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

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

Abstract:

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

**“Once upon a time, around a table…”

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

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

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

Session 2: The Ethics of a Dungeon Master

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

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

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

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

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

Abstract:

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

**“Once upon a time, around a table…”

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

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

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

Session 2: The Ethics of a Dungeon Master

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

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

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

Jon Moxley is a name many associate with AEW - after all he is their current reigning and defending Undisputed Champion of the World. However his reign has fallen flat. He has felt empty and like he’s missing something this whole time. I put it down to COVID. His champions coronation promo saw him say that the real champions were the fans, and he would fight for them. But when they were gone he felt empty. So as per the prompt, we will remove COVID-19 from the situation. So in a perfect world, this is how I would...
Book Jon Moxley’s AEW World Championship Reign - Part 1: Welcome to the New World
The events leading up to and including Revolution stay indictable. It was a good build with the Moxley joining The Inner Circle fake out and the mini-tournament that spanned across Bash at the Beach and the Jericho Cruise ship. The Dynamite after he makes the same promo about how the real champions are the fans and he will defend it for them. The week after he then has his list confrontation with Chris Jericho. Jericho and The Inner Circle stand in their private box above the fans, cutting a promo while Jon is in the ring. Jericho says it’s was a fluke and he wants a rematch. “We ain’t in the fed anymore Chris, I ain’t handing out rematches like candy”. Jon storms up and beats down on all of The Inner Circle, hitting Jericho with a Paradigm Shift through the table covered in popcorn and bubbly to the crowds roar. He then celebrates with the title among them.
Then at Blood and Guts, it’s The Elite vs. The Inner Circle. Once we’ve just entered The Match Beyond, with Cody finally leaving his cage to join the match, The Bucks lock him out. They call The Inner Circle to a truce as they beat the ever loving fuck out of Kenny Omega and Adam Page. They mug the two men, as Cody is forced to watch his best friends and the foundation of his company destroyed. The Bucks leave the structure and double team Cody on the outside. They then leave. The rest of The Elite put up a good fight but since it’s 5-3, they obviously lose to The Inner Circle.
Next week The Young Bucks come out to cut a promo stating what they did what they did. Simply, they don’t need The Elite. Well not they don’t need The Elite, because they are the elite, they don’t need the human Dusty Memorial, video game nerd and alcoholic. Since they’re EVP’s, they insert themselves into a match against Omega and Page for the tag titles next week. It’s just as good as Revolution, maybe even better as they both have even more passion within them to beat the others. In the end The Bucks hit More Bang for Your Buck and pin Hangman for the win. They are your new AEW Tag Team Champions.
After losing Blood and Guts to The Inner Circle, after his best friends Matt and Nick Jackson turning on him and Cody and Adam Page, after losing his AEW Tag Team Championships to Matt and Nick, Kenny Omega is at rock bottom. The week after losing the tag titles, he wrestles Darby Allin in that weeks main event in a TNT Championship tournament match. Kenny comes out to a lukewarm reaction while his opponent Darby Allin gets a huge pop as he rolls down the ramp on his skateboard. He jumps off the skateboard, through the middle ropes and rolls into the ring. Ringside member throws the skateboard back towards Darby and he kicks the match off hot with a skateboard assisted Dropkick!
Allin takes Kenny to the corner and hits a Hesitation Dropkick. He then hits a Snapmare and Springboard Meteora! Kenny is already dazed and the match has only gone a few seconds. Kenny goes for a lariat but Darby ducks and hits a Pele Kick followed by Rolling Youshi Tonic! 1......2.....Kenny barely kicks out. Darby then recovers in the corner while Kenny is flushed. Kenny regains his composure and begins to fight back. He hits a V-Trigger and starts to go back and forth with Darby. Darby however counters out of a One Winged Angel and hits a Backstabber followed by Coffin Drop. 1.........2.......3. Darby Allin advances.
Jon Moxley is interviewed by Tony Schiavone about his accolades thus far and his ultimate goal. Jon tells Tony that so far he’s done all he needs to do, and that’s kick ass. And by being the quintessential ass kicker, he got the AEW World Championship. Darby Allin, Chris Jericho, Pac, Kenny Omega - all have succumb to him. Tony asks if he sees himself as being morally correct. Jon responds with “I used to know a guy who often said: I’m not a bad guy, but I’m not a good guy. You know what he was? He was THE guy.” Moxley says how he is that guy in terms of accolades, being the king of the AEW mountain. Lastly he’s asked on who he thinks will be the first to step up to him. “I don’t know who they are, but they can kiss being able to walk for the week following goodbye is all I know.”
On the final episode of Being The Elite now that The Bucks are gone - we see Adam Page and Kenny drinking at a bar, the fall of The Elite never being so present. The episode ends when Kenny leaves the bar and heads to their car, and in the rain finds a pair of aviator shades resting on the seat of his car. He puts them on and we see a man we haven’t seen in a long time - The Cleaner. This clip is replayed on Dynamite with some higher quality. That same Dynamite the Casino Battle Royale is announced to take place on Dynamite to determine who will challenge Jon Moxley for the AEW Championship at Double or Nothing.
New rules are input - all 21 entrants will draw a card. The suit of their card will determine when they come out. Each suit come out in one batch at time intervals. For the first 5 entrants - all those entrants are of the Spades deck. Then entrants 6-10 will be of the Clubs deck, 11-15 the Diamonds and 16-20 the hearts. Everyone enters at 90 second time intervals with the Joker coming out last as the 21st entrant. The winner faces Jon Moxley for the AEW Championship at Double or Nothing. Jon Moxley cuts a promo the week before the Casino Battle Royale and roasts everyone of the possible people to win the match and face him. He comes at Jericho, MJF, Pac, but mainly Kenny Omega.
Spades:
1- The Butcher
2- The Blade
3- “Broken” Matt Hardy
4- MJF
5- Dustin Rhodes
Butcher and Blade start the match off. A tag team being 1 and 2 in these type of matches always draws a pop and the two go at it before the crowd explode for Broken Matt Hardy! We hear his old Impact theme and he walks down, finally broken, finally free. MJF follows suit and the boos rain down because as soon as he locks eyes with Hardy, he starts imitating he’s got a broken back and the crowd want him dead. Dustin Rhodes come out next and has a nice moment with Matt before they start fighting. Butcher and Blade then begin to team up and try and eliminate some people.
Hearts:
6- Jake Hager
7- Diamond Dallas Page
8- Billy Gunn
9- Tommy Dreamer
10- Sonny Kiss
Jake Hager comes out and tries to dump Dustin out immediately. They go back and forth before they eliminate each other brawling over the ropes. DDP then comes out to a big pop, followed by a big pop when Billy Gunn comes out, followed by another big pop when Tommy Dreamer comes out! Tour of the dads! DDP gives everyone a Diamond Cutter, and Gunn gives a Famouser to MJF. Sonny Kiss comes out and has a face off with Dreamer. Kiss then bashes Dreamer’s face into his ass like last year.
Clubs:
11- Shawn Spears
12- Joey Janela
13- Wardlow
14- Masato Tanaka
15- Jimmy Havoc
Break from the comedy as Shawn Spears comes out and we’re getting serious. Spears takes out Billy Gunn as soon as he walks in, takes out DDP, goes to eliminate Dreamer but Dreamer gets out and fights back. Joey Janela and Dreamer have a hardcore brawl, Wardlow comes out to help MJF and they fight with Butcher and The Blade. Throwback spot, as Masato Tanaka comes out! Jimmy Havoc comes out, and joins the Dreamer and Janela fight. They use a couple weapons, before Havoc knocks a kendo stick over the head of Janela, before hitting an Acid Rainmaker to Dreamer and he falls through a table as he falls out!
Diamonds:
16- Brodie Lee
17- Jeff Cobb
18- Michael Nakazawa
19- Lance Archer
20- Kenny Omega
Brodie Lee gets a huge pop when he enters, making his AEW debut tonight. He comes in and Discus Clothesline’s everyone, before dumping out Sonny Kiss. Butcher and The Blade go to eliminate Brodie Lee, but Lee gets out. Butcher and Blade turn around and are tossed out by Wardlow and MJF. Jeff Cobb comes out and has a monsters brawl with Brodie Lee. Cobb and Lee take down everyone in the ring, and then - Michael Nakazawa. He comes out and looks at Cobb and Lee, side to side, oh boy he’s made a mistake. He undoes his thong and does his general antics before Lance Archer comes out making his AEW debut! Archer, Cobb and Lee all surround Nakazawa. Oh Jesus he chose the wrong day to be a human. Wardlow then walks in and to every direction he looks, a monster surrounds him. He then walks through a gap and simply dumps himself out to avoid harm. Then all the monsters have a huge fight. Final entrant before Joker and it’s who we’ve all been waiting for, it’s Kenny Omega.
