RFI - Chicago

casino close to chicago

casino close to chicago - win

[Politics] - The Spin: Anticipating Trump’s fiery GOP convention finale | Lightfoot takes next step toward Chicago casino | Exelon to close 2 power plants

[Politics] - The Spin: Anticipating Trump’s fiery GOP convention finale | Lightfoot takes next step toward Chicago casino | Exelon to close 2 power plants submitted by AutoNewsAdmin to CHICAGOTRIBauto [link] [comments]

[Local] - Illinois casinos angling to clean up now that coronavirus closing is over | Chicago Sun-Times

[Local] - Illinois casinos angling to clean up now that coronavirus closing is over | Chicago Sun-Times submitted by AutoNewspaperAdmin to AutoNewspaper [link] [comments]

[Local] - Horseshoe Hammond Casino to close as Indiana officials shut down gaming operations | Chicago Sun-Times

[Local] - Horseshoe Hammond Casino to close as Indiana officials shut down gaming operations | Chicago Sun-Times submitted by AutoNewspaperAdmin to AutoNewspaper [link] [comments]

The Hound of Hounslow (How an Autist Broke the Market)

On May 6, 2010, Jim Cramer’s brain broke. “That is not a real price,” he yelled to his monitor. “OK? That is not a real price.” Proctor & Gamble had just fallen 25% in a manner of minutes, then 29%, then 31%. Cramer had never seen such a shiny knife, such a beautiful buy, and he searched frantically for the right camera to beg his followers to add PG to their portfolio.
There weren’t enough buttons on Cramer’s soundboard to fully capture how he felt about the quickest drop in Dow Jones history. In what would later be dubbed “The Crash of 2:45” or simply “The Flash Crash,” over a trillion dollars was wiped from the stock market in a manner of 15 minutes. The odd thing was, despite dropping more than 9% at one point, the market would rapidly recover a bit after 3 PM and would close only 3% lower for the day.
In the ensuing days and weeks, journalists and financial commentators and United States Congressmen would try and determine where this volatility had come from. Something weird had just happened.
#
In the investigations that followed, regulators would consider a couple of theories. Was this a “fat-finger trade” where a trader inadvertently placed a large sell order, triggering a domino effect of sorts where algos would in turn sell? Was this a well-coordinated cyberattack, aimed to cripple American institutions? Was it simply a dip exacerbated by high-frequency traders? Had Janet Yellen forgotten to change the printer toner?
Nobody knew. But five months after the flash crash, the SEC and the Commodity Futures Trading Commission (CFTC) released a joint report that on May 6, 2010 the market was “so fragmented and fragile that a single large trade could send stocks into a sudden spiral.” They stated that a group called Waddell & Reed Financial Inc. had inadvertently played a role in the crash by initiating a sale of 75,000 E-Mini S&P contracts ($4.1 billion total) as a hedge to an existing position. This, the report said, coupled with the high-frequency traders trying to sell the long futures contracts they had just picked up from Waddell & Reed, led to a game of “hot potato” where the contracts were resold to other HFTs.
The report though was leaving out a crucial player.
#
In 2005, Navinder Sarao was living the dream. At 27 years old, he still lived with his parents in Hounslow, a working-class suburb outside of London, demanding tendies to be delivered to his bedroom by his sweet emigrant mother. To the people who knew him, Navinder, or Nav, was known to be quick-witted and quick to anger. He was dominant at Halo and FIFA, and he had a proclivity to focus on one task for hours and hours on end until he mastered it. He was almost obsessive in his interests.
Despite still living with his parents, young Nav had aspirations. In 2006, he responded to an ad in the Evening Standard that read, “Wanted: futures traders. Must work well under pressure.” That’s it. That was the ad. And Nav, with no experience and a honey mustard-stained tie, went to the FutexLive headquarters—a drab office situated above a supermarket 45 minutes outside London—and successfully hid his Asperger’s and got the job. He was now a professional trader.
Nav picked things up quickly. Realizing that he was surrounded by day-trading retards, he moved his desk to the corner of the shabby trading floor and bought a pair of noise-canceling headphones. He’d found success trading E-mini S&P Futures, which is the primary futures trading vehicle for the S&P 500. And with his noise-canceling headphones, Nav would follow the orders that would enter and leave the markets. His coworkers would marvel at the autist in the corner and the returns he was regularly pulling in.
Then 2008 happened. By the time the financial crisis was in full swing, Nav was almost thirty and had decided to leave Futex. He had accumulated $2 million from his trades the last couple of years, and he figured the most prudent move as a budding millionaire was to set up his command center in his bedroom. He still lived with his parents.
#
Nav realized something early on in the mortgage crisis that not everyone else did. He realized that governments would be forced to step in and save these retarded institutions, and he knew the banks wouldn’t be allowed to fall. And he bet $2 million—his whole net worth at the time—that he would be right. He made this bet on a Friday, and the following Monday, George Bush announced the TARP plan.
Prices proceeded to recover 19% over the next couple of weeks, and Nav rode the wave and turned his $2 million into $15 million. Did he rest on his laurels? Fuck no, this kid’s retarded! Nav didn’t want a wife and a home with a couple of kids running around. He wanted GLORY.
#
Around 2010, the markets were seeing an influx in high-frequency trading, and Nav took personal insult to these robots. People were getting scalped by these algos, and those scalps belonged to Nav. Those profits were rightfully his.
In order to beat the robots, Nav decided to build his own robot. And unsurprisingly, fueled by Code Red and autism, Nav’s algo worked magnificently. Pretty soon, he was regularly pulling in half a million a day. All the while living in a cramped bedroom of his parents’ home that cost $300,000.
#
May 6, 2010, started out as a regular day for Nav. The markets were sliding a bit, and Jim Cramer was flailing about his studio as though he were fighting a cloud of bats, but this was roughly on par for the time. Nav’s algo was pumping E-mini sell orders into the market—$200 million worth of orders to be exact—which ultimately resulted in a loss of liquidity (don’t ask me how this worked, I’m still confused why my PLTR 12/11 40C aren’t printing). At around 1:40 EST, or 6:40 in Hounslow, his mother called from the bottom of the steps to inform Nav that din-din was ready and would he please come down.
So Nav logged off.
And exactly one minute after that, the market began to fall at a rate that had never seen before. Nav had no idea though; he was in an argument with his father about why he needed to chew with his mouth open in order to let the scalding tendy fumes out. A trillion dollars had been wiped from American markets, and the instigator of it all was too retarded to know what he’d done.
The tendies were good though.
#
The trillion-dollar loss turned out to be not that big of a deal. The DOW snapped back from the 9% freefall like a rubber band, like any stock that Andrew Left has deemed to be a casino. But the NYSE and NASDAQ officials proceeded to meet over the next couple of months to try and determine what caused the nosedive and rapid recovery. In the reports that they would write, regulators made no reference to manipulation and no reference to Nav. In fact, he wasn’t even aware there was an investigation going on. He wasn’t aware he did anything wrong.
But regulators eventually began to notice that Nav was canceling a lot of orders. The CFTC sent him an email and asked if he could explain what he’d been up to. What was the reason for his canceling an obscene number of orders? That’s what big banks did. And that’d usually be fine and all, but Nav was a singular trader and that made it suspicious.
