver miner OTM call options in 2011 and lost a truckload of cash. But I kept my phyzz until a freak boating accident sunk it all. Oh well, this isn't financial advice, I'm a proven idiot, and nobody should listen to me.
I've learned a lot about the silver markets charlatans since then. Mike Maloney is a forever pumper. Peter Schiff is a suit and shill. Doug Casey lives on a ranch in Argentina but has his head far up his ass. Since you retards love to lose it all, go listen to those guys. But there are some very serious voices in the precious metals market that have proven the fraud and manipulation and even come up with ways around it: Ted Butler (commodity analysis), Eric Sprott (creator of $PSLV), James Dines (legendary newsletter writer), and James Turk (creator of goldmoney.com).
Silver is the biggest opportunity for profit that the general public could broadly participate in. If the price of silver goes up, the miners will see amplified gains. Juniors would explode into the alpha centuri (13,000% gains or more, easily). The reason we know this is because it's been tried before by people smarter than any of us (Hunt Brothers 1980, Buffet's 1997-2006 silver purchase, and 2010 mini-squeeze-beatdown). Even that lucky commie bastard Max Keiser tried to rally enough retards together to squeeze silver and "crash JPMorgan" before he got rich off bitcoin. {If you can't read, there is a video breakdown: search "youtube Is a WallStreetBets Silver Squeeze Possible" for a pretty good historical overview}
The forces at play in the precious metals market are global, historical, and backed by the biggest banks, not some meaningless hedgefund. It's the real deal. American's money used to be backed in bi-metallic standard, all coinage had some precious metals (pre 1964 dimes, silver dollars/half dollars and paper currency all convertible to silver or gold). All real silverbugs ultimate goal is to return to a bi-metalic backed US currency. It's a big part of the precious metals folklore, and the fact that the last straw that sealed President Kennedy's fate was signing Executive Order 11110 which would have returned the US to a silver standard. This would have restored faith in our financial system, eliminate the scourge of inflation, balanced the value of labor versus financial assets, and allow regular workers to save instead of being forced to participate in a ridiculous casino just to have a retirement.
Attention CNBC media whores reading this: who is the villain of this story? Blythe Masters. Check her out, she's actually pretty hot. {search: "Blythe Masters wants to upend finance again twitter bloomberg"} And she is a goddamn evil mastermind that created the Credit Default Swap (CDS). Yes, she created the financial weapon of mass destruction that sunk the global economy in 2008, she is first author on the paper. Then she went on to lead the JP Morgan precious metals trading desk to unwind Bear Sterns silver short book by containing any rally (that's how I lost all my money). Now she is working on blockchain technology that can be used by the banking cartels as a weapon to further enslave the entire world. And, yes, you degenerates, she has a sexy British accent and a killer set of legs. {search "egonzehnder blythe masters shares career advice daughters 2019"}
Steven Cohen is a fucking worm to Blythe Masters. Any financial instrument like SLV would be manipulated easily by her and the ilk that inherited her positions at JPMorgan and other bullion banks. There is only 1 way to perform a real silver squeeze: physical ownership (not paper ownership like SLV, there is a big difference). The commodity futures markets is called the COMEX. The COMEX has about a 250 contracts trade for every 1 ounce of actual silver available for delivery. That means if a handful of commodity traders stand for delivery and the physical delivery can't be made it will crash the COMEX. Sure, they might be forced to settle for cash like the Hunt brothers, but it will crash the COMEX and the price will soar nonetheless. It's a real thing, people have done it, there is no stopping that it will happen again. And what happens historically is a giant leap for junior miners: Copper Lake in 1980 jumped 13,000%. The average silver junior miner lept over 2,300%). It was soo easy to make money, even an ape could do it.
So, how do we avoid the manipulation?
  1. $SLV is a scam! SLV's custodian is JP Morgan, the vampire squid sucking on the face of humanity! Don't fall for it. They can never be trusted. Most silverbugs don't even believe they have any silver or gold in their ETFs of any significant amounts, otherwise there would be outside audits which don't happen. Anybody suggesting to use SLV is a pumper, paid shill, or doesn't know the history. And yes, now that JPMorgan has paid almost a Billion dollar fine for manipulating the silver market, they are long silver or at least are holding it as custodian for other players. So if silver goes up will JPMorgan win...yeah maybe. But that's not the point, you'd win, I'd win, the people of the world win.
2. $PSLV is not an appropriate vehicle. PSLV is a closed end fund. Eric Sprott is not going to buy any more silver and issue any more shares. Premium to NAV went over 20% and he didn't do it. PSLV serves a purpose (tax savings), but they don't acquire on commodity exchanges unless a big player takes delivery. If you actually have enough money to take delivery 10,000 oz - then PSLV works.
So what to really do: Buy PSLV or physical For the paranoid, you can create an account on goldmoney.com, put money into silver and it is owned by you, stored in Switzerland and registered in the Island of Jersey (for the most part outside of financial oligarchy control). You have to fill out a form on your taxes each year but buying/selling stonks have the same requirement, just a different form. Again, NOT financial advice - I'm a proven town idiot and hold no credentials no should you listen to me.
Goldmoney.com was created by James Turk, exactly for this purpose. So people can own phyzz without having to hide a 1000lb safe in your wife's boyfriend's basement or sink your phyzz into a pond. And also he set it up outside of the US so if the US government seized physical (like 1934!), his customers would have some chance at taking physical delivery in Switzerland. I wholeheartedly believed that the crash of 2008 would lead to this eventual outcome if silver went really high and it almost did at $50, at $100 the champagne corks stop poppin.
So then what went happened in 2011? Blythe Masters happened. JP Morgan and the other bullion banks beat down the precious metals market in a coordinated attack of naked short selling. Punishing beat downs, if you're into that kinda thing!
The silver spike of 2010/11 happened because some silverbugs bought physical metals and there were shortages at the retail level, just like what has started today. In all honesty, there were probably 10,000 Silverbugs in existence at that time all acting as lone actors on a handful of forums. This time could be much different, if a lot of apes bought silver and the intermediaries held for delivery on the COMEX this could break the back of the silver cartel and Lord Rothschild would roll over in his grave. And silver junior miners would skyrocket!
I love silver, what will I buy? 90-100% into some other form of physical ownership (coins/or goldmoney.com). $PSLV is also an acceptable vehicle but doesn't squeeze LBMA/COMEX supplies {search: "sprott physical silver trust December 2020 fact sheet"}. And 0-10% into long-dated calls or shares of junior minors. Some pumper was saying $AG (First Majestic). Sure maybe, or just use $SILJ a basket of silver juniors that would all explode and give you less single company risk to enjoy the rally. Get your popcorn.
And those boomers, will they help buy silver? Don't count on it, but that's a different type of rant.
TL;DR
Buy either physical silver, $PSLV, or goldmoney.com and also a little bit of silver miners to amplify gainz. Blythe Masters is a demon. Break the COMEX. Restore our heritage of sound money.
Corrections: PSLV has registered to issue $1.5billion more shares. That’s a lot of shiny silver. See the link in the comments below. It’s looks like PSLV will be retails best bet to apply pressure on the physical market. And if bullion dealers become stocked out, and PSLV stands for delivery, this strategy would work.
submitted by GoodTimesSdCpl to Wallstreetsilver [link] [comments]