Joker:
21- Chris Jericho
Jericho walks out with the Joker card in hand, as Pyro shoots off around him. Jericho nails a Judas Effect to Masato Tanaka who collapses to the outside. Jimmy Havoc and Joey Janela bring a ladder into the ring and take down everyone. Janela climbs to the top of the ladder and goes for a Diving Elbow to a pile of people below him, but Jimmy Havoc from behind climbs up and locks in a barbed wire bat assisted choke hold! Then everyone below team up to push them to the outside! Broken Matt Hardy and Chris Jericho have a fight, and Jericho wins, tossing out Hardy.
Eight remaining in the ring and finally after everyone hit their finishers, Wardlow is tossed out, followed by Lance Archer eliminating MJF with a Razor’s Edge to the outside, into Wardlow. Kenny Omega eliminates Shawn Spears with a mighty V-Trigger and he starts to have a great contest with Jeff Cobb. However now it’s Jericho teaming with Jeff Cobb as they’re Inner Circle buddies. They both team up to eliminate Lance Archer. Jericho then thinks “right, Cobb’ll just throw himself out won’t he?” Jericho then berates Cobb to get out, let him win - TOUR OF THE ISLANDS FROM COBB!! Kenny Omega picks Jericho up and it’s Double or Nothing 2019 all over again.
Omega and Jericho start to go at it. Jericho throws a Judas Effect but Omega ducks and throws him out. Omega then looks down at Jericho and gets his win back from him. Jeff Cobb and Kenny Omega are the final two left standing and they go at it. Cobb uses his amazing strength to nearly eliminate Kenny so many times but he fails each time. Omega then manages to get Cobb up on his shoulders, One Winged Angel! Huge pop at this as Omega v-triggers Cobb out to win the match. After the match Jon Moxley walks out. He walks up to Omega and holds his title high.
On the go home show, Omega then comes out with Michael Nakazawa, Riho and Adam Page behind him. Omega is in a white t-shirt and his tights. The foursome stare down Moxley and he tells Moxley that this isn’t the old him - this is the best him. “I have got this group of guys by my side and my lover back in Japan standing with me. I got rid of those punk ass bitches Matt and Nick, I got rid of everything from my recession era - all I need now is your AEW Championship.” The two close the show with a gigantic stare down before Double or Nothing.
Double or Nothing 2020:
Jon Moxley (c) vs. Kenny Omega - AEW World Championship
Kenny enters first. It starts with a video playing on the titantron of a montage of Kenny’s road to being led here as a version of Devil’s Sky plays. It features his friendship with Kota Ibushi, Michael Nakazawa, Riho, Adam Page and finally leading him to this moment. It finishes with a quick recap of their beef over the past few months. Jon won the first time - but that wasn’t an official match in the record books. Kenny has everything to lose going in here. It’s Double...or Nothing.
We hear an angelic voice singing the same “hoooohhhhhooohhh” on repeat as Kenny slowly rises on an elevator. During this the angelic voice is mixed with the pounding beat of the Terminator 2 soundtrack. Finally all sound stops, and Kenny walks forward. LittleVMills is on the side of the stage singing Battle Cry live from the opening piano notes to him roaring “The Best...BOUT...MACHINE” and we’re finally able to see Kenny. He steps forwards as pyro shoots through the sky, as he awaits his biggest match in AEW.
Jon Moxley makes a big entrance too as we see his entire journey from the limo to ringside with the title slung over his shoulder. He rolls into the ring and leans back like he did at Double or Nothing 1, and the match is on. Straight away Kenny hits a V-Trigger and the two start throwing punches at each other. It’s hog wild to begin with. Kenny hits a tight rope knee drop to Mox. Mox ducks a lariat and hits a Neckbreaker to Omega! Omega runs into the corner with a Corner Back Elbow! Omega then vault jumps to the top turnbuckle, Moonsault by Omega!!!
Omega runs the ropes but Mox ducks his attack and catches him with a TKO! Moxley hits an Inverted Atomic Drop and goes for a Neckbreaker but Omega gets out and connects a Superkick! He hits a Rope Run Diving Knee Strike! 1.......2.....Kick Out by Mox! Mox rolls to the outside to recover. Omega goes for a Calf Kick through the bottom rope but Mox catches him with a European Uppercut! Mox rolls back into the ring and hits a Snake Eyes to Omega! Omega lays on the apron now as Mox stomps him viciously through the ropes.
Omega gets back up and goes for a Slingshot Spear but Mox catches and hits a Draping DDT!!! 1.....2.....Omega gets his foot on the ropes!!! Mox pulls Omega up. He goes for a Vertical Suplex but Omega reverses into a DDT!! Omega hits a Shin Breaker followed by running the ropes and hitting a Bicycle Kick! Omega goes to do the the finger gun taunt but Mox having none of it, Running Brainbuster from Mox! He looks like he’s gonna cover but Omega spins around into an Armbar. Mox pulls Omega up and hits a Spinning Sit-out Powerbomb! 1.......2......Kick Out!!!
Mox gets Omega up and plants him on the top rope with an Atomic Drop. He leaves him laying there as he dives from the middle rope with a Clothesline to Omega! Omega falls to the outside. Mox rolls out there and throws him into the steel steps. Mox goes for a Kitchen Sink but Omega dodges and Mox’s knee goes splat. Omega rolls back into the ring but immediately goes flying with a Tope Con Hilo! He goes for a Exploder Suplex into the barricade but Mox gets out, Spear into the barricade! Mox could easily win by Countout here but he wants to win properly and most of all hurt Kenny some more.
He throws Kenny back into the ring but Kenny Superkick’s him off the apron. Kenny rolls to the outside and buries Mox under a pile of mats from the floor. He then hits a Springboard Double Foot Stomp onto Mox! Now he throws him back in. Omega hits a German Suplex and lines up a V-Trigger. He jumps for it but Mox dodges and hits a Piledriver! 1.........2......KICK OUT!!! Kenny gets up. Mox connects a Bicycle Kick and goes for a Butterfly Suplex but Kenny counters midair into a Frankensteiner! 1........2.....Kick Out!!
Omega throws elbows at Mox before Irish whipping him into the corner. Mox gets his foot up before he hits the corner, then grabs Omega and hurls him into the corner. He connects a Kitchen Sink and goes for a Paradigm Shift but Omega gets out and hits a Butterfly Piledriver! 1........2......Mox Kicks Out!!! Mox goes for a Lariat but Kenny ducks and hits a Basement Dropkick. Kenny goes for an attack but Moxley catches with a Kneecap Brainbuster!!! Mox goes for a Piledriver but Omega slides out and hits a Rolling Fireman’s Carry Slam + Moonsault combo! 1..........2........MOX KICKS OUT!!!
Mox gets back to his feet and dumps Kenny to the outside. Kenny goes for a Hanging Soccer Kick but Mox ducks and hits a Belly to Back Suplex from in the ring onto the apron to Omega! Omega looks like he’s not gonna get up for 10 but he manages to get on the apron and connect a Springboard Missile Dropkick while Mox was posing! Kenny hits a Cross-Legged Fisherman Neckbreaker! He goes for a Superkick but Mox twists him around and hits an Exploder German Suplex into the corner! Mox connects another Kitchen Sink! He goes for a Paradigm Shift with Kenny’s feet hanging off the top ropes, but Kenny gets out and sits on the top turnbuckle.
He then jumps from the top ropes onto the actual rope and hits a Moonsault to Mox! Mox lays on the second rope which lines up a V-Trigger from Omega! Omega then hits Croyt’s Wrath!!!! 1..........2.......KICK OUT!!! Mox rolls to the outside and walks up the ramp. Kenny runs for him he’s caught by a Bicycle Knee and Paradigm Shift onto the steel! Both men can barely get up but they do so. Kenny then hits a Kotaro Krusher on the ramp! They both rush back to the ring.
Mox scoops Kenny up and charges into the corner. Mox hits a Scoop Slam followed by a Death Valley Driver! He then hits a Dragon Suplex! He runs at Omega for another attack but Omega catches and hits a Pumphandle Dr. Wiley’s Bomb!! 1..........2.....Kick Out!!!! Mox gets up and throws elbows at Omega. Mox finally connects a Paradigm Shift! 1............2........KICK OUT!!!! Omega hits another Kotaro Krusher followed by a massive V-Trigger! He gets Mox up for the One Winged Angel but Mox gets out and hits a Neckbreaker as he comes down. Mox goes for a Running Knee - Omega catches - MOXLEY LIFTS HIM UP INTO A PARADIGM SHIFT!!!!!! 1.............2...........3!!!!
Jon Moxley defeats Kenny Omega to retain the AEW World Championship (33:41)
Brian Cage won the Casino Ladder Match, and so has a match with Jon Moxley for the AEW World Championship set in stone. It’s announced to take place at Fyter Fest. Taz cuts a promo hyping up Cage and how dominant he is. Jon Moxley interrupts saying to Cage - “the only reason you’re here is because everywhere else your piss would melt the cup.” The Machine then attacks him with a Lou Thesz Press, raining down closed fists. Moxley rolls him over and lays in some shots of his own. Taz pulls his client off and takes him away, meanwhile Cage shouts profanities at Jon. Jon raises his AEW World Championship in triumph.
The next week we see a video package we would of seen when Cage was in Lucha Underground; of him throwing giant tires around, beating up gangs of thugs, and training like the machine he is. This can all be filmed at Cody’s wrestling school. At the end of the video he says the famous line “I’m Not a Man, I’m a Machine”. Meanwhile Taz is showing up on Dynamite, confronting and calling out Moxley. Moxley responds to Taz saying he’s got his own manager to help him in the fight against Cage. And similarly to Taz/Cage, this manager is fairly similar to Moxley. He is also a famous anti-hero, who chose to not go to the other company. Taz will learn very soon who he is, if he keeps bugging him.