Nav wrote back to the CFTC explaining in careful terms that he had nothing to apologize for and that the CFTC could kiss his ass. He actually sent that. He told the CFTC to kiss his ass. Which, in hindsight, might’ve been a bad idea but the regulators were still too stupid and boomery to charge him with anything at the time. Nav would’ve gotten away with it too if it weren’t for a blabbermouth desk trader in Chicago who months later reported a different block of Nav’s trades to the CFTC, rekindling the case against Nav.
The investigation and case were dragged out over months and years, and I know 99% of you were too impatient to get this far, so I’ll give the cliff notes for the rest. Basically, Nav would eventually be charged with “spoofing,” which is the purchase of a large block of orders with the intent to cancel them. Spoofing artificially drives prices higher or lower. So the FBI and other concerned parties showed up on the doorstep of Nav’s Hounslow townhome in 2015, and he was extradited to the U.S. The judge learned he was worth $50 million, so he set bail to $7.5 million. Curiously enough though, Nav couldn’t access the $50 million or pay bail, and it was later determined that he’d somehow lost the fortune, seemingly to various shady investment advisors who promised to keep his money safe. (I personally like to think he’s stashed his earnings into a Caribbean account and that he’ll return to his private island once things blow over)
Over the next couple of months, Nav worked with investigators and taught them how market abuse happens. He was diagnosed with Asperger’s by a prison doctor, and the judge, sensing the moral dilemma of incarcerating an autist, and sensing Nav had received punishment enough from being scammed out of his $50 million, recommended a year of house arrest.
So Nav is currently serving his year of house arrest in the same bedroom where he amassed $50 million. But now he’s penniless at 41.
TLDR: Some autist beats the system, but the casino is angry and creates new rules to retroactively punish him for his winnings.
submitted by tugjobterry to wallstreetbets [link] [comments]

[OC] The Best MLS Player from Each Country That's Fielded One: Part 1 (UEFA)

Throughout its first 25 years, Major League Soccer has seen players from all different corners of the globe, each with their own career story. Whether it be a guy like Tim Melia or Chris Wondolowski who were scrappy guys that came out of nowhere to be stars in this league, or world famous names such as Zlatan, Beckham, and Henry, the league's history of big names is as diverse as they come.
Let's take a look at the best player from each country around the globe. This will be based on national team allegiance. Today, we'll be leading with Europe!
Please note that this is my opinion, and in some cases the decisions were tough; I'll be sure to add in honorable mentions where I can, or add notes.
Albania: Shkëlzen Gashi ( COL 2016-18)
Short list to pick from here, as Gashi's only competition is Jahmir Hyka and Hamdi Salihi. Gashi gets the nod, if nothing else, for his huge 2016 season, where he scored 10 regular season goals (one of which was that year's Goal of the Year) as the Rapids damn near won the Shield. The madlad then went and one-upped that with his absurd equalizer in the playoffs against the Galaxy.
His last two years weren't as fruitful, but man, when he was on he could pull something out of nowhere.
Armenia: Yura Movsisyan ( KC 2006-07, RSL 2007-09 & 2016-18, CHI 2018)
Four choices here, although in the end it's Movsisyan winning out over Harut Karapetyan, who played a couple seasons in the 90s for the Galaxy, San Jose, and Tampa Bay. The fourth pick in a strong 2006 MLS SuperDraft out of Pasadena City College, Movsisyan is mostly associated with RSL, who acquired him in a 2007 trade. With the Claret and Cobalt, he would tally 15 goals in 53 regular season appearances, and in 2009 he'd hoist the club's first MLS Cup. That'd be his last game with RSL until 2016 after some time in Europe with Randers, Krasnodar, and Spartak Moscow (even sharing the Russian PL Golden Boot in 2012/13 with Wanderson). He'd put up a similar clip of 16 in 57 before being waived and finishing his MLS career with four scoreless games with Chicago.
Austria: Daniel Royer ( NYRB 2016-pres.)
The choice here was largely Royer vs. Andreas Ivanschitz, who was a regular starter for Seattle's first MLS Cup, but I can't say no to a man with over 100 MLS matches played and three straight 10-goal seasons. In all comps, the former Austria Vienna man is just two goals behind Thierry Henry for third on the Red Bulls' all time goal scoring list.
Belarus: Sasha Gotsmanov ( COL 2005)
Gotsmanov qualifies by default as the only Belarusian player in MLS history. The Minsk native (and son of former Soviet and Belarusian international Sergei Gotsmanov) played one (1) single game for Colorado in October 2005, against RSL.
Belgium: Laurent Ciman ( MTL 2015-17, LAFC 2018, TFC 2019-pres.)
Shouts to Roland Lamah, who had his moments in Dallas, and Jelle van Damme, who played a season and a half for the Galaxy, but Ciman is the obvious choice. While he's fallen off a cliff as he's gotten older, he's a three-time All-Star and won Defender of the Year in his first MLS season; in his second, he played for Belgium at Euro 2016. At 35, he's lost a step and probably should only be used in emergencies, but at his best he was an elite MLS center back that could also be deployed at right back.
Bosnia & Herzegovina: Haris Medunjanin ( PHI 2017-19, CIN 2020-pres.)
The first one where I'm not totally confident in my pick, as Baggio Hušidić made this tricky (and as a Union fan I'm afraid of bias). But at his best, Haris is an assist machine (30 in four MLS seasons so far), and a threat on set pieces; the madlad even scored an Olimpico this year. His left foot is probably the best the Union have ever had. While his commitment to defense was nonexistent, give him the ball and he could spray a pass anywhere.
Bulgaria: Hristo Stoichkov ( CHI 2000-02, DC 2003)
One of three former Ballon d'Or winners to play in MLS (the others being Lothar Matthaus and Kaka, although "playing" is generous for the former), Stoichkov spent the last four seasons of his career in MLS, scoring 22 goals in 72 regular season matches for Chicago and DC. In his first season, a 9 goal in 18 match outing for the Fire, he also won the US Open Cup, scoring the opening goal of the final, a 2-1 win over Miami. (The winning goal, by the way, was scored by our old friend Owen Goal.)
Croatia: Damir Kreilach ( RSL 2018-pres.)
Mr. Miyagi's favorite MLS player for his crane kick equalizer in the playoffs, the former Rijeka and Union Berlin man has proven to be an excellent utility piece and core part of RSL throughout his time there, scoring 26 goals and chipping in 14 assists in 86 regular season matches and playing all over the damn place (naturally a central midfielder, he's probably still RSL's best forward). At 31, he still has a lot to give.
MLS has seen a huge influx of Croats lately, though; before Kreilach's 2018 signing there had only been four Croatian players in MLS history, two of whom barely played. Currently, there are five on active rosters.
Czechia: Luboš Kubík ( CHI 1998-2001, DAL 2001)
Czech players have had a good hit rate in MLS. In his lone MLS season, Bořek Dočkal led the league in assists, and Zdeněk Ondrášek was a very solid piece for Dallas, albeit one whose MLS time was brief.
But no. We have to go with Kubik. The sweeper was Best XI twice, in 1998 and 1999, and won Defender of the Year in 1998 helping Chicago to a MLS Cup-Open Cup double. He'd win another Open Cup two years later, before being traded to Dallas in 2001 and retiring due to injury.