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

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

Tarkov is a bad game and other obvious statements

What I am about to say has, in it's basic form of "Tarkov is a bad game" been said many times. I normally wouldn't take the time to state something this obvious but I truly want to like this game which makes it considerably more frustrating as battlestate perpetually fails to do anything about the glaring issues it contains. I am also in the mood to watch fanboys scramble to defend the indefensible and spam "git gud" only further proving my point.
Tarkov is a game which in it's pretentious attempts to be "hardcore" seemingly forgets the rudimentary fact that it is a game. games are, on a fundamental level, supposed to be at least one of two( or three depending on how you look at it) things: fun, challenging (and/or competitive if competition isn't just challenge but pvp). To say that Tarkov is not fun is just beating a dead horse at this point. The game seems to go out of it's way to avoid being fun as the developers appear to have conflated "hardcore" and "not fun". While the rush of exfil-ing with "phat loot" might be perceived as fun by some this is much like saying that winning at a casino is fun. The difference with a casino game is that they are in general designed to have of the previously mentioned categories (fun, challenge, competition) whereas Tarkov fails to be any of the three. A casino game can manage to be fun, sometimes through it's design for some players, but always because what you are playing for is real money which has benefits in society and your life as a whole. This takes casino winnings beyond being just "chips on a table" whereas Tarkov has nothing outside of the perpetual, circular grind. At some point "phat loot" in and of itself is just pixels on a screen when there is no meaningful system that getting the loot is a part of. you get the loot, to sell it, to buy gear, to get the same loot, to buy the same gear onward into infinity with no end goal or grander system in sight.
Challenge (or it's pvp form, competition) is a tricky subject that it seems allot of people have a weak grasp of. For instance the question: "is something impossible challenging?" or "Is impossibility the peak of challenge?". It almost seems logical that something impossible would by it's very nature be extremely challenging but I would say no: once something becomes impossible it ceases to be challenging because challenge implies a correct set of actions that would lead to success and that this set of actions has some level of difficulty to complete. Here we enter the real problem with Tarkov, not being fun wouldn't be such a problem in and of itself if the game were truly challenging or competitive.
What Tarkov really is, when it comes down to it, is a gauntlet, largely comprised of bullshit. You enter a raid and then proceed to try and jump the various hurdles which are put in front of you in order to reach that juicy "phat loot" dopamine hit at the end (which as I have stated, is really just an illusion). There are a considerable number of hurdles in any given raid which would be fine if the game was a functional and correctly tuned system where crossing each of those hurdles is something in control of the player. What makes Tarkov a truly bad game is the number of hurdles which exist that the player has no real agency in jumping. These hurdles resolve to being a probability chance of being impossible. I will get to what these hurdles are in a moment but first another question about challenge:--let's say you have a boss in an old school game, except this boss' mechanics are that you simply run over a series of colored stripes on the ground, the stripes are many different colors and each one has an effect. In order to win you must simply reach the boss by crossing these stripes. The thing is that each stripes' effect is a different probability chance to kill you. there is no correlation between the stripes color and it's chance to kill so you can't try to game the probability in any meaningful way. you simply run to the boss and either get there because none of the random chances to die were rolled or you die and start over--
Is this game challenging? let's ignore how rudimentary and not fun that game would be and instead focus on if that game is challenging. It is possible to win and so as a whole the game is not impossible so surely it isn't the same as the initial example of an impossible game at the beginning of the post. Yet again I would disagree, this game would not actually be challenging because the player doesn't have any recourse to effect the outcome. In order for a game to be challenging there needs to be something to player can do to influence his chances of success.
Me, my good friend and my brother have been playing this game for a couple of years and have accumulated an almost comical amount of screenshots and recordings which demonstrate the same kind of unpredictable and inflexible gameplay hurdles as described in the hypothetical game earlier. These recordings include:
- shooting a complete bambi who didn't have a helmet on, undeniably in the head, with bullets which we can confirm deal more damage than the head has hp by a large margin and proceeding to have that person kill one of us in a single shot with a pistol through our helmeted head.
- obvious hacking.
- seemingly being killed by what felt like a console command while in full cover with no sound of a weapon discharging or being hit by a round
- hearing footsteps while looting, trying to exit the loot menu and it proceeding to lag out long enough for that person to cross a hundred feet and kill one of us before we could even control our character
- shooting someone in the head with SNB, knowing it should pen most helmets, them spinning around and killing one of us, getting to the postgame screen and seeing that none of our damage was absorbed by armor.
- dealing upwards of 150 damage to someone's torso without killing them
-shooting someone multiple times, seeing blood, knowing you hit them, getting one-tapped, going to postgame and seeing that it claims you didn't hit them
- getting shot in the head by someone who clearly had no way of seeing your head
- trying to move into cover and being stopped by some tiny object on the ground which is hardly taller than my character's foot itself
and these are just a small sample of the things and primarily those which seem to be unintentional oversights or bugs. This isn't even to mention the horrid design decisions that lead to meaningless unassailable "hurdles" such as:
- the infamous "rng scav instakill" where scavs seemingly just roll on a table of where they will hit you which leads to being one-tapped by a mindless NPC based on nothing but RNG.
-being queued with teams of 3 as a solo-getting
-10 kills in a match only to die of hunger even though your character has only been in raid for 30 minutes (probably translating to a couple of hours of "game time" which still make no sense to be dying of hunger in)
- getting shot and realizing you forgot your salewa so you have heavy bleeding and nothing to stop it with because the game makes it a pain in the the ass 15 minute process just to put gear on your pmc
- getting shot, having light bleeding and only 2 tourniquets and a hemostat which for some reason magically only work when you're bleeding "heavily"
-the general prevalence of "you shoot at eachother until somebody gets randomly one-shot" which is what most combat breaks down to
what this in effect means is that your choices, gear and ability often have little to no effect on whether or not you survive a raid much of the time. This also means that there's no way to really learn from dying and avoid it next time because there is either no explanation for what occurred or no possible way it could have been avoided. There are likely ways to game some of these bullshit hurdles to work out in your favor but all that means is that someone else is hitting that bullshit hurdle instead of you. This is pre-emptively in response to the incoming "but Pestily survives raids, therefore it is because he is good and therefore the game is not a meaningless soup of rng nonsense". Someone like pestily is extremely skilled at the parts of the game which a player can control but still dies to nonsense on stream all the time. A game is supposed to be made to be played by it's community, not by 10 streamers on twitch and everyone else just watches them play instead.
This has been allot of words to state the obvious fact that "tarkov bad" so I'll end it here. I didn't even get to the analysis of how the game's trajectory seems to have very little chance of ever improving the game in a serious way and may in fact be a downward spiral of adding worthless complexity to the game that only serves to make it less fun in an vain attempt to reach the orgasm part of the "hardcore" circlejerk. I would just like to remind everyone that responding with some flavor of "git gud" only serves to prove my point that this game accomplishes nothing but to feed into a toxic community of "hardcore" players who circlejerk over how "hardcore" they are without ever stopping to question if the game which they think proves their status as "hardcore" actually contains any meaningful difficulty or competition. seemingly either ignorant or uncaring that they are dumping their time into something which has no real value outside of being a gauntlet of coin tosses.
submitted by DrDinkledonk to EscapefromTarkov [link] [comments]