June 10th edition of Dynamite - Cage and Moxley have a sit down interview with Jim Ross. Both men are strapped in chairs under chains, meaning they are forced to stay apart from each other. Jim Ross firstly asks Moxley what he thinks of Brian Cage. Moxley puts Cage over first by saying he is probably the strongest and biggest guy in AEW, but that don’t mean two shits when he’s fighting Jon motherfuckin Moxley. Mox is the toughest son of a bitch in AEW, and the most crazy. “You may be a machine, but I have fought men similar to you (Brock Lesnar at WrestleMania 32) and I didn’t fear em’ whatsoever because I’m fearless.” This births the tag line “Madman vs. Machine.” Moxley is then asked about who is manager is. Moxley responds it’s up to Taz if he wants to find out. Taz says Moxley’s manager is irrelevant, because he could have an entire army in his corner and they still couldn’t stop “The Machine” Brian Cage.
The Exalted One begins to hold Dark Order meetings where they discuss Jon Moxley and Brian Cage. Mr. Brodie Lee says that he should be AEW World Champion right now, and that the title should be with The Dark Order. Evil Uno tells Mr. Brodie that he got some information on speculated candidates for who can be in Moxley’s corner. Brodie cuts him off by grabbing him by the tie, and pulling him in for a punch on the nose. “What a mark...” Lee says as he sits back down. Everyone else then murmur in agreement when Lee says that. “YOU WILL NOT MUMBLE AT MY SPEECH - I AM TO BE RESPECTED.” They all laugh in fright. “Better.” The meeting ends when the lights go out and we hear the sound of a crow squawking.
Next week Moxley does his own training video package where he beats up a punching bag with a black baseball bat. Brian Cage then makes the challenge to Jon Moxley, Machine’s Rules Match. The rules are: for the entire week before Fyter Fest, Monday to Sunday, both Moxley and Cage have to do Cage’s training routine. As soon as the sun bursts out, you have to start training, and you only stop when nightfalls. And this being Florida in June, you’ll be training for a long time, in absolute heat. This is how Cage lives, and if Mox trains like this for a week, they’ll both be in peak physical condition for the match. Moxley accepts, and neither show up on the go home because they’re training.
Fyter Fest 2020:
Jon Moxley (c) (with ???) vs. Brian Cage (with Taz) - Machine’s Rules Match for the AEW World Championship
Both guys enter out looking real jacked due to their recent training. Taz is the backing man of Cage of course, meanwhile Moxley comes out solo. The UK crowd at Wembley Arena are loving Jon as he walks out through their seats, stopping every once in a while to celebrate with the title with a nearby fan. Justin Roberts asks him where his manager is, and Moxley says he’ll come when he comes. Moxley then goes to take off his jacket, and once he turns around HE SPRINTS AT BRIAN CAGE WITH A LOU THESZ PRESS!!! THE BELL FRANTICALLY RINGS!!! The commentators jump out their seats at the sudden attack and begin to call the action.
Moxley let’s rest when Aubrey demands so. He then looks at The Machine Lynn on the floor. CAGE KIPS UP!! Brian flexes, then hits a Scoop Slam to Moxley! Cage then takes Moxley down with a Lou Thesz Press! HE PULLS HIM OFF THE GROUND INTO A DEADLIFT SUPLEX!! Cage lands in a seating position and looks at a nearby camera, pointing to his biceps. Cage flexes his muscles while Taz looks for a mic. He grabs one but the fans immediately start booing. Moxley slides out and grabs it out of his hands. “Save everyone a headache.” HE BONKS TAZ ON THE HEAD WITH THE MIC!! Taz stumbles back into the announce desk.
Mox rolls back in but he’s caught by Cage. CAGE HITS HIM WITH A POWERBOMB INTO THE TURNBUCKLES!! Cage lariats Mox head off and scales the ropes. FIVE STAR LARIAT - MISSES!! MOXLEY LOCKS IN A FUJIWARA ARMBAR!! Jim Ross screams about Cage’s formerly torn bicep and how much pain he must be in. The Machine displays this with his facials. “Any man would give up at this moment...(as Cage rises out) but he’s not a man, THIS IS A MACHINE!” shouts JR as Cage pulls himself out. CAGE HITS A F’N 5!! HE FLIES WITH THE FIVE STAR ELBOW DROP FROM THE TOP ROPES!!! 1.........2........KICK OUT!!!
Cage pulls him up and goes for a TORNADO CLAW - BUT MOXLEY KICKS HIS BICEP WHILE HE’S SPINNING!! LARIAT BY MOX!! Jon then picks him up and hits A RUNNING BULLDOG, CAGE LANDING ON HIS ARM! They roll to the outside. Moxley goes for a Standing Kimura, but Cage with a HIP TOSS ON THE FLOOR!! BRIAN CAGE THEN HITS A GERMAN SUPLEX TO JON INTO THE GUARDRAIL!! The guardrail shakes at the hit and the fans feel a Moxley-covets guardrail on their laps. Taz meanwhile sets up a chair for Cage. CAGE THEN HITS ANOTHER GERMAN SUPLEX ON THE OUTSIDE ONTO THE UNFOLDED CHAIR!! Cage rolls back in to taunt while Moxley lays dead. He eventually crawls to the apron.
Jon lumps his body onto the apron and grabs the second rope to get up. No time to waste though as CAGE BRINGS HIM IN WITH A DEADLIFT SUPLEX INTO THE RING!! CAGE COVERS - 1............2.......KICK OUT!! Cage pulls him up and hits a a CURB STOMP!! He then tries for the CHAINLINK - BUT MOXLEY GETS OUT!! JON HITS THE MACHINE WITH A MONEY CLIP!!! MOXLEY IS COMING BACK BABY. He starts to stomp on the arm so Cage can’t hit the Weapon X. Cage still tries for it though and fails, and IS THEN HIT BY A RUNNING BULLDOG!! MOXLEY GOES FOR THE DRILL CLAW!!! CAGE COUNTERS INTO HIS OWN DRILL CLAW!! 1..........2........KICK OUT!!!!
Cage throws MOXLEY into the ropes and runs for a Tiger Feint Kick - BUT MOXLEY SPINS AND REBOUNDS WITH THE (wacky line...). MOXLEY LIFTS HIM UP WITH A OVERHEAD BELLY TO BELLY SUPLEX!! Cage rolls out, but MOXLEY THEN DIVES OUT AFTER CAGE WITH A SUICIDE DIVE!! PARADIGM SHIFT ON THE FLOOR!! They both lay dead. Cage gets up and crawls in, but Jon is still down. Taz screams for the ref to start counting and so they do. But it’s cut off...the arena is in darkness. “Could...this be Moxley’s mystery manager?” The fans start to get loud as a spotlight moves to the entranceway. Then...crow’s squawk...
Jim Ross has a hernia on commentary with enthusiasm, “GOOD GAWD TONY, DO YOU SEE? DO YOU SEE HIM? ITS THE STINGER!” STING HAS ARRIVED! He makes his march down the ramp with a baseball bat in hand. He marches down and points the bat at Taz, who shakes his head in fear. Taz tries to console him - WHAM!! BAT SHOT TO THE MIDSECTION!! He throws Taz in the ring and LOCKS IN A SCORPION DEATH LOCK!!! MOXLEY SLITHERS UP BEHIND AND HITS A KICK TO THE MIDSECTION - PARADIGM SHIFT!!!! 1...........2...........3!!!! JON MOXLEY HAS RETAINED THE AEW WORLD CHAMPIONSHIP - BUT ALSO NOTABLE - STING IS ALL ELITE!!!
Jon Moxley defeats Brian Cage (21:12)
With Fyter Fest in the rear view mirror, a lot of questions are left unanswered about Jon Moxley - and also his new manager. Or even is it his manager? Are they just friends? Was it a one off? Is Sting going to show up again? All of these are answered on the next Dynamite, back in the States. Moxley firstly thanks the United Kingdom fans for being crazy sons of bitches, “I had a great time with y’all.” He addresses the appearance of Sting, and answers the questions I just proposed. “I needed a buddy heading into Fyter Fest, and Sting was my best choice.” - actually, I’ll let the man speak for himself.” Sting then enters out.
However, he isn’t “Sting” - he’s Steve Borden. Literally, the make up has been washed off. Steve takes the mic, wearing his finest three-piece suit and shades, the other hand holding his bat. Sting says he’s not here out of vendetta for the fed, he’s not here to push himself to the moon - he’s 61 years old. But after being let go, he’s found a place to put that piece of his heart that belongs to wrestling. His real home is with his family, but his heart will always belong to pro wrestling from a professional standpoint. He’s got a lot of friends here, and he gets the hype. He wants to hang with his buds and watch the new generation unfold.
The week after we get a #1 Contenders Match for the AEW World Championship between the #1 and #2 on the Power Rankings - Darby Allin and Lance Archer. Allin wins to become the number 1. Darby Allin is then confirmed to be Jon Moxley’s opponent for Fight for the Fallen next week. Allin had recently gone through most of the TNT tournament but was eliminated by Cody due to some Archer interference. How he got his win over Archer, who goes berserk after the match. Afterwards Moxley and Sting come out to shake hands with Allin. The show hands with the shot of Sting and Darby Allin shaking hands ahead of Fight for the Fallen.
Fight for the Fallen opens with a Darby Allin promo. He films it in the style of his normal promos, but has a clear message. He starts by telling Mox the David Starr line: “going from one billionaire to another isn’t a paradigm shift, sounds like the same fucking thing to me.” He then tells Mox his days of making barely a buck off of nearly dying in the ring have been dead for 10 years, but Allin this time last year was living that life. Jon spent the decade in cozy McMahonLand getting a million dollar salary, before he somehow changed the landscape by collecting an even bigger salary. Mox knows the struggle Allin lives, but he’s forgotten it. He’s not an anti-hero rebellious badass, he’s a corporate shill.
Later on, Mox then cuts a promo responding to Allin. Jon says he hasn’t gotten soft, he hasn’t forgotten the struggle. Mox says he worked his damn ass off to get to be World Champion. He fought off the entire Inner Circle. Darby Allin got a single win and had to steal David Starr’s line. When Mox says they aren’t in the same league, he means it. But now Allin wants to talk big. He wants Mox to get down and dirty, live that CZW life he lived, he’ll do so. “Darby, I didn’t forget it, I just grew past it. But I’m a sucker for nostalgia and wants new is old, so Darby - it’s No DQ.” Mox walks off from the camera and that’s the last we see of the world champ before the match later - which is now No DQ.