So many lethal counterattacks started on the foot of this man, and he is rightfully seen as one of the greatest defenders the league has ever seen.
Denmark: Jimmy Nielsen ( KC 2010-13)
I debated going WAYYYYYYY off the board here and throwing out Miklos Molnar. His time in MLS was brief, just the 2000 season before he retired, but the man was the best attacking piece on a Cup winner. He could have balled out if he didn't retire early.
But nah. We're going with Casino Jimmy, one of the keys towards Kansas City's early 2010s turnaround. A two time All-Star, Nielsen was Goalkeeper of the Year in 2012, a year that also saw him win the Open Cup with the Wiz (on penalties, because KC and penalties, name a more iconic duo at this point). In 2013, he capped off his career by winning MLS Cup, again on penalties, while playing with broken ribs.
England: Bradley Wright-Phillips ( 2013-2019, LAFC 2020)
This league, man.
The list of English players to have represented in MLS is a long one, full of iconic names. Ashley Cole. David Beckham. Frank Lampard. Steven Gerrard. Jermain Defoe. Wayne Rooney. Hell, even Bradley's brother Shaun.
But nope. Many of those guys are the butt of many MLS jokes. BWP, on the other hand, is one of the greatest goal scorers the league has ever seen, with two Golden Boots to his name and well over a century of league goals. He was a part of 3 Shield winning teams, and made CONCACAF's Best XI in 2018.
And it all started with a quiet trial in 2013 after Charlton dumped him. This. League.
And This. Man. Even as a fan of Philly who doesn't care much for the Red Bulls, I respect this dude and everything he's done. I hope he gets another year after winning Comeback Player of the Year this year.
Estonia: Joel Lindpere ( NYRB 2010-12, CHI 2013)
The only other option here was Erik Sorga, who could dethrone Lindpere as he came to MLS at a very young age. But it's unlikely, as Lindpere was quietly very solid for the Red Bulls during his time. The Tallinn native was a two-time All-Star, and in 2010 he was named the Red Bulls' team MVP.
Finland: Alex Ring ( NYC 2017-2020, AUS pres.)
T O P I C A L
There's a few fairly talented Finns in MLS right now that could make this interesting (I really like Robin Lod's game, and Lassi Lappelainen would be excellent for Montreal if he'd stop getting hurt). Ring however has proven his worth across 4 seasons, including time as NYC's captain. Over 10,000 MLS minutes, mostly for good teams, as a defensive anchor, he will be a fantastic tone-setter for the new Austin team.
France: Thierry Henry ( NYRB 2010-14)
Oh man, as an Ireland fan I wanted to give this to literally anyone else. I am still bitter, dammit.
His best competition is probably Aurelien Collin, who has a closetful of trophies (including a Best XI and MLS Cup MVP). But no...it's Henry.
When a big name comes to MLS, what people want to see is someone who treats the league with respect. Henry did that. Not only was he dominant on the pitch, a three-time Best XI nomination, he also respected the history of the club he played for and gave 100%, even though he was getting up there in the years. He's a Red Bulls and MLS legend...as much as I curse that godforsaken hand
Georgia: Valeri "Vako" Qazaishvili ( SJ 2017-20)
It looks like the San Jose chapter of Vako's career is done and dusted. While the former Vitesse man struggled for consistency, he did put up 26 goals and 13 assists across four MLS seasons for the Quakes, including 10 while being coached by Mikael Stahre, which should probably get him and Wondo some sort of award.
We'll see what's next for him, if he leaves MLS or goes back to Europe. His only competition was Quakes teammate Guram Kashia.
Germany: Bastian Schweinsteiger ( CHI 2017-19)
I'm...actually not sure about this one. I actually changed this while writing, as I very nearly chose Julian Gressel; the former Rookie of the Year has two 10-assist seasons under his belt, and Kai Wagner has also been one of the league's better fullbacks for Philadelphia; Schweinsteiger was solid enough for Chicago in his advanced age for some very frustrating teams (and even moved positions to center back!)...but man, I don't know.
Germany is weird. For a country with such a great footballing tradition, the pickings are fairly slim. Arne Friedrich had one good year for Chicago before injuries claimed his career. Lottar Matthaus was as committed to this league as Schalke are to winning football matches. Stefan Aigner was stifled by Anthony Hudson going galaxy brain. Torsten Frings...existed.
I dunno.
Greece: Alexandros Tabakis ( ATL 2017)
The only Greek in MLS history...and our second one game wonder. Atlanta's FOURTH string keeper in 2017, he managed to sneak into a game against Minnesota with Brad Guzan on international duty, Alec Kann injured, and Kyle Reynish sent off during the match.
Atlanta lost 3-2. He's now in USL.
Hungary: Nemanja Nikolić ( CHI 2017-19)
Dániel Sallói and Krisztián Németh had their moments, but the winner is Nikolić, who came to MLS from the Ekstraklasa and immediately won the Golden Boot. His totals diminished in the three seasons he spent with Chicago, but 51 goals in 96 appearances isn't too shabby at all - it's second in Fire history behind Ante Razov.
Iceland - Guðmundur Þórarinsson ( NYC 2020-pres.)
Not much choice, 3 guys, all of whom were mostly bench guys. I almost went with Kristinn Steindorsson here on the merits of "he didn't have a penalty saved by Rodrigo Schlegel."
Israel: Gadi Kinda ( SKC 2020-pres.)
It was either him or Dedi Ben Dayan, really. And I nearly went with the former Colorado left back, but nah, Kinda is very much the superior player. The midfielder born in Ethiopia, Kinda shone brightly in his first season in KC, with 6 goals and 4 assists in his debut season. He'll be a DP next season.
Italy: Sebastian Giovinco ( TOR 2015-18)
A signing that changed an entire club.
Before Giovinco, the Reds were a laughingstock. He came in, won a Golden Boot and MVP right away, led the league in assists, made Best XI three years in a row, led them to their first playoff game, their first MLS Cup final, their first MLS Cup win, and a historic treble. And they damn near won CCL too.
The Atomic Ant was must-see from Day 1. It's not just because of him that Toronto is now one of MLS's elite...but he was a huge part of changing that culture. 83 goals in 142 games in all comps. And he dished out his fair share of assists too, with a telepathic partnership with Jozy.
Latvia: Raivis Hščanovičs ( TOR 2010)
Not much to write about here. 14 games for a bad Reds team. Gets in by default with no other Latvian MLS players.
Liechtenstein: Nicholas Hasler ( TOR 2017-18, CHI 2018-19, SKC 2019)
Another one by default. 66 games as a utilityman. Won MLS Cup and the Shield, though.
Lithuania: Vytautas Andriuškevičius ( POR 2016-18, DC 2018)
Only other choice was Edgaras Jankauskas, a forward who played 14 games for the Revs. Vytas played 37 for Portland and zero for DC.
Luxembourg: Maxime Chanot ( NYC 2016-pres.)
Another one by default but this one's an actually really solid player that finished fourth in Defender of the Year voting in 2019. We take those.
Malta: Etienne Barbera ( VAN 2012)
2 games in 2012. Only Maltese player in MLS.