Someone else's list but i added commas

Pac-Man,bow,Apple,chest,six pack,nail,tornado,Mickey Mouse,Youtube,lightning,traffic light,waterfall,McDonalds,Donald Trump,Patrick,stop sign,Superman,tooth,sunflower,keyboard,island,Pikachu,Harry Potter,Nintendo Switch,Facebook,eyebrow,Peppa Pig,SpongeBob,Creeper,octopus,church,Eiffel tower,tongue,snowflake,fish,Twitter,pan,Jesus Christ,butt cheeks,jail,Pepsi,hospital,pregnant,thunderstorm,smile,skull,flower,palm tree,Angry Birds,America,lips,cloud,compass,mustache,Captain America,pimple,Easter Bunny,chicken,Elmo,watch,prison,skeleton,arrow,volcano,Minion,school,tie,lighthouse,fountain,Cookie Monster,Iron Man,Santa,blood,river,bar,Mount Everest,chest hair,Gumball,north,water,cactus,treehouse,bridge,short,thumb,beach,mountain,Nike,flag,Paris,eyelash,Shrek,brain,iceberg,fingernail,playground,ice cream,Google,dead,knife,spoon,unibrow,Spiderman,black,graveyard,elbow,golden egg,yellow,Germany,Adidas,nose hair,Deadpool,Homer Simpson,Bart Simpson,rainbow,ruler,building,raindrop,storm,coffee shop,windmill,fidget spinner,yo-yo,ice,legs,tent,mouth,ocean,Fanta,homeless,tablet,muscle,Pinocchio,tear,nose,snow,nostrils,Olaf,belly button,Lion King,car wash,Egypt,Statue of Liberty,Hello Kitty,pinky,Winnie the Pooh,guitar,Hulk,Grinch,Nutella,cold,flagpole,Canada,rainforest,blue,rose,tree,hot,mailbox,Nemo,crab,knee,doghouse,Chrome,cotton candy,Barack Obama,hot chocolate,Michael Jackson,map,Samsung,shoulder,Microsoft,parking,forest,full moon,cherry blossom,apple seed,Donald Duck,leaf,bat,earwax,Italy,finger,seed,lilypad,brush,record,wrist,thunder,gummy,Kirby,fire hydrant,overweight,hot dog,house,fork,pink,Sonic,street,Nasa,arm,fast,tunnel,full,library,pet shop,Yoshi,Russia,drum kit,Android,Finn and Jake,price tag,Tooth Fairy,bus stop,rain,heart,face,tower,bank,cheeks,Batman,speaker,Thor,skinny,electric guitar,belly,cute,ice cream truck,bubble gum,top hat,Pink Panther,hand,bald,freckles,clover,armpit,Japan,thin,traffic,spaghetti,Phineas and Ferb,broken heart,fingertip,funny,poisonous,Wonder Woman,Squidward,Mark Zuckerberg,twig,red,China,dream,Dora,daisy,France,Discord,toenail,positive,forehead,earthquake,iron,Zeus,Mercedes,Big Ben,supermarket,Bugs Bunny,Yin and Yang,drink,rock,drum,piano,white,bench,fall,royal,seashell,Audi,stomach,aquarium,Bitcoin,volleyball,marshmallow,Cat Woman,underground,Green Lantern,bottle flip,toothbrush,globe,sand,zoo,west,puddle,lobster,North Korea,Luigi,bamboo,Great Wall,Kim Jong-un,bad,credit card,swimming pool,Wolverine,head,hair,Yoda,Elsa,turkey,heel,maracas,clean,droplet,cinema,poor,stamp,Africa,whistle,Teletubby,wind,Aladdin,tissue box,fire truck,Usain Bolt,water gun,farm,iPad,well,warm,booger,WhatsApp,Skype,landscape,pine cone,Mexico,slow,organ,fish bowl,teddy bear,John Cena,Frankenstein,tennis racket,gummy bear,Mount Rushmore,swing,Mario,lake,point,vein,cave,smell,chin,desert,scary,Dracula,airport,kiwi,seaweed,incognito,Pluto,statue,hairy,strawberry,low,invisible,blindfold,tuna,controller,Paypal,King Kong,neck,lung,weather,Xbox,tiny,icicle,flashlight,scissors,emoji,strong,saliva,firefighter,salmon,basketball,spring,Tarzan,red carpet,drain,coral reef,nose ring,caterpillar,Wall-e,seat belt,polar bear,Scooby Doo,wave,sea,grass,pancake,park,lipstick,pickaxe,east,grenade,village,Flash,throat,dizzy,Asia,petal,Gru,country,spaceship,restaurant,copy,skin,glue stick,Garfield,equator,blizzard,golden apple,Robin Hood,fast food,barbed wire,Bill Gates,Tower of Pisa,neighborhood,lightsaber,video game,high heels,dirty,flamethrower,pencil sharpener,hill,old,flute,cheek,violin,fireball,spine,bathtub,cell phone,breath,open,Australia,toothpaste,Tails,skyscraper,cowbell,rib,ceiling fan,Eminem,Jimmy Neutron,photo frame,barn,sandstorm,Jackie Chan,Abraham Lincoln,T-rex,pot of gold,KFC,shell,poison,acne,avocado,study,bandana,England,Medusa,scar,Skittles,Pokemon,branch,Dumbo,factory,Hollywood,deep,knuckle,popular,piggy bank,Las Vegas,microphone,Tower Bridge,butterfly,slide,hut,shovel,hamburger,shop,fort,Ikea,planet,border,panda,highway,swamp,tropical,lightbulb,Kermit,headphones,jungle,Reddit,young,trumpet,cheeseburger,gas mask,apartment,manhole,nutcracker,Antarctica,mansion,bunk bed,sunglasses,spray paint,Jack-o-lantern,saltwater,tank,cliff,campfire,palm,pumpkin,elephant,banjo,nature,alley,fireproof,earbuds,crossbow,Elon Musk,quicksand,Playstation,Hawaii,good,corn dog,Gandalf,dock,magic wand,field,Solar System,photograph,ukulele,James Bond,The Beatles,Katy Perry,pirate ship,Poseidon,Netherlands,photographer,Lego,hourglass,glass,path,hotel,ramp,dandelion,Brazil,coral,cigarette,messy,Dexter,valley,parachute,wine glass,matchbox,Morgan Freeman,black hole,midnight,astronaut,paper bag,sand castle,forest fire,hot sauce,social media,William Shakespeare,trash can,fire alarm,lawn mower,nail polish,Band-Aid,Star Wars,clothes hanger,toe,mud,coconut,jaw,bomb,south,firework,sailboat,loading,iPhone,toothpick,BMW,ketchup,fossil,explosion,Finn,Einstein,infinite,dictionary,Photoshop,trombone,clarinet,rubber,saxophone,helicopter,temperature,bus driver,cello,London,newspaper,blackberry,shopping cart,Florida,Daffy Duck,mayonnaise,gummy worm,flying pig,underweight,Crash Bandicoot,bungee jumping,kindergarten,umbrella,hammer,night,laser,glove,square,Morty,firehouse,dynamite,chainsaw,melon,waist,Chewbacca,kidney,stoned,Rick,ticket,skateboard,microwave,television,soil,exam,cocktail,India,Colosseum,missile,hilarious,Popeye,nuke,silo,chemical,museum,Vault boy,adorable,fast forward,firecracker,grandmother,Porky Pig,roadblock,continent,wrinkle,shaving cream,Northern Lights,tug,London Eye,Israel,shipwreck,xylophone,motorcycle,diamond,root,coffee,princess,Oreo,goldfish,wizard,chocolate,garbage,ladybug,shotgun,kazoo,Minecraft,video,message,lily,fisherman,cucumber,password,western,ambulance,doorknob,glowstick,makeup,barbecue,jazz,hedgehog,bark,tombstone,coast,pitchfork,Christmas,opera,office,insect,hunger,download,hairbrush,blueberry,cookie jar,canyon,Happy Meal,high