Fight for the Fallen 2020:
Jon Moxley (c) vs. Darby Allin - No Disqualification Match for the AEW World Championship
Allin is challenging and has a Moxley cutoff mask with an eye cut out. He wears this and gets in Jon’s once he enters. Moxley gets in his face and gets slapped back, causing the beating to begin. The bell rings and the match has started. Jon continues with stomps at feeling disrespected. He throws Allin into the ring post and follows with a Back Body Drop. 1.......2....KICK OUT BY DARBY!! Moxley grabs a mic as he looks down at Darby. “I was once like you...never being able to stay down - always had to keep fighting and never listened to people’s cautionary advice. But now we’ve come full circle, and I want you to slow down and stop. But you won’t, and I know because I wouldn’t. ALLIN THEN PULLS HIM DOWN AND LAYS IN ELBOW SHOTS TO THE DOME!!
Jon looks furious and rushes Allin but HE HITS A TILT-A-WHIRL DDT!!! ALLIN THEN LOCKS IN A FUJIWARA ARMBAR WITH PUNCHES TO THE HAND AND JOINT MANIPULATION!! Excalibur says he’s trying to take Jon Moxley back to his old self and that place through this level of violence. Moxley pulls him off BUT HE’S HIT BY A FRONT DROPKICK INTO THE TURNBUCKLES!! MOXLEY THEN CATCHES ALLIN WITH A CLOSED FIST TO THE JAW!! Allin falls like a ton of bricks and is bleeding from the mouth. Moxley then scales the ropes and hits a DIVING ELBOW DROP TO DARBY!!!! 1..........2.......KICK OUT!!! MOXLEY THEN HITS HIM WITH A KITCHEN SINK STRAIGHT AFTER!!! 1...........2..........KICK OUT!!!
Moxley gets agitated at Allin not staying down. He shouts at him again, BUT ALLIN WITH A LOW BLOW!! HE THROWS JON OUT AND HITS A SUICIDE DIVE!! He lands on him with more punches and elbows. MOXLEY THEN THROWS HIM OFF RAMP INTO THE RING POST!!! Allin lays dead. After a bit of recovering, Moxley picks him up and throws him into the ring. He walks from the corner - stalking his prey. He toys with it before the kill - LOCKING IN AN STF!! Jon looks into Allin’s desperate eyes as he screams in pain. Allin places a middle finger in his face! MOXLEY BITES THAT FINGER!! ALLIN ESCAPES AND HITS A DOUBLE FOOT STOMP ONTO THE BACK!! He throws Moxley outside and STOMPS HIS FINGERS INTO THE RING POST!!! HE THEN DIVES FROM THE TOP WITH A SPRINGBOARD BACKSPLASH!!
Allin and Moxley both lean against the guardrail, panting. Darby then gets up and checks under the ring - AND PULLS OUT THE CRACKER BARREL!! THE CROWD ERUPT!! Moxley kicks him in the gut before he can use it and throws him over the guardrail! MOXLEY THEN CROSSBODIES OVER IT!!! He throws him into the railing on the stairs. ALLIN THEN JUMPS OFF THE STAIRS WITH A SEATED SENTON!! HE THROWS MOXLEY INTO THE RAILINGS, AND THEN INTO A GROUP OF FANS CHAIRS!! Allin starts to climb up the railings, going for a Coffin Drop onto Moxley laid across the fans seats. Moxley gets out the way though and pulls him down. They then walk down the stairs into a more open area, WHERE MOXLEY HITS DARBY WITH A TRASH CAN ACROSS THE BACK!! He carries the lid with him as well as Darby back to ringside.
Jon sets up a table for later use. Moxley goes to smash the lid over Allin’s head but he shoulder barges him in the midsection! ALLIN THEN PUSHES JON INTO THE APRON!! He throws him back in with the lid. He also pushes the Cracker Barrel inside. HE HITS A TRASH CAN LID ASSISTED COFFIN DROP!! BUT MOXLEY CATCHES WITH A REAR NAKED CHOKE!! His ribs hurt from the trash can lid though and so Allin easily gets out. DARBY THEN WITH A SUPERKICK TO THE HEAD! HE HITS THE FLIPPING STUNNER FROM THE CORNER!! HE THEN HITS MOXLEY WITH THE PARADIGM SHIFT, HIS OWN MOVE, ONTO THE CRACKER BARREL!!!! 1...................2.................KICK OUT!!!!!
Moxley is so pissed at Allin stealing his move, he takes him to the apron. He goes for a Paradigm Shift onto the apron - but he rethinks it. HE INSTEAD HITS A PARADIGM SHIFT OFF THE APRON THROUGH THE TABLE!!! This is the second time they’re both laying in crumbled wood after a Paradigm Shift within about a minute. Moxley pulls himself up and GOES FOR A GOTCH-STYLE PILEDRIVER ON THE OUTSIDE!!! ALLIN GETS OUT AND THROWS HIM IN THE RING, AND HEADS FOR A COFFIN DROP!! MOXLEY HITS HIM MIDAIR WITH THE TRASH CAN LID!!! HE THEN ROLLS UP DARBY ALLIN!! 1........2........3!!!! MOXLEY WINS!!! Allin gets his shoulders off the mat just afterwards and tries to get up, but he falls to the mat in pain - the pain of defeat.
Jon Moxley defeats Darby Allin (17:33)
Jon Moxley has just competed his third defence against Darby Allin, and it hurt him even in victory. The Dynamite after he brings out Allin and Sting to the ring. He tells Darby at Fight for the Fallen he felt like he was wrestling the Jon Moxley from 10 years ago. A stupid kid jumping onto barbed wire or light tubes for a slice of pizza. He wasn’t able to say “no”, he kept going. He couldn’t listen to people telling him to slow down and take it easy - he had to give it 110% every time. That is now who Darby Allin is, and he is now the person telling him to stop. He just wants to put what they did to each other in the past and move forward. Hell, Jon think they could make a good team. Darby chuckles at the idea, but shrugs and says he’s down. Sting then complaints Allin, saying he sees a lot of himself in Darby too.
The week after then it’s set to be a Tag Team Match - with Jon Moxley and Darby Allin teaming up for the first time. They will take on the trio that have recently took AEW by storm - Death Triangle. They would immediately make enemies out of Jurassic Express, with Pac being disgusted goofballs like them take the air time that should be his, and the fans support that should be his, and the rankings spots that should be his. They face at Double or Nothing - with Death Triangle coming out on top. At Fyter Fest they would win the inaugural AEW Trios Championships in a match with the Best Friends and Orange Cassidy, and since then have been dominating everyone they’ve passed.
The match main events the show, with Fénix and Pac representing Death Triangle. Sting and Pentagon Jr. are in their teams corners, and during the entrance we see Sting and Pentagon stare down in the centre of the ring. Both famous for being black and white face painted anti-heroes, with voices of silence and an affinity for darkness and weapons. The match ends when while Moxley is on the top rope looking for an Avalanche Paradigm Shift - Fénix threatens to assault Sting on the outside, which distracts Jon. Pac then shoves him off the top turnbuckle to the mat, and HITS A BLACK ARROW!!! 1.............2...........3!!!! PAC PINS THE AEW WORLD CHAMPION JON MOXLEY!!!
This means Pac is now in line for an AEW World Championship match. He cuts a promo on Jon Moxley the week after and is grinning maniacally. He reminds Moxley of their match from 10 months ago on the October 23rd and 4th ever edition of Dynamite. They went to a draw, but this time around we will have a victor. Pac then tells Jon he makes him furious - to watch him get all these scumbags (points to the fans) to like him. Why? Why would he stoop so low? Because he’s insecure. He hides his lack of wrestling skill with weapons and blood, and these bloodthirsty warthogs (points to the fans again) eat it up like the vile little leeches they are.
On the week following’s episode of Dynamite, Darby Allin is teaming with his best frenemy Cody against Brian Cage and Ricky Starks. It ends when Allin rolls up Ricky to win. Brian Cage then decimates Allin. Moxley comes to his rescue however. Moxley and Cage stare down before getting into a tussle. Cody and Ricky Starks go at it, but Cage and Starks start to double team. Dustin Rhodes then makes the save. Death Triangle come out from the stage, but then the lights go down...ITS STING!! Not Steve Borden, he’s back in the makeup and wreaking all hell upon Death Triangle. The show ends with Cage and Starks retreating to the stage where they group up with Death Triangle, meanwhile Sting walks to the ring to stand beside Cody, Dustin Rhodes, Jon Moxley and Darby Allin.
This all leads into possibly the biggest tag team match since Blood and Guts. A Ten-man Tag Team Match main events the August 22nd edition of Dynamite. It consists of Pac, Fénix, Pentagon Jr, Brian Cage and Ricky Starks teaming up to take on: Jon Moxley, Cody, Darby Allin, Dustin Rhodes...and Sting. In his first ever match in AEW, and his last ever match in wrestling. Retiring on that Rollins match is not a way to go out, and after 35 years in wrestling - this is a match to go out on. The only spot I’m having him do is: be tagged in, hit Fénix with a bat, lock in the Scorpion Death Lock, Fénix escapes, they both rush to their corners to get hot tags. The rest of it is mayhem between 9 other supremely talented men. The heels win after Fénix pins Moxley. This sets up a lot of things. Darby Allin vs. Brian Cage and Pac vs. Jon Moxley at All Out, as well as Fénix getting an AEW World Championship match in the future.
The final week before All Out sees Jon Moxley and Pentagon Jr. face off in a non-title bout. If Pentagon wins, he’ll get a future championship match. All of his other teammates have pinned Jon, so if he doesn’t do it he’ll miss out on the biggest opportunity of his career as well as be considered the weakest angle of Death Triangle. They go to war in the main event, with Pentagon Jr. hitting a Mexican Destroyer onto the floor at one point. Pac and Fénix try to interfere, but Mox uses them against Penta. He docks an attack and Pentagon ends up diving into his partners. They end up costing him in the match, meaning he will miss out on an AEW World Championship match. Will Pentagon repay the favour to Pac at All Out in 3 days? Who knows. Moxley tells Pac however that since he think that Jon can’t wrestle, he’s making it a Pinfall and Submission Only Match.
All Out 2020:
Jon Moxley (c) vs. Pac - Pinfall and Submission Only Match for the AEW World Championship
Continues in the comments...
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Full Summary of Wade Keller's Huge Interview With AEW President Tony Khan