Montenegro: Branko Bošković ( DC 2010-12)
Pretty much every other Montenegrin player played less than 20 games in MLS. Bošković played 43 before returning to Europe for family reasons. 7 assists in his final season though, which is technically something.
Netherlands: Johan Kappelhof ( CHI 2016-pres.)
Much like Germany, bright footballing tradition, very shaky MLS history. Which is weird because the Eredivisie exports a lot of guys to MLS.
Also, I'm excluding Kelvin Leerdam, as he is probably changing his international allegiance to Suriname.
So I'm going with 2017 All-Star Kappelhof, who I think is still fairly solid.
But really the choices aren't great. Dave van den Burgh? Roland Alberg scored a hat trick once I guess? Danny Koevermans was decent but injured all the time?
Maybe it's a hot take. It probably is.
North Macedonia: Oka Nikolov ( PHI 2013)
Never actually played, only in a friendly. Watch this space though as North Macedonia is apparently courting LAFC's Danny Musovski.
Northern Ireland: Johnny Steele ( RSL 2012, NYRB 2013-14)
Another case of shaky opposition, it was either Steele or Steve Morrow, who played 41 games for Dallas in the aughts.
Steele played regularly for a Shield winner, the 2013 Red Bulls. Easy peasy.
Norway: Vadim Demidov Ola Kamara ( CLB 2016-17, LAG 2018, DC 2019-pres.)
Adama Diomande is the main competition here. Kamara's first stint in MLS was a smashing success, scoring 48 goals in 90 regular season matches for Columbus and the Galaxy (he was traded for Gyasi Zardes before 2018). A brief foray to China followed, and while he's back in MLS with DC he hasn't quite been the same.
Still a good player on his day, maybe just the Bennyball effect.
Poland: Piotr Nowak ( CHI 1998-2002)
When I think of early Chicago, Nowak and the earlier-mentioned Kubik are the first two names that come to mind. Kubik held down the back while Nowak was the chief creator in the midfield. Three-time best XI, three-time All-Star, and MLS Cup MVP.
...can I drink my water now?
Portugal: José Gonçalves ( NE 2013-16)
Gonçalves fell off a cliff in his latter years, but in his first MLS season he won Defender of the Year and in his second he was a key part of a team that made the MLS Cup final and damn near won the thing.
Runner up here is Nani who is probably closing in.
EDIT: I also forgot to mention Pedro Santos, thanks to the Crew fans who pointed that one out. I still think Gonçalves pips him for his 2013 if nothing else, but Santos is probably closer than Nani.
Republic of Ireland: Robbie Keane ( LAG 2011-16)
A LOT closer than you think; Time Person of the Century Juventus legend Ronnie O'Brien was two-time best XI himself.
But nonono. This is Robbie freaking Keane. When we see these big name Euro guys interested in MLS, this is the man we want them to be.
Hypercompetitive and holding guys accountable on and off the pitch, and scoring for fun. 83 goals in 125 MLS regular season appearances. Best XI four times. 2014 MVP. MLS Cup MVP in 2014. A closetful of team awards including 3 MLS Cups.
This man was a baller, and frankly his departure was the beginning of the Galaxy decline into irrelevance, but that's a story for another time.
Romania: Alexandru Mitriță ( NYC 2019-pres.?)
Question mark because he's on loan and I have no idea if it'll be permanent, but he was punted out by the Pigeons just as he was really starting to break out. He scored 12 goals in his debut season last year but filled in nicely this year while Maxi Moralez was injured. EDIT: NYC fans have informed me he wasn't punted out, but was loaned out to be closer to his pregnant wife. My apologies.
Honorable mention: Alex Zotincă, who played for the Wizards and Chivas USA in the aughts. Brave man.
Russia: Igor Simutenkov ( KC 2002-04)
Not a lot to pick from here either. 49 games, 12 goals for this forward from Moscow, who now serves as an assistant coach at Zenit.
Scotland: John Spencer ( COL, 2001-04)
Give Johnny Russell another few years and he'll pass Spencer, but for now I'm leaning the latter. Spencer as a coach was frustrating as hell, but as a player he was Best XI twice and an MVP finalist once. Dude could score goals despite battling injuries in his time in MLS.
Just don't let him sign Kris Boyd. Then you lose to Cal FC. No one wants that.
Serbia: Aleksandar Katai ( 2018-19, 2020)
FROM A SPORTING PERSPECTIVE.
And mostly due to a weak pool. Runner up was probably someone like Miloš Kocić.
18 goals in 62 games for Chicago before getting yeeted back to Serbia for Bad People Reasons
Slovakia: Albert Rusnák ( RSL 2017-pres.)
He has tenure on Ján Greguš, who's the closest competitor, but Rusnák is also good. He followed up a 14-assist debut season (4th in the league) with back to back 10 goal seasons before struggling this year with injury.
Slovenia: Robert Berić ( CHI 2020-pres.)
Once he got acclimated to MLS, the goals came, and Chicago has its successor to Nikolić up top. He finished with 12 goals in his debut season, tied for second in the league with Ruidiaz and Zardes.
Also, from what I saw early on, seems like he's a dark-arts type of guy that gets in your head. That's fun.
Spain: David Villa ( NYC 2015-18)
I really didn't want to put him here due to recent allegations, and the fact that Pozuelo has already matched his MVP and two Best XI performances....
77 goals in 117 games though, that's tough to pass on.
Sweden: Zlatan Ibrahimović ( LAG 2018-19)
It's Zlatan.
He pretty much dragged a sorry LA organization to something resembling competitiveness.
What the hell did you expect?
(Anton Tinnerholm made this hard, though)
EDIT: Forgot Gustav Svensson as well in my honorable mentions.
Switzerland: Stefan Frei ( TOR 2009-13, SEA 2014-pres.)
Pretty self-explanatory, one of the most accomplished keepers in MLS history and with a closetful of hardware. And all it took Seattle to get him was a late first round pick that pinged around so much that it was eventually traded for a coach.
Turkey: Sercan Güvenışık ( SJ 2012)
5 games that year. No one else has flown the Turkish flag in MLS.
Ukraine: Dema Kovalenko ( CHI 1999-2002, DC 2002-05, NYRB 2006-08, RSL 2008, LAG 2008-10)
I'm afraid he'd break my legs if I didn't. One of the most physical and downright dirty players the league has ever seen. Made nearly 300 appearances though, and has one each of the 3 major US trophies (MLS Cup, USOC, Shield), all with a different team.
Wales: Andy Dorman ( NE 2004-07, 2013-15)
Dorman was a key part of that real good Revs team from the mid-aughts, and just beats out Carl Robinson. He made 112 appearances in his first stint, and played in 3 MLS Cup finals, though they famously lost all three. The Revs brought him back in 2013 after some time in Scotland and England, and was playing semipro in the area as recently as 2018.
submitted by LocksTheFox to MLS [link] [comments]

Black Nobility and the Vatican.