five,fern,quarter,peninsula,imagination,microscope,table tennis,whisper,fly swatter,pencil case,harmonica,Family Guy,New Zealand,apple pie,warehouse,cookie,USB,jellyfish,bubble,battery,fireman,pizza,angry,taco,harp,alcohol,pound,bedtime,megaphone,husband,oval,rail,stab,dwarf,milkshake,witch,bakery,president,weak,second,sushi,mall,complete,hip hop,slippery,horizon,prawn,plumber,blowfish,Madagascar,Europe,bazooka,pogo stick,Terminator,Hercules,notification,snowball fight,high score,Kung Fu,Lady Gaga,geography,sledgehammer,bear trap,sky,cheese,vine,clown,catfish,snowman,bowl,waffle,vegetable,hook,shadow,dinosaur,lane,dance,scarf,cabin,Tweety,bookshelf,swordfish,skyline,base,straw,biscuit,Greece,bleach,pepper,reflection,universe,skateboarder,triplets,gold chain,electric car,policeman,electricity,mother,Bambi,croissant,Ireland,sandbox,stadium,depressed,Johnny Bravo,silverware,raspberry,dandruff,Scotland,comic book,cylinder,Milky Way,taxi driver,magic trick,sunrise,popcorn,eat,cola,cake,pond,mushroom,rocket,surfboard,baby,cape,glasses,sunburn,chef,gate,charger,crack,mohawk,triangle,carpet,dessert,taser,afro,cobra,ringtone,cockroach,levitate,mailman,rockstar,lyrics,grumpy,stand,Norway,binoculars,nightclub,puppet,novel,injection,thief,pray,chandelier,exercise,lava lamp,lap,massage,thermometer,golf cart,postcard,bell pepper,bed bug,paintball,Notch,yogurt,graffiti,burglar,butler,seafood,Sydney Opera House,Susan Wojcicki,parents,bed sheet,Leonardo da Vinci,intersection,palace,shrub,lumberjack,relationship,observatory,junk food,eye,log,dice,bicycle,pineapple,camera,circle,lemonade,soda,comb,cube,Doritos,love,table,honey,lighter,broccoli,fireplace,drive,Titanic,backpack,emerald,giraffe,world,internet,kitten,volume,Spain,daughter,armor,noob,rectangle,driver,raccoon,bacon,lady,bull,camping,poppy,snowball,farmer,lasso,breakfast,oxygen,milkman,caveman,laboratory,bandage,neighbor,Cupid,Sudoku,wedding,seagull,spatula,atom,dew,fortress,vegetarian,ivy,snowboard,conversation,treasure,chopsticks,garlic,vacuum,swimsuit,divorce,advertisement,vuvuzela,Mr Bean,Fred Flintstone,pet food,upgrade,voodoo,punishment,Charlie Chaplin,Rome,graduation,beatbox,communism,yeti,ear,dots,octagon,kite,lion,winner,muffin,cupcake,unicorn,smoke,lime,monster,Mars,moss,summer,lollipop,coffin,paint,lottery,wife,pirate,sandwich,lantern,seahorse,Cuba,archer,sweat,deodorant,plank,Steam,birthday,submarine,zombie,casino,gas,stove,helmet,mosquito,ponytail,corpse,subway,spy,jump rope,baguette,grin,centipede,gorilla,website,text,workplace,bookmark,anglerfish,wireless,Zorro,sports,abstract,detective,Amsterdam,elevator,chimney,reindeer,Singapore,perfume,soldier,bodyguard,magnifier,freezer,radiation,assassin,yawn,backbone,disaster,giant,pillow fight,grasshopper,Vin Diesel,geyser,burrito,celebrity,Lasagna,Pumba,karaoke,hypnotize,platypus,Leonardo DiCaprio,bird bath,battleship,back pain,rapper,werewolf,Black Friday,cathedral,Sherlock Holmes,ABBA,hard hat,sword,mirror,toilet,eggplant,jelly,hero,starfish,bread,snail,person,plunger,computer,nosebleed,goat,joker,sponge,mop,owl,beef,portal,genie,crocodile,murderer,magic,pine,winter,robber,pepperoni,shoebox,fog,screen,son,folder,mask,Goofy,Mercury,zipline,wall,dragonfly,zipper,meatball,slingshot,Pringles,circus,mammoth,nugget,mousetrap,recycling,revolver,champion,zigzag,meat,drought,vodka,notepad,porcupine,tuba,hacker,broomstick,kitchen,cheesecake,satellite,JayZ,squirrel,leprechaun,jello,gangster,raincoat,eyeshadow,shopping,gardener,scythe,portrait,jackhammer,allergy,honeycomb,headache,Miniclip,Mona Lisa,cheetah,virtual reality,virus,Argentina,blanket,military,headband,superpower,language,handshake,reptile,thirst,fake teeth,duct tape,macaroni,color-blind,comfortable,Robbie Rotten,coast guard,cab driver,pistachio,Angelina Jolie,autograph,sea lion,Morse code,clickbait,star,girl,lemon,alarm,shoe,soap,button,kiss,grave,telephone,fridge,katana,switch,eraser,signature,pasta,flamingo,crayon,puzzle,hard,juice,socks,crystal,telescope,galaxy,squid,tattoo,bowling,lamb,silver,lid,taxi,basket,step,stapler,pigeon,zoom,teacher,holiday,score,Tetris,frame,garden,stage,unicycle,cream,sombrero,error,battle,starfruit,hamster,chalk,spiral,bounce,hairspray,lizard,victory,balance,hexagon,Ferrari,MTV,network,weapon,fist fight,vault,mattress,viola,birch,stereo,Jenga,plug,chihuahua,plow,pavement,wart,ribbon,otter,magazine,Bomberman,vaccine,elder,Romania,champagne,semicircle,Suez Canal,Mr Meeseeks,villain,inside,spade,gravedigger,Bruce Lee,gentle,stingray,can opener,funeral,jet ski,wheelbarrow,thug,undo,fabulous,space suit,cappuccino,Minotaur,skydiving,cheerleader,Stone Age,Chinatown,razorblade,crawl space,cauldron,trick shot,Steve Jobs,audience,time machine,sewing machine,face paint,truck driver,x-ray,fly,salt,spider,boy,dollar,turtle,book,chain,dolphin,sing,milk,wing,pencil,snake,scream,toast,vomit,salad,radio,potion,dominoes,balloon,monkey,trophy,feather,leash,loser,bite,notebook,happy,Mummy,sneeze,koala,tired,sick,pipe,jalapeno,diaper,deer,priest,youtuber,boomerang,pro,ruby,hop,hopscotch,barcode,vote,wrench,tissue,doll,clownfish,halo,Monday,tentacle,grid,Uranus,oil,scarecrow,tarantula,germ,glow,haircut,Vatican,tape,judge,cell,diagonal,science,mustard,fur,janitor,ballerina,pike,nun,chime,tuxedo,Cerberus,panpipes,surface,coal,knot,willow,pajamas,fizz,student,eclipse,asteroid,Portugal,pigsty,brand,crowbar,chimpanzee,Chuck Norris,raft,carnival,treadmill,professor,tricycle,apocalypse,vitamin,orchestra,groom,cringe,knight,litter box,macho,brownie,hummingbird,Hula Hoop,motorbike,type,catapult,take off,wake up,concert,floppy disk,BMX,bulldozer,manicure,brainwash,William Wallace,guinea pig,motherboard,wheel,brick,egg,lava,queen,gold,God,ladder,coin,laptop,toaster,butter,bag,doctor,sit,tennis,half,Bible,noodle,golf,eagle,cash,vampire,sweater,father,remote,safe,jeans,darts,graph,nothing,dagger,stone,wig,cupboard,minute,match,slime,garage,tomb,soup,bathroom,llama,shampoo,swan,frown,toolbox,jacket,adult,crate,quill,spin,waiter,mint,kangaroo,captain,loot,maid,shoelace,luggage,cage,bagpipes,loaf,aircraft,shelf,safari,afterlife,napkin,steam,coach,slope,marigold,Mozart,bumper,Asterix,vanilla,papaya,ostrich,failure,scoop,tangerine,firefly,centaur,harbor,uniform,Beethoven,Intel,moth,Spartacus,fluid,acid,sparkles,talent