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The Legendary Jerry's Nugget Playing Cards

The Legendary Jerry's Nugget Playing Cards
JERRY'S NUGGET PLAYING CARDS
Almost every hobby that involves collecting has a holy grail which every collector dreams of finding and owning in their personal collection. For some playing card collectors, the grail of collecting would be a sealed deck of original Jerry's Nugget Playing Cards in pristine condition. If you've spent some time in the world of playing cards, you'll almost certainly have heard of this famous deck, because name-dropping the famous "Jerry's Nuggets" often happens in discussion forums about cards. Owning an original deck of these is often mentioned as a badge of honour that cements your credentials as a serious collector. If you have one, it's likely a prized item in your collection, because it is one of the most iconic and valuable decks of cards there is from the latter half of the 20th century.
These playing cards were first created in 1970 in order to be used at Jerry's Nugget Casino, which is located in Las Vegas, Nevada. The casino was founded by Jerry Lodge and Jerry Stamis in 1964, hence the name "Jerry". It's still owned and operated by the Stamis family today.
But after being manufactured, the Jerry's Nugget playing cards were put into storage for around 20 years, and were never used on the casino's gaming tables. Why? Even the folks at the casino don't remember the reasons why. Was it because they wanted to keep in step with the other casinos in town that were using borderless Bee-backed cards at the time? Was it because the back design was too detailed or too simple, and could be marked too easily by card cheats? Who knows.
At any rate, they were sometimes offered as complimentary gifts to guests who stayed at the casino, while the rest were eventually sold individually at the casino's gift store for as little as one or two dollars each. They finally sold out around 1999, and according to rumour the final case was purchased by an overseas buyer.. But with magician and playing card expert Lee Asher singing their praises and selling them on his website, and with cardists Dan and Dave Buck also getting on the bandwagon, using them in some of their cardistry videos, and vouching for them, demand only continued to grow.