The black nobility is the base of the global crime syndicate that controls this planet. The black nobility or black aristocracy are the aristocratic families that sided with the papacy under Pope Pius IX after the army of the Kingdom of Italy led by the Savoy family entered Rome on September 20, 1870, overthrew the pope . and the Papal States, and took over the Quirinal Palace, and the nobles later ennobled by the Pope prior to the Lateran Treaty of 1929. Any family that produced popes for the Vatican is royalty. Most of the black nobility are Vatican royalty. The black nobility consider themselves sovereign princes. These families earned the title of "black" nobility for their relentless unscrupulousness. They used murder, rape, kidnapping, robbery and all kinds of deception on a large scale, without resisting the achievement of their objectives. The black nobility were the families that financed and created the holy corporation of the Vatican with the aim of imposing world slavery as a necessary institution, with the sole belief that some are born to rule and others to be ruled. The idea that certain families were born to rule as an arbitrary elite, while the vast majority of a given population is condemned to oppression, servitude, or slavery became the theological position of this elite. The "New World Order" is an attempt to take control of society by these fascist families with the purpose of the total slavery of humanity.
The Vatican is an imperial nation and is the largest empire in this world. The Vatican City, or the Holy Vatican Corporation, officially the Vatican City State, is a nation that operates as the largest intelligence network in the world. The Holy See is the "All-Seeing Eye" in society and a corporate entity connected to many other corporations and governments through papal and royal statutes. Archbishops and high-level bishops are the overseers of society within their districts and oversee politics, police, business, and organized crime. The same year that the professor of ecclesiastical law and practical philosophy at the University of Ingolstadt, Adam Weishaupt, created the Order of the Illuminati, was the same year that they created the United States as a corporation to run it as their private army and lead I dig the agenda of a "New World Order" for the elites, mainly, thanks to the infiltrated Freemasonry and directed by the Jesuits.
The New World Order is a conspiracy of lineage at the top. They are ancient and evil bloodlines that build and destroy empires for control through an order out of chaos. Royal and noble houses are corporate entities and claim to rule and own land, resources, and people. Landlords have always been the dominant owners of gold and precious metals. They empower and finance bankers and entrepreneurs to work for them through their corporate homes. They authorize and issue the creation of laws, agencies, the military, companies, and universities. They create and run religions and secret societies. They also finance and organize organized crime syndicates as if they were commercial enterprises. Some of the major royal bloodlines include Savoy, Bourbon, Medici, Glücksburg, Wittelsbach, Nassau-Weilberg, Saxe-Coburg and Gotha, Romanov, Grimaldi, Orleans, Braganza, Habsburg, Hannover, Windsor, Saud, Thani, Khalifa, Alouwite , Zogu, Hohenzollern, Orange-Nassau, Bonaparte and Bernadotte. Many royal bloodlines still rule their nations as heads of state such as the United Kingdom, Belgium, the Netherlands, Denmark, Monaco, Spain, Saudi Arabia, Bahrain, Morocco, Sweden, Norway, and Luxembourg. The Vatican City State is also a kingdom with the Pope of Rome as its monarch. The Black Nobility are the ancient bloodlines of the Papal States and they own the Holy See and the Vatican. They produced the first popes of Rome and held leadership positions in the Vatican from its inception. The Colonna and Torlonia still hold the hereditary positions of the Assistant Princes to the Papal Throne. The black nobility consider themselves sovereign princes. The Vatican is used as a central point of control and the Holy See is one of the oldest and most criminal corporate entities in existence. The Spanish Catholic Church is immensely rich, it has not suffered the crisis and also enjoys a true tax haven, being free to pay taxes, such as the IBI, works, companies, etc. The vast majority of the assets in their possession and on their accounts are completely opaque. This situation is illegitimate, unfair and presumably illegal, and this occurs with the complicity and consent of the public powers.
The Erlach and Brandi families are Swiss tax advisers who enable corruption, bribery, criminal financing, and money laundering. The Swiss Guard is the one that protects the Vatican City State. The Swiss cantons have been in contract with the Vatican for centuries and Switzerland is basically a papal state with the noble Roman saints claiming partial ownership. The German house of Baden-Zahringen founded Bern, in Switzerland. The House of Savoy ruled the regions of Switzerland for hundreds of years. Some of the most important bloodlines of the Black Nobility are: Massimo, Colonna, Pallavicini, Odescalchi, Ruspoli, Orsini, Aldobrandini, Sforza-Cesarini, Boncompagni-Ludovisi, Chigi-Albani-Della Rovere, Doria-Pamphilj, Rospigliosi, Giustiniani , Torlonia, Corsini, Borghese, Del Drago, Lucchesi-Palli, and Gaetani. The Pecci and Pacelli families are more recent bloodlines of the Black Nobility. The black nobility share ownership over the Holy See, which is a corporate entity based in the Vatican City State that was established as a nation in 1929 under Benito Mussolini, who was put in power by the House of Savoy. The Mussolini and Franco families became nobles after their fascist regimes. The Black Nobility also owns the Knights of Malta, the Jesuits, and the Cosa Nostra. The Black Nobility established branches in southern Italy and married Sicilian-Campanian nobles such as the Lanza di Scalea, Adragna, Sanseverino, Tomasi di Lampedusa, Paterno, Cattaneo, Serena di Lapigio and Rocco di Torrepadula families. Many Italian crime families were Sicilian nobles like the Bonanno and Bellomo families. Both the mafia bosses and the Italian and Spanish nobles call themselves Dons, which is the equivalent of Boos (boss) of crime. The Savoy, Savoy-Aosta, Medici, Borbon-Dos Sicilias, and Borbon-Parma families are members of Italian royalty and are married to various European royal bloodlines and Black Nobility. Most of the monarchs are members of the Sovereign Military Order of Malta. Prince Carlo Massimo has been overseeing the Sovereign Military Order of Malta as President of the Italian Association of SMOM. The Knights of Malta have an undercover operation at the Jesuit School of Foreign Service in Georgetown, run by Joel Hellman. The Jesuits and the Knights of Malta basically run the Defense Department alongside British Crown agents and high-level Freemasons. Prince Carlo de Borbón-Dos Sicilias is a high commander of the Society of Jesus through his Sacred Constantinian Military Order of Saint George. The Jesuits were authorized by Pope Paul III of the Farnese family. The Bourbon-Dos Sicilias and Borbon-Parma families are the continuation of the Farnese family, the name Farnesivs is engraved in the Jesuit headquarters called the Church of Gesu in Rome. The Farnese family lived in a pentagonal fortress called Farnese Villa Caprarola, which is the basis for the design of the American Pentagon. Jesuits are involved in education, politics, banking, science, law, and especially military intelligence. The Italian Bourbons have established residences all over the world, including Florida. Jesuits need to be investigated and banned, they have rightly been expelled from almost every country in the world, but they always end up coming back. In Spain three times, his last return was at the hands of General Franco.