show,ski jump,polo,ravioli,delivery,woodpecker,logo,Stegosaurus,diss track,Darwin Watterson,filmmaker,silence,dashboard,echo,windshield,Home Alone,tablecloth,backflip,headboard,licorice,sunshade,Picasso,airbag,water cycle,meatloaf,insomnia,broom,whale,pie,demon,bed,braces,fence,orange,sleep,gift,Popsicle,spear,zebra,Saturn,maze,chess,wire,angel,skates,pyramid,shower,claw,hell,goal,bottle,dress,walk,AC/DC,tampon,goatee,prince,flask,cut,cord,roof,movie,ash,tiger,player,magician,wool,saddle,cowboy,derp,suitcase,sugar,nest,anchor,onion,magma,limbo,collar,mole,bingo,walnut,wealth,security,leader,melt,Gandhi,arch,toy,turd,scientist,hippo,glue,kneel,orbit,below,totem,health,towel,diet,crow,addiction,minigolf,clay,boar,navy,butcher,trigger,referee,bruise,translate,yearbook,confused,engine,poke,wreath,omelet,gravity,bride,godfather,flu,accordion,engineer,cocoon,minivan,bean bag,antivirus,billiards,rake,cement,cauliflower,espresso,violence,blender,chew,bartender,witness,hobbit,corkscrew,chameleon,cymbal,Excalibur,grapefruit,action,outside,guillotine,timpani,frostbite,leave,Mont Blanc,palette,electrician,fitness trainer,journalist,fashion designer,bucket,penguin,sheep,torch,robot,peanut,UFO,belt,Earth,magnet,dragon,soccer,desk,search,seal,scribble,gender,food,anvil,crust,bean,hockey,pot,pretzel,needle,blimp,plate,drool,frog,basement,idea,bracelet,cork,sauce,gang,sprinkler,shout,morning,poodle,karate,bagel,wolf,sausage,heat,wasp,calendar,tadpole,religion,hose,sleeve,acorn,sting,market,marble,comet,pain,cloth,drawer,orca,hurdle,pinball,narwhal,pollution,metal,race,end,razor,dollhouse,distance,prism,pub,lotion,vanish,vulture,beanie,burp,periscope,cousin,customer,label,mold,kebab,beaver,spark,meme,pudding,almond,mafia,gasp,nightmare,mermaid,season,gasoline,evening,eel,cast,hive,beetle,diploma,jeep,bulge,wrestler,Anubis,mascot,spinach,hieroglyph,anaconda,handicap,walrus,blacksmith,robin,reception,invasion,fencing,sphinx,evolution,brunette,traveler,jaguar,diagram,hovercraft,parade,dome,credit,tow truck,shallow,vlogger,veterinarian,furniture,commercial,cyborg,scent,defense,accident,marathon,demonstration,NASCAR,Velociraptor,pharmacist,Xerox,gentleman,dough,rhinoceros,air conditioner,poop,clock,carrot,cherry,candle,boots,target,wine,die,moon,airplane,think,pause,pill,pocket,Easter,horse,child,lamp,pillow,yolk,potato,pickle,nurse,ham,ninja,screw,board,pin,lettuce,console,climb,goose,bill,tortoise,sink,ski,glitter,miner,parrot,clap,spit,wiggle,peacock,roll,ballet,ceiling,celebrate,blind,yacht,addition,flock,powder,paddle,harpoon,kraken,baboon,antenna,classroom,bronze,writer,Obelix,touch,sensei,rest,puma,dent,shake,goblin,laundry,cloak,detonate,Neptune,cotton,generator,canary,horsewhip,racecar,Croatia,tip,cardboard,commander,seasick,anthill,vinegar,hippie,dentist,animation,Slinky,wallpaper,pendulum,vertical,chestplate,anime,beanstalk,survivor,florist,faucet,spore,risk,wonderland,wrestling,hazelnut,cushion,W-LAN,mayor,community,raisin,udder,oyster,sew,hazard,curry,pastry,mime,victim,mechanic,hibernate,bouncer,Iron Giant,floodlight,pear,sad,paw,space,bullet,skribbl.io,shirt,cow,worm,king,tea,truck,pants,hashtag,DNA,bird,Monster,beer,curtain,tire,nachos,bear,cricket,teapot,nerd,deaf,fruit,meteorite,rice,sniper,sale,gnome,shock,shape,alligator,meal,nickel,party,hurt,Segway,Mr. Bean,banker,cartoon,double,hammock,juggle,pope,leak,room,throne,hoof,radar,wound,luck,swag,panther,flush,Venus,disease,fortune,porch,machine,pilot,copper,mantis,keg,biology,wax,gloss,leech,sculpture,pelican,trapdoor,plague,quilt,yardstick,lounge,teaspoon,broadcast,uncle,comedian,mannequin,peasant,streamer,oar,drama,cornfield,carnivore,wingnut,vent,cabinet,vacation,applause,vision,radish,picnic,Skrillex,jester,preach,armadillo,hyena,librarian,interview,sauna,surgeon,dishrag,manatee,symphony,queue,industry,Atlantis,excavator,canister,model,flight attendant,ghost,pig,key,banana,tomato,axe,line,present,duck,alien,peas,gem,web,grapes,corn,can,fairy,camel,paper,beak,corner,penny,dig,link,donkey,fox,rug,drip,hunter,horn,purse,gumball,pony,musket,flea,kettle,rooster,balcony,seesaw,stork,dinner,greed,bait,duel,trap,heist,origami,skunk,coaster,leather,socket,fireside,cannon,ram,filter,alpaca,Zelda,condiment,server,antelope,emu,chestnut,dalmatian,swarm,sloth,reality,Darwin,torpedo,toucan,pedal,tabletop,frosting,bellow,vortex,bayonet,margarine,orchid,beet,journey,slam,marmalade,employer,stylus,spoiler,repeat,tiramisu,cuckoo,collapse,eskimo,assault,orangutan,wrapping,albatross,mothball,evaporate,turnip,puffin,reeds,receptionist,impact,dispenser,nutshell,procrastination,architect,programmer,bricklayer,boat,bell,ring,fries,money,chair,door,bee,tail,ball,mouse,rat,window,peace,nut,blush,page,toad,hug,ace,tractor,peach,whisk,hen,day,shy,lawyer,rewind,tripod,trailer,hermit,welder,festival,punk,handle,protest,lens,attic,foil,promotion,work,limousine,patriot,badger,studio,athlete,quokka,trend,pinwheel,gravel,fabric,lemur,provoke,rune,display,nail file,embers,asymmetry,actor,carpenter,aristocrat,Zuma,chinchilla,archaeologist,apple,hat,sun,box,cat,cup,train,bunny,sound,run,barrel,barber,grill,read,family,moose,boil,printer,poster,sledge,nutmeg,heading,cruise,pillar,retail,monk,spool,catalog,scuba,anteater,pensioner,coyote,vise,bobsled,purity,tailor,meerkat,weasel,invention,lynx,kendama,zeppelin,patient,gladiator,slump,Capricorn,baklava,prune,stress,crucible,hitchhiker,election,caviar,marmot,hair roller,pistol,cone,ant,lock,hanger,cap,Mr. Meeseeks,comedy,coat,tourist,tickle,facade,shrew,diva,patio,apricot,spelunker,parakeet,barbarian,tumor,figurine,desperate,landlord,bus,mug,dog,shark,abyss,betray
submitted by _ButterMyBread to skribbl [link] [comments]