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What made these playing cards special is that they were produced with a top-of-the-line grade of USPCC card-stock that was only produced for a limited period of time. It is thinner than most contemporary playing cards, and is simply not available today. What's more, modern printing methods simply can't replicate the original process used to produce these playing cards. This involved a cotton roller that would paint the embossing pattern on one side of the card, followed by a varnished finish that was applied by a dip coat technique. Environmental restrictions also mean that the chemical finish used for this has been abandoned. In short, technology has made these manufacturing methods completely obsolete, and this all means that it's just not possible for there to be anything quite like these decks ever again.
That in itself wouldn't make them the stuff of legend. But Jerry's Nugget Playing Cards began to develop a legendary reputation for amazing handling qualities. Demand began to increase, and over time, they have become highly sought after by playing card collectors and by those with an interest in card flourishing. As demand increased, the price went up, and their growing scarcity means that today you can expect to pay up to $500 for a deck on the secondary market.
As often happens in such cases, the story of Jerry's Nuggets Playing Cards began to attract some interesting side stories. There are reports about a large remaining haul of these playing cards being bought up from the gift shop, and held back by an unknown stranger who is sitting on what is now a valuable commodity. They also attracted the attention of counterfeiters, since the increasing price-tag suddenly made it viable to sell forgeries. Lee Asher has an extensive guide that contains information to help you identify illegal fakes, after sophisticated counterfeiters began flooding the market with them just over a decade ago.
But all this has only served to add to the legend that is Jerry's Nugget Playing Cards. Today most playing card collectors and magicians have all heard of Jerry's Nugget Playing Cards, and consider them to be the stuff of legend: a unique product with legendary handling, that is hard to find, and impossible to reproduce. As the old adage puts it, it's something often imitated but never duplicated. And as the number of playing card collectors continues to grow, the appeal, scarcity, and value of a deck of authentic Jerry's Nugget Playing Cards only continues to increase.

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A RECREATION OF THE ORIGINAL
But this doesn't end the story of the famous Jerry's Nugget playing cards. Given how much in demand these legendary decks were, it was only a matter of time before someone saw a business opportunity here. What about a reprint, to cater to the desire of modern collectors to own their own copy of Jerry's Nuggets? The idea was not a new one, and it appears that there have been other Jerry's Nugget decks produced besides the ones that have become the stuff of legend, including a small printing by USPCC around 2010.
But in 2019 the market was ripe for producing something that would serve as a tribute and homage to the famous Jerry's Nuggets, while retaining as much of the original as possible. So a crowdfunding project was launched to produce an authentic recreation of the original Jerry's Nugget playing cards. Obviously such a deck could never be an exact replica, not only because printing methods made this impossible, but also because look-alike decks might only be abused by people seeking to make a quick buck by passing them off as a genuine vintage copy.
The recreation project happened with the blessing of Jerry's Nugget Casino, and with the cooperation of the United States Playing Card Company (USPCC), and the Expert Playing Card Company (EPCC). The amount of support this Kickstarter received is in itself a testimony to the popularity of these iconic decks. It raised almost half a million dollars, with the support of over 4,000 backers.
Two main versions of the deck were produced. The Modern Feel deck was produced by USPCC, with their popular thin-crushed stock preferred by many cardists. This means that its quality, feel, and handling performance is very similar to any other thin-crushed cardistry deck printed in their factories. But unlike most custom decks, the high volume of decks produced meant that USPCC could print these reproductions on the larger web press which they also use for big print runs of their Bicycle decks.
The Vintage Feel deck was produced by EPCC, and was manufactured in China with what is known as their "JN Finish". This is a firmer and more snappy card stock than what USPCC uses, while also being somewhat thin, smooth, and yet very durable. In EPCC's estimation, these match the look and feel of the originals as close as anyone has been able to achieve. In reality, many have reported that they don't quite live up to this claim, and suggest that the cards tend to clump more quickly then a USPCC deck, and that intense shuffling of the red deck can cause some bleeding of the colour onto the card faces. My own experience with the Vintage Feel decks has been fairly positive, and I appreciate the thin card-stock, smooth feel, and snappy handling. It performs more similar to a typical USPCC deck than the Master finish decks from EPCC deck do, but with heavy use the coating will wear, making spreads and fan inconsistent, although the fact that the cards tend to cling together slightly under pressure makes it ideal for packet cuts and sleights like the double lift.