The Holy See is a corporate body that issues laws and bills, such as the Golden Bull, which claims ownership of the Kingdom of England and identifies the emperor as the sovereign of the only legitimate universal empire, directly chosen by God. The Pope claims temporal power or ownership over the Earth and also claims Papal Supremacy or Papal Rule and Papal Infallibility. Infallibility means incapable of being wrong. The Roman Curia or Papal Court is the highest organized council in society and is directly supervised by the two “Assistants of the Prince to the Pontifical Throne”, these two positions are held by the princes of the Colonna and Torlonia families. They work with a higher level princely council of the Italian nobility that works with another council made up of the Roman nobility. The Italian and Austrian nobility are married to each other and work closely together leading the Sovereign Military Order of Malta, which is a sovereign entity equivalent to that of a sovereign nation. The Italian Nobility, La Cosa Nostra and the German and Austrian Nobles, run the Jewish Mafia. Royalty and nobles have massive amounts of wealth in private bank accounts in Switzerland. They use the Nazi-founded Bank for International Settlements to steal wealth from central banks through fraudulent tax contracts and then launder and hide the wealth in private bank accounts in Switzerland. The main Italian lineages still active include the Massimo, Colonna, Pallavicini, Torlonia, Aldobrandini, Ruspoli, Orsini, Gaetani-D'Aragona, Borbón-Parma, Odescalchi, Borghese, Adragni, Chigi, Medici, Borromeo, Doria-Pamphilj, Sacchetti, Savoy, Grimaldi and Bourbon. These bloodlines oversee the various specters of society. Outside of this power structure is the Committee of 300 with an inner circle made up of the leading monarchs and princes of Europe and the former Holy Roman Empire with members from Windsor, Spencer, Cecil, Percy, Hohenlohe-Langenburg, Habsburg, Bonaparte, Orleans, Bernadotte, Lagergren, Glucksburg, Hannover, Furstenberg, Austria-East, Hohenberg, Hesse, Nassau-Weilberg, Habsburg-Lorraine, Saxe Coburg and Gotha, Saxony-Weimar-Eisenach, Saxony-Meiningen, Braganza, Orange-Nassau, Hohenzollern , Hohenzollern-Sigmaringen, Liechtenstein, Rothschild, FitzJames, Lobkowicz, Ligne, Merode, Romanov, Thurn and Taxis, Schwarzenberg, Orsini-Rosenberg, Windisch-Graetz, Esterhazy and other families. Many members who do not have noble status on the Committee of 300 are representatives of the royal families.
These families are all enemies of humanity and have conspired to enslave the world for centuries. They authorize and create corporations and billionaires, run religions, states, secret societies, the mafia, and organized crime syndicates. Royal families in Europe are mainly divided into two factions, and this dates back to the Guelph merchants and Ghibelline landowners. All other groups like Bilderberg, CFR, and the Trilateral Commission are lower-level organizations. All roads lead to Rome, which is the basis of its control system. The European Constitutional Monarchies are branches of the corporate empire of Rome. Constitutional Monarchies are ruled by blood-appointed heads of state and serve Rome through the Sovereign Military Order of Malta. The Pope claims temporary or physical ownership of the Earth. The Pope claims to be infallible of error. The Pope claims ownership over all souls through the papal doctrine of "Papal Supremacy." The Pope is a leader for the Black Nobility of Italy.
The Jesuits are a military priesthood officially established by Pope Paul III A.K. to Alessandro Farnese of the Farnese family. The Jesuits were officially established under the Papal Bull called Regimini Militantis Ecclesiae, which means Military Regiment of the Church as the continuation of the Templars. The Black Nobles are the true owners and controllers of the Vatican and maintain their control throughout the centuries by installing their relatives as high-level popes and bishops. At present the Torlonia and Colonna families who have the hereditary positions of Prince Assistants to the Papal Throne are those who supervise the pope. In turn Pope Francis supervises all members of the Catholic Church and also supervises the various secret societies that are connected with the Church.
The Jesuits are also a Masonic order and were the continuation of the Templar orders when they were banned. The Roman Catholic Church mocks Christians by performing rituals where they pretend to drink blood and eat human flesh known as the Eucharist, also called Holy Sacrifice. The New Testament did not exist until about 1600 and the Old Testament is even more recent than the new. It was the Vatican and European monarchs who created both the New and the Old Testaments. The last official version of the bible was published in 1777.
The bishops and priests operate as supervisors and the Jesuits function as spies trained in deception and are infiltrated everywhere. The Pope claims temporal power or ownership over the Earth and also claims Papal Supremacy or Papal Rule and Papal Infallibility. Infallibility means incapable of being wrong. Archbishops are the overseers of society within their districts and oversee politics, police, business, and organized crime. The Latin phrase Novus Ordo Seclorum means New Order of Ages (or Ages), or also "New World Order", and is on the US dollar bill and Great Seal of the United States.
The Vatican uses Latin as an official language and for documents. America is named after the Italian Americo Vespucci who worked for the Medici family of Florence and Rome. Vespucci created the term New World for America. The Bank of America was originally called the Bank of Italy and was founded by Amadeo Giannini, who was financed by Italians. Nations were formed as companies or corporations to exploit their citizens as merchandise. Corporations are fraudulent constructions because they are considered a person with rights under the law, and because the owners and controllers of the corporations can disregard responsibility for crimes committed by the corporation. That is fraudulent. Corporations are not people and therefore cannot have rights. Corporations are also monopolies that use subsidiaries to hide their dominance over industry. Private companies cannot compete fairly with corporations. Citizens are also classified as legal persons (companies), robbing them of all their human rights. Corporations shouldn't exist.
Royalty and nobles issue charters establishing representative covert property agents controlled by corporate households or crowns of royalty and nobles. They claim to own foreign governments in this way. Royalty and nobles claim to own the United States as a continuation of the Virginia Company. Roman royalty such as the Hanover, Hesses, Wurttembergs, Hohenzollerns, Glucksburgs, Orange-Nassaus and Saxe-Coburg and Gothas claim a share of ownership over the British Crown. This is why the British royal family has so much German ancestry. The United States is defined as a federal corporation under US code 3002. Section 15. Most of the founding fathers were Freemasons and worked for the British Crown and German royalty. American political families, such as the Bushs, Clintons, Romneys, and Kennedys, take their names from European noble families that still exist. The Von Dem Bussche family are German nobles and relatives of the Bush family. The Clintons and Romneys are also British nobles. The Kennedys are Scottish-Irish nobles and an American political family involved with the Democratic Party. Mars, Walton, Rockefeller, Guggenheim, Getty, Hearst, Sackler, Lauder, Sachs, Busche, Johnson, McMahon, Forbes, and Cox are some of the billionaire American families that work with royalty and nobles in Europe. The Mars family is worth about 70 billion and works with the Windsor, Savoy, Thurn and Taxis families. The Waltons are worth around 130 billion and work with German nobles like the Württemberg, Baden, Hohenzollern and Isenberg families. The various Johnson families in the United States are collectively worth tens of billions and serve as agents for the House of Hannover. They own Johnson and Johnson and Fidelity Investments. The Hanovers are powerful royals and merchants who established the Hanseatic League. The Hearst family is worth more than 25 billion and several members were educated at Harvard University of the British Crown. The McMahon family is a billionaire and owner of the WWE and works under the Bonapartes and Savoys as their noble ancestors who were served militarily by the MacMahons during the Second Italian War of Independence. Today there are MacMahons in France with Italian and French titles of nobility. The Lauder family works for the House of Esterhazy in Austria and the House of East in Austria and Italy. The Guggenheims have assets worth hundreds of billions and are married to the House of Stuart. The Getty family are billionaire American oil merchants and are married to the Italian House of Ruspoli. The Forbes family are billionaires and American descendants of Scottish nobles who still exist.