Round Concept: Rushin' Roulette (Race)

Round Concept: Rushin' Roulette (Race)
"Avoid the obstacles and complete 5 laps on the big roulette!"
Rushin' Roulette puts a spin on the classic race formula, with players completing multiple laps of a circuit instead of on a straightforward obstacle course. In this case, the course is a giant roulette wheel divided into three parts: the inner, middle, and outer rings.
  • As everyone knows, the inside track of a circle is shorter, so the inner section of the wheel is designed to slow players down and be riskier. For example, the most common version has each section divvied up by walls that players must jump over.
  • The main ring contains the fewest obstacles but lacks the boost from the inner or outer paths. Obstacles for this segment can include Pressure Washers (see Clam Up) or floor launchers.
  • The outer ring is the longest route, so to compensate, the outer ring spins forward like an actual roulette wheel. However, there is a risk to this path as well. A roulette ball will spin along this route, so players must weave into the main ring periodically to avoid it.
Occasionally, the outer ring will stop spinning and the ball will roll down through the main ring into an inner segment. It will then disappear and be dropped back in via a chute as the out ring begins spinning again.
https://preview.redd.it/zzh4xelbxpg61.png?width=1280&format=png&auto=webp&s=4ca93a5a2d6b6ea1388bb4770193b3ce8db9bf7c
Player Distribution
Because the track is so small and the rings are so different, starting in the front row or closer to a ring may give too much of an advantage. My main solution is to have players start at different positions around the course, possibly in groups of 3-6. The finish line for each player is marked by a glow that only they can see. This makes it more likely for players to interact as the faster players pass the slow ones.
The Casino Heist Set:
Check out my other ideas!

History
This one started out as a Fruit Chute type race called Whirlpool. The course was a funnel with conveyors or "flowing" slippery suds that spiraled down into a pit at the center. The start and finish lines were on platforms on the outer edge. They were near each other, but the finish line was "upstream". Players would either have to go against the current avoiding obstacles or take the long way around following the current. You could also get a shorter path by going close to the center, but this risked getting sucked into the pit.
My idea to do a roulette wheel came during the creation of the Easter Egg Hunt, with a roulette dispersing eggs randomly. This was eventually re-worked into Egg Roll, which can be found in the same post.
Next, Rushin' Roulette was a giant roulette wheel, where the whole ring spun. A coin dispenser up above would drop coins, and players would have to collect them to score points (similar to jumping through hoops in Ski Fall). Players would have to run against the spin of the wheel to stay under the dispenser or go the long way around to wind up back under it. (A little bit of this idea snuck its way into Egg Noggin.)
Then I had another idea as a Survival round players were on a roulette table, with a roulette wheel down below. The roulette wheel would select slots and players standing on those selected slots would fall down into the wheel. You would have to avoid the ball (instant elimination) while trying to earn your way back up to the table by grabbing coins... if this sounds complicated and not fun, that is because it is. MediaTonic did this better in Snowball Survival.
Eventually, I just went with a race around a roulette wheel using Whirlpool's idea. Occam's razor. I kept the idea of dodging the ball from the Survival round. Instead of having the whole ring spin, I divided it up into segments. I played around with having holes in the center, but that always ended up too easy to jump over or too frustrating if you fell in and had to start the lap over (maybe a variant someday). Instead, I created the dividing walls.
And that's the history of this one round. Man, this part is longer than the rest of the post. I guess that's just the process.
submitted by Sethbreloom94 to FallGuysGame [link] [comments]