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So how do these decks compare with the original Jerry's Nugget decks from the 1970s in terms of looks? In the case of both decks, colour matching was used to recreate the iconic red and blue colours as closely as possible. The back design, court cards, and Jokers are all the same as the originals, as is the Ace of Spades (aside from some tiny numbers). There's also an off-center seal and a red tear strip on the plastic, all of which were distinctive features of the original deck as well. Both the Modern Feel and Vintage Deal decks also have a traditional cut.
A difference that the Modern Feel decks have from the original Jerry's Nuggets is that they come with an extra two cards (a double backer and a blank card), since USPCC now prints decks with 56 cards instead of 54. The new deck is also clearly distinguished from the original deck since the bottom of the tuck box states "Modern Feel 1st Edition - 2019".
The Vintage Feel deck shares one extra similarity with the original deck that the Modern Feel deck does not, namely the style of the long-tongue flap. This is a distinctive feature of the original tuck box, but couldn't be replicated with the Modern Feel decks due to the fact that USPCC has long discontinued this style of tuck design. And of course the unique and snappy stock of the Vintage Feel decks makes them look and feel different than a traditional USPCC printed deck, much like the original Jerry's Nuggets also had a unique touch about them.
Due to the high level of crowdfunding, many extras were produced as part of the campaign for the recreated decks. The Modern Feel deck was produced in two additional colours, Teal and Coral, as well as a blue luxury foil deck, a stripper deck, and a gaff deck. To celebrate the 50th anniversary of Jerry's Nugget Playing Cards, the year 2020 has seen the release of yet more colours for the Vintage Feel decks, making them available in Steel Grey, Black, Yellow. A Modern Feel deck in rose (pink) was also recently released as part of a collaboration with Riffle Shuffle Playing Card Company, while a purple deck is being released in conjunction with Penguin Magic.
Suddenly, the market is full of Jerry's Nugget Playing Cards once again. But unlike the originals, they are now very affordable and readily available, which was one of the aims of this project. Now anyone can own their own deck of Jerry's Nuggets, without breaking the bank, with a recreation that is faithful to the striking and iconic design of the originals, and yet has the qualities and performance that the modern collector wants and expects.

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CHICKEN NUGGET PLAYING CARDS
At this point you might think there is little more to say about the famous Jerry's Nuggets. Not so, because there is one more important chapter to tell in this saga. This one, however, is a miniature comedy, and will especially appeal to those with a good sense of humour.
Already back in 2016, and well before the concept of the recreated Jerry's Nugget decks appeared, Taiwanese magician and cardist Hanson Chien decided to create something very similar to the original Jerry's Nuggets, as somewhat of a joke: the Chicken Nugget Playing Cards.
Hanson has extensive experience as a magician and a cardist, and magicians know a thing or two about achieving the impossible. As a result, the fact these classic decks could not be replicated was not about to stop him. He set about to recreate them in the form of a parody deck, that would serve as a tribute to the original and iconic Jerry's Nuggets, but at the same time serving as a witty satire that would poke fun at our love for fast food. Not surprisingly, especially because this was prior to the announcement of the official replicas in 2019, these were tremendously popular, due to the Jerry's Nugget look, as well as the amusing artwork.
To produce the decks, Hanson set up his own playing card company, Hanson Chien Production Company (HCPC). He also used the exact colour specifications from the familiar red and blue originals, and he employed creative artist Limin for the artwork.
It was important to retain as many of the distinctive features of the original decks as possible, so the Chicken Nuggets carefully replicate details such as the off-center tax stamp, the red tear-strip on the plastic wrapper, and the historical 1970 date inside the tuck box flap. Paper of the same weight and texture of the old tax stamp was used, with a similar design and shape. The card backs feature the familiar "oil derrick" design of the originals, but with an important difference: these now read "Chicken Nugget".
But perhaps the biggest unique contribution that this parody deck makes is with the court cards. At first sight, everything seems very standard, until you look more closely at them.

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Upon close observation, you'll see all kinds of details that parody our love for fast food. The royal characters that inhabit the court cards are consuming all kinds of junk food, including sweet things like ice-cream, chocolate, and donuts, snacks like potato chips and popcorn, plus American favourites like hamburgers, hot dogs, and french fries. Even noodles come in for punishment, as our court card friends are literally stuffing themselves with all kinds of unhealthy eats and drinks! The artwork will prove amusing even for people unfamiliar with the original Jerry's Nugget Playing Cards that these pay homage to. The court cards in particular are quite hilarious and well-drawn, and reflect a good sense of humor.
Of course anyone who is familiar with the iconic Jerry's Nugget Playing Cards will especially appreciate the clever spoof that this deck is, while being a wonderful tribute to a classic and famous deck. In parodying the original, great attention has been paid to detail in all elements of the design, faithfully copying the exact specifications of the original wherever possible.
The Joker gives us some indication about a serious message that underlies the amusing artwork, with this warning message: "Quit Junk Food. Make Life Good." As the creator wrote elsewhere during the crowdfunding campaign: "So while you're performing amazing magic, don't forget to rub your bellies and remind yourself to quit junk food." I appreciate this warning about the dangers of eating too much fast food and junk food - a message that today's culture needs to hear.
The decks were printed in Taiwan, which is also where industry leaders like Legends Playing Card Company (LPCC) and Expert Playing Card Company (EPCC) produce their cards. The quality of the cards closely corresponds to the Diamond and Master finish used by these manufacturers, and given that the same factory in Taiwan is used for the printing, the look and feel of these cards is almost identical. They have a very firm spring, and are extremely durable. While they don't spread and fan as smoothly as a USPCC deck, they do have a quality embossed finish, and are particularly good for packet cuts, since the cards hold together well.
It's not hard to see that a deck like this would be popular, and have a lot of cross-over appeal as a novelty item. It especially appeals to people who are already familiar with the iconic status of the Jerry's Nugget Playing Cards, and who can appreciate how this parody replicates the original. But anyone with a sense of humor can enjoy the amusing court cards and the fast-food spoof that is key to what this deck is about, giving it a broad appeal to card collectors and gamers too.