All gang stalking and cult organizations are owned and controlled by members of royalty and nobility. Criminal organizations such as Royalty itself, Royal Institutions, The Company of Jesus, The Black Monks, The Hellfire Club, The Templar Orders, Freemasonry, The Grand Orient of France, The York Rite, The Scottish Rite, Prince Masonry of Prince Hall, Shriners International, The Royal Order of Jesters, The Cabal Society, Chabad, Scientology, Skull & Bones, The Boulé Society, The 5% Nation, The Nation of Islam, Black Israelites, The Ordo Templi Orientis ( OTO), The Temple of Set, The Church of Satan, Rosicrucian, Golden Dawn, Opus Dei, Mormons, Knights of Columbus, The Bohemian Club, Knights of Phintias, Ancient Order of Druids, Wicca, Santeria, Obeah, Voodoo, Sufism , Greek Fraternities and Brotherhoods, New Age and Gnostic Cults, Nazi Cults, KKK, Mafias, Prison Gangs, Biker Gangs and Street Gangs. The Rockefeller family uses their charitable foundations to fund harassment gangs and bribery in the United States, as well as globalization agendas and vaccination programs. The Rockefeller Foundation funded Almighty Vice Lord Nation, which is an organized crime group, and also funded the Tavistock Institute.
Hollywood, the Church of Scientology, and Silicon Valley are military operations like the US DARPA agency and run by European royalty and nobles like the Oettingen-Spielbergs, Schaumburg-Lippes, Anhalts, Hanovers, Windsors, Passi di Preposulos, Ruspolis, Torlonias and Odescalchis. The Ferragamo family is also involved in the management and financing of corruption in Hollywood. The House of Nassau-Weilberg, which is married to the Torlonias, funds human trafficking and human sacrifice in Hollywood. Idols in the entertainment industry are a dangerous cult with leaders who have access to electronic weapons. Most of modern electronics is being broadcast covertly with GENISIS and NEURON bio-piracy software controlled by Kabbalists and Scientologists. European monarchies function as extensions of Rome and run secret societies that infiltrate government agencies and run corporations for monarchs. The Sovereign Military Order of Malta is the main military council and works closely with the Orders of St. John administered by Protestant royalty such as the Windsors and the Hohenzollerns. The Order of Malta and the Order of Saint John are Masonic organizations with grand masters and titles for initiation. The royal and noble bloodlines are all working together as a global crime syndicate and part of a modernized Roman corporate empire. They also have several competing factions that create the illusion of division. The British crown and Scottish nobles such as the Bruce, Stewart, Sinclair, Campbell, Montagu, Scott, Hamilton, Percy, Boyle, Bowes-Lyon and Sutherland families administer a large part of Freemasonry. All of these families produced Grand Masters of the Grand Lodge of England. There are thousands of Masonic lodges in Europe and in the United States. Freemasonry must be investigated and outlawed. The Greek-German Royal House of Glucksburg directs the Greek fraternities and brotherhoods and uses initiates as its agents. Glucksburg nobles and Italians run the Boule Society, Boule is a Greek fraternal society for African Americans. Martin Luther King and Jesse Jackson have been members of Boule, among many other high-profile, successful, and wealthy blacks, including Barack Obama, Bill Cosby, Al Sharpton, and Thurgood Marshall. The Glucksburg family rules Denmark and Norway and recently ruled Greece. Among its members are the ex-queen Sofía of Spain and Duke Felipe de Edimburgo. Former Greek nobility and royal merchants such as the Mavroleon, Onassis, and Niarchos families are billionaires who have a monopoly in the shipping industry and work with British nobles. The Greek royal family currently lives in London from where many Greek consignment merchants operate. The British Crown authorized and controls universities such as Yale and Harvard which are used to recruit Crown agents through fraternal orders such as Skull & Bones and Book and Snake. Royal and noble families also do undercover business in the City of London Corporation, which dominates global markets. Some of the major London merchant families include the Goldsmith, Stuart, Rothschild, Grosvenor, Sassoon, Barclay, Sutherland, Montagu, Bailey and Guinness families. The Sutherland family created the HSBC bank that has a long history of financial scandals around the world (Emilio Botín, Fernando Alonso, Mohamed VI, Jorge Trías and Jordi Pujol Jr. had accounts at HSBC when it was chaired by Stephen Green, Baron Green of Hurstpierpoint). The Bailey family is co-founder of Janus Henderson through a merger. Janus Henderson manages around 190 billion in assets. The Stuart family owns the Hudson Bay Company and has an alliance with the Bavarian House of Wittelsbach, which is the covert owner of some of the Hudson's Bay Company subsidiaries, which were founded by Bavarian merchants. HBC has approximately $ 12 billion in assets and has had fiscal contracts with the United States through the Organic Law of the District of Columbia of 1871.
The Orange-Nassau family are influential traders through the Netherlands Trading Society and have a large number of shares in Royal Dutch Shell, Philips Electronics and ABN AMRO Bank. The Orange-Nassaus and their Dreyfus agents run the Rand Corporation, which has a contract with the US military. Rand's founder was a Dutch gentleman. The Orange-Nassau family also runs the Loyal Orange Institution in Ireland, which has infiltrated the police, justice and politics. The Luxembourg Nassau-Weilburg family are international bankers connected to the World Bank and the International Monetary Fund. The royal families of Luxembourg, Belgium and the Netherlands have shares in the European Investment Bank and all of these royals are recently married to Italian nobles. The Ligne family from Belgium are wealthy diamond and gold merchants. The Belgian Crown and its nobles are stealing wealth from the United States through fraudulent tax contracts established through the Organic Law of the District of Columbia of 1871 and continue to do so through the Bank for International Settlements. The Barons Strange heads the Masonic Order of Oddfellow. The Russell family are the Marquesses of Tavistock and they run the Tavistock Institute, which is an organization involved in mass mind control. The Russell family also co-founded the Yale University and Russell Trust Association, which is named after the New Haven, Connecticut company based on the Skull & Bones secret society.
Skull & Bones is a death cult military complex run by the Bush family from the USA who are like a European royal family in the USA. The Furstenberg family runs the Royal Order of Jesters who wear a jester on their coat of arms. The Clintons work closely with the House of Furstenberg, who have residences in the United States. The Italian Orsini family and the Holy Roman Rosenberg family lead the Rosicrucian Order of alchemists who infiltrate food and drug companies for chemical warfare. The Medici family, who have a statue of Hermes (Mercury) in their palace in Rome, administer the Hermetic Order of the Golden Dawn, an alchemical secret society. The Medici were architects of modern banking. The Pierleoni family of Rome and the Spanish House of Bourbon-Anjou run the Kabbalah Society, which uses the Spanish lion for its logo. The Pacelli family of Rome and the Crescenzi family of Italy administer the Wiccan witchcraft cults. The Bavarian Wittelsbach family from Bavaria created the Bavarian Illuminati and administers the Benedictine Monks and is also part of the Jewish Mafia in the United States who are white collar criminals. The Pecci family of Italy also owns the Jewish mafia in the United States through their marriage to the Blumenthal family. The House of Wittelsbach is involved with Zionism, Nazism, Freemasonry, and the Society of Jesus. The Jesuits function as Roman intelligence and infiltrators and use their universities to recruit and train agents for Rome. Jesuit agents dominate leadership positions in the United States military and intelligence and especially in the CIA. The Knights of Columbus are owned by the Casa de Colonna. Christopher Columbus was Pedro Madruga, the Count of Caminha, a relative of the Colonnas who settled in Pontevedra at the time of the Romans. Many Knights of Columbus are police officers, mayors, lawyers, and judges, protecting the Italian mob while targeting free-thinking people. The Knights of Columbus are heavily involved in gang harassment.