Respect Red Jacket Lupin the 3rd! (Lupin the 3rd Part 2)

"That just means the game isn't over yet! The goddess of victory will smile upon me, Lupin III!"
Required listening for this thread
Lupin III is the grandson of Arsène Lupin. He is the world's most wanted gentleman thief. Lupin is acknowledged by virtually every law agency on earth as the world's number one thief. Often in his adventures, he and his colleagues, Daisuke Jigen and Goemon Ishikawa XIII, will take it upon themselves to foil other criminals engaged in more violent crimes. While first glance may imply Lupin as fun-loving, flighty, perhaps even "goofy", his surface façade overcoats a brilliant imagination and a thorough knowledge of a hundred varying sciences. Forever extemporizing and reevaluating, Lupin has been responsible for heists no right-minded individual would believe possible. While arrested and jailed on numerous occasions, typically by his nemesis Inspector Zenigata, he has always managed to escape. He has a fondness for fancy gadgets from time to time plus hands-on experience in many skills a thief would find useful. His infatuation with Fujiko Mine is perhaps his most significant weakness, as it lands him in undesirable situations most of the time.

Equipment

Exactly what it sounds like. They are released to distract the motion sensors of an extremely secure museum
A rapidly expanding airbag.
Lupin's trademark blue and white boxer shorts double as an emergency parachute.
A small bomb that detonates when shot by Jigen.
A set of balloons that lift an Egyptian death mask display. Lupin also has a larger set they used to steal the Statue of Liberty
A briefcase containing a rapidly expanding balloon filled with knockout gas.
A small, golden coin with his face on it. When thrown, releases a giant Lupin-shaped dummy.
Several large barrels of explosive liquid set off by flaming rags.
A massive hang-glider shaped like a bat.
A grenade that, upon contact, expands into a massive blow up doll.
A decorative bracelet with a wire/chain on the end.
A pair of wings and an engine that extend from a handheld briefcase.
A massive bubble that protects Lupin from traps.
A nearly invisible hang-glider.
A small, silver ball that emits a loud bang, a burst of light, and rainbow confetti.
A large, green balloon with Lupin's face on it.
A paddleboat hidden within a larger boat's hull. The boat also has a large engine on the back
Several duck-shaped bombs that are capable of sinking large ships. They do not discern what they're blowing up, however, and can be dangerous. They can also be hidden
A dummy head that when stomped emits a thick smokescreen.
A dummy large enough for Lupin to hide inside. Can expand enough to lift a large truck
An electric gun developed by the same scientist who invented Lightsabers. Can cut through bullet proof glass, lift a store's worth of jewels and helps pull a building apart. It also instantly KOs Zenigata
Includes exploding chewing gum, exploding cigarettes, exploding cigars, an explosive hat an exploding head, a exploding lighter, a exploding mask, exploding navigation stick, an explosive suit, an explosive tooth, and an explosive watch
One of Lupin's left molars. Has a brevity of uses including a remote control for one of his vehicles, a computer that can analyze any drugs he's given, a pair of robotic arms that can throw the drugs back, a radio, and a lockpick
A small aerosol can that allows Lupin to lift fingerprints from a glass.
A small grenade that lets off a colorful explosion.
A remotely-controlled flying car. It manages to lift off the ground but nothing else.
A small device that opens a miniature black hole when used.
A grenade with a powerful knockout gas. Works fast enough to cover an entire oil rig in seconds.
A massive, propelled dummy of Lupin and Jigen that explodes with a giant boom and flash
A rocket fired from an RPG that, when detonated, sprays glue strong enough to stick several large ships together.
Pieces needed to assemble a working go-kart.
A small hang-glider that carries a single missile.
A standard hearse that turns into a helocopter.
A horse capable of outrunning several jeeps, dodging bullets, and running across a small ladder. Lupin has a way with animals that allows him to frequently use them in his escapes. Also he got a horse to do this once. I don't feel like trying to explain it.
A standard jetpack.
A pair of shoes which turn into personal jetpacks when activated by tapdancing. They can also be used offensively and for escapes
A small kusari-gama capable of swinging a car back onto an icy road
Works as a lighter and also can emit a powerful knockout gas. Also explodes when dynamite is strapped to it, as most things do and works as a communicator
A powerful drug slipped into Zenigata's drink.
A pair of magnetic hand grips that assist in climbing.
Standard marbles or ball bearings used to make a pursuer lose their footing.
A small kite able to carry Lupin.
A mini oxygen tank shaped like a cigarette.
A fleet of tiny RC cars, all remotely controlled by Lupin. Comes in Red, Green, and Yellow.
A breathing device kept in Lupin's jacket.
A gun that fires a suction cup dart that once attached pierces a glass window. It goes on to attach itself to a safe's dial. Lupin can control the dart remotely, cracking a safe from outside the room
A helicopter controlled by a small joystick.
Similar to his helicopter except it is controlled by a Gameboy-like controller.
A riding crop that fires miniature tranquilizer darts.
A bright light attached to a ring on Lupin's finger.
A pair of robotic legs that can be attached to an object. Strong enough to make a statue run through a wall.
A device hidden within an elevator that causes it to turn into a high powered rocket.
A pair of weights fired from an rpg. Used to wrap around submarines to weigh them down.
A small device created by Lupin that instantly cracks a safe.
A small silver sticker that delivers a massive shock "bigger than a stun gun"
A pair of knives fired from the tips of Lupin's shoes.
A small transmitter in Lupin's shoe that signals a nearby biplane. The plane has a large bomb attached to it.
A silver copy of Lupin's signature weapon. Lupin states it is "only for threatening".
An immediately effective sleeping aerosol.
Creates a thick smoke for quick escapes.
A pack of cigarettes that react when dropped in water to create a thick smokescreen.
A small bomb that can stick to any surface. The adhesive is strong enough a grown man cannot remove it and the explosion is large enough to topple a massive statue.
A car that doubles as a submarine with the flip of a switch. Allows Lupin and the gang to avoid a missile.
A pistol-sized gun that fires a suction cup on a rope. Strong enough to lift a man.
A car that can be driven from either the front or the rear.
Adhesive bombs with a set timer.
An umbrella that grows in size and operates that a helicopter's blades.
A small bomb that causes a big boom.
Allow Lupin to see hollow spots underground.
A propelled underwater vehicle. When surfacing, turns into a raft
A small machine Lupin wears around one of his teeth.
A small camera inside Lupin's watch. Can take and print photos.
Different from his normal grappling hook, this is attached to a pistol-like controller that reels it in.
A small dart fired from Lupin's watch that emits a trackable signal.
A sword made of pressurized water. Stated to be as "hard as diamond". During their duel, the blade cuts a door in half
A pair of wings that protrude from Lupin's car allowing it to glide.
A wingsuit.
A pocket-sized yo-yo.