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Due to the success of the original project, Hanson Chien was able to produce several special decks and unique packaging options, my favourite being the fast-food style brick box. Since the original campaign, the popularity of the deck has enabled it to be published in a number of other sizes and colours, including a deck with jumbo-sized cards, a limited edition black deck, a limited edition white deck, and a host of Chicken Nuggets themed novelty items.
ANOTHER JERRY'S NUGGET
Surprisingly, the story of Jerry's Nugget Playing Cards has one final twist. Just like prospecting for gold, in the world of playing cards and collecting, you never know when you're going to find another nugget. In this case, our "prospector" is Hanson Chien, creator of the Chicken Nugget decks, and the unexpected "nugget" that he acquired was a deck of Jerry's Nugget Playing Cards that hails roughly from a similar time as the original decks.
The precise date when it was produced hasn't been established with any certainty, but it was produced by the Arrco Playing Card Company in Chicago. More significantly, the artwork has a different look. The artwork and design corresponds to the chips and merchandise used by the Jerry's Nugget Casino at the time when it opened in 1964. The findings were reported by Lee Asher in a 2018 article in Card Culture, the official periodical of 52 Plus Joker The American Playing Card Collectors Club.

https://preview.redd.it/49wtcubpb0e51.jpg?width=509&format=pjpg&auto=webp&s=6e2ce1e7100b37ea2992b91b04ac45dc1885c9f3
So is it possible that this is in fact the original Jerry's Nugget deck, and that what we've been describing all along as the "original" deck may in fact have been part of a second wave?
Who knows. At any rate, where there's a nugget, perhaps there's a seam of gold to be found in those hills. Hanson saw another opportunity here, and towards the end of 2019, he launched a project to make another version of his Chicken Nugget deck, intended as a homage to this new find. It is a vintage styled version of his Chicken Nugget deck, in the alternative design and colours of the vintage Arrco Playing Card Company Jerry's Nugget deck. Hanson Chien describes it as a remastered version of the Arrco deck, and has marketed it under the label "New Vintage Chicken Nugget". Much like the recreated Vintage Feel Jerry's Nugget decks printed by EPCC, these will have a thinner and firmer card stock.
But sometimes the twist in a tale comes back to bite you. Unfortunately for us, at this stage we don't know whether this latest twist will turn out to be a comedy or a tragedy. While the new decks are still being advertised on the Hanson Chien website, albeit with some production delays as a result of the COVID-19 crisis, the Kickstarter project behind the new decks seems to have run into trouble. A few months ago it was reported that this campaign has become the subject of an intellectual property dispute, and the rumour is that it was issued by Jerry's Nugget Casino. This isn't likely to stop the new decks being produced, mind you, given that Hanson runs his own printing company, and he has since successfully run an independent campaign to get them published.
Comedy or tragedy? We don't know the final outcome of this latest twist just yet. But certainly the Jerry's Nuggets have provided us with a lot of entertainment along the way, and we can only be glad to see them getting revived interest and attention, and some spiffy new editions that give every collector the chance to add a recreation of this famous deck into their collection at a very affordable cost.

https://preview.redd.it/aahdy5nnb0e51.jpg?width=500&format=pjpg&auto=webp&s=d274a33d2d7cc539d2f64d10d8065982cad4aeec
Where to get them?
Want to learn more?
Author's note: I first published this article at PlayingCardDecks here.
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what do i wear to the casino royale theme video

Casino Royale - Chris Cornell - You Know My Name - YouTube James Bond Casino Royale Theme Casino Royale - What’s The Difference? - YouTube Making of Casino Royale-Parkour Chase (Ft.Sebastian Foucan ... Casino Royale Final Scene James Bond Casino Royale Theme song with lyrics - YouTube Casino Royale intro/opening extended cut with deleted ... Casino Royale hotel fight - YouTube Tanya Tucker Without You, What Do I Do With Me - YouTube What to Wear to the Casino - YouTube

Stilettos, colored heels, choker necklace or earrings can be the best choice to attend a casino themed party. FOR MEN: Button down shirts with dark trousers are simply a yes for this kind of casino party. Socks and shoes in the same color. Blazers to add oomph factor for your personality. Shirts in bold colors are always the best. WHAT NOT TO WEAR: No casino theme party would be complete without one! The casual option will give you a laid back atmosphere but more formal wear will definitely bring a touch of class to your casino theme party. The best thing to wear to a Mardi Gras themed casino party is, of course, beads as well as mask and anything green and purple. Monte Carlo Casino Parties In case you haven’t seen a James Bond film, a Monte Carlo casino party is one for high rollers – or at least those that dress like high rollers. A Queen Of Hearts Casino Party. One of the most fun casino party themes is Queen of Hearts. The Alice in Wonderland character led a legion of playing cards, making it a great idea for a casino party with poker or black jack as the centerpiece. Guests can dress in red or dress up like characters from the story. I was thinking a flashy top/dress with sequins and all black on the bottom (black skirt, black tights, and black patten leather pumps), but I'm not sure. If you feel inclined enough to put together an outfit I was mostly looking on wetseal.com Also, I want it to fit the casino royale theme and be fun, but not too trashy looking - I want something thats still classy like....I was thinking kind When the James Bond movie Casino Royale was released in 2006 it reignited the elegance and sophistication that used to be associated with casinos. Especially the fancy ones where people could dress up to the nines and show off how wealthy and accomplished they were. The popularity of this movie has since led to a […] A Casino Royale casino theme party lets you recreate James Bond’s famous casino scenes. This is a party with class! Your guests are all dressed to the nines, chandeliers light up the room, and a bartender mixes drinks behind an old oak bar. Pick shoes that match the formality your outfit. You will need to wear black dress shoes for formal and black-tie casinos, but you can wear other colors for semiformal and dressy-casual places. Your shoes should match the main color of your suit--black shoes for a black suit, brown for a brown suit, etc. Of course, it would be unfair otherwise. So, you would want them to wear something glamorous that’s fitting to the theme. Think sequins, sparkles, and silk gowns, etc. Food and Drinks. You can’t call a party a “casino royale” party if you are sticking with fried chicken and burgers. Mar 24, 2014 - Love this style for the Casino Royale theme for World Conference!

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Casino Royale - Chris Cornell - You Know My Name - YouTube

About Press Copyright Contact us Creators Advertise Developers Terms Privacy Policy & Safety How YouTube works Test new features Press Copyright Contact us Creators ... James Bond Casino Royale Theme "You Know My Name" About Press Copyright Contact us Creators Advertise Developers Terms Privacy Policy & Safety How YouTube works Test new features Press Copyright Contact us Creators ... In this video we show you how to get dressed for a weekend getaway at the casino! We're huge fans of Foxwoods Casino, and knew we had to style it up right wi... For all those friends who wanted to see some real stuff.....I saw some funny comments like"My life is a lie"...so here it is...behind the scenes of Casino R... SUBSCRIBE for new videos: http://bit.ly/1RPufTRCheck out more MovieSounds: http://bit.ly/1Gki8wWChris Cornell - You Know My NameMovie © Columbia Pictures Starring Daniel Craig, Daud Shah as Fisher and Malcolm Sinclair as Dryden. Full pretitles scene from Casino Royale - Bond Gets His Double O Status; includes... none of this is my inventionlyrics-If you take a life Do you know what you'll give? Odds are you won't like What it Is. When the storm arrives Would you be s... The final scene to the 2006 amazingly brilliant Bond film—Casino Royle. Casino Royale is Ian Flemmings first novel in the James Bond series dealing with gambling, spying, and Britain’s place in the world, and the 2006 film was bo...

what do i wear to the casino royale theme

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