Speed

General
Movement
Reaction

Skill

Accuracy
Dodging
Driving
Escapes
Fighting Ability
General
Quick Thinking
Sleight of Hand

Disguises

As Lupin uses disguises all the time, gathering every single disguise he uses would fill the entire respect thread. I gathered some of my favorites for this section.
submitted by CalicoLime to respectthreads [link] [comments]

Why Triggering the GameStop Infinite Gamma Squeeze is a Terrible Idea

I'll probably be called a billionaire bootlicker or suits simp by wsb fans for this, but please read and consider all the factors I will lay out here:
(Disclaimer: if you have participated in the GameStop squeeze, some of this may offend you -- but my point is not to shame anyone for having participated, but to those CONTINUING to participate.)
7 Reasons why you should not continue to participate in the GameStop Short Squeeze (or partake in "hive mind pump and dump schemes".

1 Initial Overview

This GameStop short squeeze has to stop, it's currrently collapsing consumer confidence in the market and creating market volatility, and if the infinite squeeze is triggered -- the hedge funds will be forced to liquidate all their positions from the market. What do you think the market will look like after $10-$100+ billion gets liquidated out of the market?
Now you're messing with people's retirement money -- your own family's even, if they have 401k's or Roth IRA's. Don't get me wrong, I invested in GME back in December because I liked where the company was going, their revenue was increasing rapidly, and I heard it could go through a short squeeze. (I didnt realize it would be Worldwide News) I took my profits, but now you have hundreds of thousands of people flooding into the investing market looking to make a quick buck off of GME and AMC -- if you want to gamble, go to a casino.

2 The Justice Has Already Been Delivered

GameStop and AMC now have raised PLENTY of capital to pull themselves away from bankruptcy, (yay we saved two great companies looking to turn themselves around!) and the hedge funds have been bled of 10-25% of their capital for trying to borderline bankrupt these two companies. I'm pretty sure they've learned their lesson. Government and the SEC have stated that they are heavily monitoring the situation, they will likely have a Congressional Hearing, and punishment will be handed down to those Hegde Funds.
Now we just need to hold the SEC and Government accountable for implementing regulations against hedge funds. No "slaps on the wrist" or warnings. Be aware though -- there are connections in the current administration with Citadel -- the Hedge Fund behind this chaos. This is why we need to watch the SEC and Government closely to see how they handle this.

3: Making a Mockery of the Stock Market will only hurt Retail Investors and Increase the Wealth Gap.

Personally, I'm just a lower-class normal dude who decided to learn how investing works in April after the market crashed. I saw it as a good time to get in and learn. I've been able to grow my account by over 700%. It has been life changing for me.
So many lower-income investors who have been slowly learning and enjoying making steady gains on the market this past year are growing frustrated with this new "hive mind" of retail investors running around "wHaT wE gOnNa pUmP nExT gUyS?!?!"
This trend has now spilled over into other stocks. Some of them have "high short interest" like AMC, Bed Bath and Beyond, sure. But others like Nokia, or (NOK), aren't even being shorted! (15% short interest). So people are now riding this hive mind retail swarm into pumping and dumping on rookie investors. (ie. Dogecoin)
That's not how this stuff works. It's not "our turn" to manipulate the market. Play by the rules like everyone else that has respect for the market. Not like every hedge fund that has abused the market. You don't "pump" stocks or securities. That's market manipulation.
Research and invest in companies with good momentum, financials, or companies you believe in and want to see do better. Not something someone on the internet told you to buy.
Commonfolk now have the ability to invest and learn -- make money and improve their lives just like all the rich people who have had easy access to the market for a hundred years! We just have to play by the rules!

5: Triggering the Infinite Gamme Squeeze will bankrupt a couple hedge funds, but also make even bigger Hedge Funds MUCH richer.

One key point the wsb crowd has not even considered is: Look at who the "long investors" who are on GameStop. There are some ugly names that stand to profit WAYYYY more than any retail investors will. Is that what we want to do? Bankrupt a few hedge funds and flow more money into bigger ones? Not me.
On top of that, if you don't understand how "whales" move markets, what do you think will happen if GameStop shoots to some epic number? Do you think you'll be able to sell and collect your profits before the billion dollar investment groups with fancy ass computers (and algorithms programmed to lock in an exit strategy) sell before you? Doubt it.

6: We are literally recreating history... Bad History

The people treating the market like a pump and dump casino have no respect for history. Remember the financial collapse of Germany's Weimar Republic back in the 1920's? Read the book "When Money Dies: The Nightmare of Deficit Spending, Devaluation, and Hyperinflation in Weimar Germany"
Here are a couple excerpts from that book:
"Gambling on the stock exchange had became the fashion-- the only way to avoid losing all one's money and perhaps to add to it. Many new bankers were giving people advice, the flight from the krone governing all transactions."
"the large numbers of unemployed, their passions fermented by the Communists, are seething with discontent ... a mob has attempted to set the Parliament building on fire."
Sound a little familiar...? the Weimar Republic at the time was also going through a stretch of partisan political extremism. We've also been printing money like crazy. I dont know about you, but I don't want to see our country's financial system collapse.

7: Hypothetical Conspiracy Theory (Put on your tinfoil thinking cap)

Lastly, the CEO of Citadel, the hedge fund overlooking all of this chaos. Look him up -- I would NOT be surprised if the GME Infinite Gamma Squeeze was a foreign adversary's psy-op to get us to collapse our entire stock market. I know that sounds like a conspiracy theory, but just consider it.
We've already had our health system collapsed by this foreign adversary, we've already had our government, universities, and businesses infiltrated by this foreign adversary all in the last 10 yearrs. (Plenty of Department of Justice links I can share with you if you need proof of that) Why wouldn't they coordinate a stock market crash as well?
If you really wanna "stick it to the hedge funds" -- Learn how to invest, research good stocks/cryptos/investments, make money the honest way, and SHRINK THE WEALTH GAP through dedicated reading and learning. Not by following stupid hive mind retail pump and dumps.
TL:DR - To the people trying to trigger an infinite squeeze so they can bleed the entire market dry into their pockets -- this makes you NO better than the hedge funds who did it to our country in 2008-2009. You're just putting our financial system on the brink of collapse. Just gonna end up one side of the same ugly coin -- the same paradigm we hate about our government.
I just want to close this by saying thank you if you made it through this novel of an essay. If there are any people who would like to provide counter opinions to anything I said, please feel free -- I am not a financial expert and have only been reading about this stuff since March.
(I am also not your financial advisor)
submitted by michiganmind to conspiracyNOPOL [link] [comments]

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

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

Abstract:

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

**“Once upon a time, around a table…”

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

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

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

Session 2: The Ethics of a Dungeon Master

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

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

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