Court Jews such as the Rothschild, Warburg, Goldsmith, Oppenheimer, Walton, Sassoon, Kadoorie, Lewis, Javal, Lauder, Sackler and Dreyfus families work through the Roman Curia or royal courtrooms such as Buckingham Palace. The French Rothschilds work for the Black Nobility of Rome and the French House of Orleans. The British Rothschilds work for the British Crown. The Sassoon and Kadoorie families work for the British Crown and oversee banking and business in China and India. The Swiss Rothschilds work for the House of Habsburg and the House of Hesse. The Oppenheimers work for the German House of Wurttemberg and the Cologne Oppenheim branch. the Austrian House of Habsburg granted them titles of nobility. The Warburgs work for the Italian House of Borghese and the German House of Hesse and the House of Hannover. Warburg Pincus had a contract with Unicredit that merged with the Borghese Family's Bank of the Holy Spirit. The Warburgs were Venetian bankers and the Borghese family now hold Venetian titles of nobility. The Warburgs financed the Nazis. The Dreyfus family works for the Dutch House of Orange-Nassau and the French House of Bonaparte. Jewish banking families work for Christian nobles and royalty. These billionaire Jewish bloodlines run many rabbis who run a criminal intelligence network that works with Mossad. The French House of Bonaparte and the Swedish House of Bernadotte control many of the main European companies through their knights of the Order of Seraphim and the Legion of Honor, who are also members of the Round Table of Industrialists of Europe, which it has a great economic influence on the markets. The Wallenbergs run corporations worth hundreds of billions and work for the Swedish House of Bernadotte. The Wallenbergs and the Swedish Crown also work with the Jesuits and the Vatican. The Black Nobility and other royal families have been hiding billions in private banks in Luxembourg, Liechtenstein and Switzerland. The royal families of Luxembourg and Liechtenstein own and run their own national and private banks. Austrian and Eastern European royalty and nobles, such as the Habsburgs, Esterhazys and Schonberg, use private banks in Liechtenstein and also own Israeli and Jewish mafias. The Esterhazy family together with the Lucchesi-Palli family run a faction of the Russian mafia through the mob boss Semion Mogilevich from Budapest. The Torlonia family owns the Fucino Bank in Rome and functions as Vatican bankers and treasurers. The Torlonia family of Rome and the Hohenzollern family of Germany are the main owners and controllers of the Bank for International Settlements which was founded and administered by the Nazis during World War II. The Torlonias are architects of fascism and the Hohenzollerns are architects of Nazism.
The East, Rothschild and Hottinger families are some of the leading Swiss bankers. The Romanian Sturdza family also owns a private bank in Switzerland. The Casanova family of Italy and Spain is one of the leading political families in Switzerland. The East and Savoy families run the Bank for International Settlements, which has a contract with most of the major central banks and is embezzling the wealth of nations through fraudulent loans and contracts. The Savoys live in Switzerland and Prince Lorenz of Austria-Este works at the Gutzwiller bank. The Bank for International Settlements must be investigated and closed. The Gutzwiller family is one of the leading banking families in Switzerland, owning its own private bank and managing 35 other Swiss banks. The Swiss Guard is a military body in charge of the security of the Pope and the Holy See. The ceremonial head of the Swiss Guard is the Pope, sovereign of Vatican City. Italian mafias are Rome's enforcers involved in extortion, money laundering, murder and drug trafficking, and they pay their dues to the Sicilian mafia, which in turn pays them to the black nobility. The mafia channels its earnings and tributes to the Black Nobility through the Vatican charitable foundations and then from the Vatican bank they are transferred to the private accounts of the Swiss Bank. The Savoy’s Genovese crime family specializes in extorting Wall Street. The mafia is rigging professional sports for gambling and they also launder their criminal winnings through the casinos. The Torlonia family owns the Kansas City crime family and shares ownership of the Pittsburgh crime family with the Borghese family of Rome and the Rocco di Torrepadula family of Sicily. The French House of Orleans owns the New Orleans crime family and the Franco-British Beaufort family oversees and owns the Dixie Mafia factions along with other British peers who have French ancestry. Cox's billionaire family is involved in multimedia communications and is part of the owners of the Dixie mob, which is involved in tobacco and ginseng sales as well as arms, drug and human trafficking. The Goldsmith and Sassoon families own Pakistani and Hindu human trafficking networks operating in the United Kingdom. The Imperial House of Brazil, Orleans-Braganza and the Belgian House of Ligne are married and have shares in the Brazilian companies AmBev and Belgian Anheuser-Busch InBev. The House of Orleans-Braganza owns Brazilian drug cartels that are also involved in human trafficking. The Sforza family owns the Stidda Mafia clans operating in the Sforza-Visconti territory in Milan and the Sforza and Visconti families have greater control over the Italian Stock Exchange or the Milan Stock Exchange. Milanese billionaire Silvio Berlusconi works for the Sforza and Visconti families and has a monopoly on Italian media and politics. Berlusconi founded the Forza political party in Italy named after the Sforzas. Some northern Italian nobles such as the Visconti, Borromeo, Este, Gonzaga, Valenti, D’Adda, and Passi di Preposulo families are closely related to billionaire families such as the Rothschilds, Agnellis, Benettons, Armanis, and Ferreros. The Sforza and Visconti families own the Seattle crime family with the Gaetani family as partial owners. The Seattle crime family controls billionaires Bill Gates and Jeff Bezos through blackmail. In 2017, Microsoft and Amazon employees were caught in a sex trafficking scandal.
The Colonna family owns the Knights of Columbus and also owns the Colombo crime family and partially owns the Chicago Outfit along with the Capponi and Roselli families of the Florence Turk. Al Capone was an agent of the House of Capponi and John Roselli was an agent of the Roselli del Turco family. Roselli also worked for the CIA. Colonna means column like Colombo and Colón. The Knights of Columbus infiltrate police departments and work with the Italian mafia. The Massimo and Gaetani families own and run the Gambino crime family and the Philadelphia crime family. The Massimo-Brancaccio family also owns and runs the Magliana or Roman Mafia and the Armed Revolutionary Nuclei, as well as the Graviano de Brancaccio crime family in Palermo, Sicily, which is part of the Corleonisi mafia clan. The Massimo family receives tribute from most of the Italian crime families and even from the Russian mafia and Eastern European mafias. The Massimo de Roccasecca family, who live in London, own the Clerkenwell crime syndicate, also known as the Adams Family or the London A-team and are part owners of the Irish Mafia, including the Rathkeale Rovers. The Borghese family is also the main owner of the Sicilian Mafia and the Mafia Magliana. The Lucchesi-Palli and Pallavicini families own the Lucchese crime family to which the Russian mafia in Brighton Beach pays tribute. The Pallavicini family owns the Armenian mafia that operates in Hollywood and works closely with the Kardashian family. The Romanovs are partial owners of the Russian mafia and have established several residences in the United States. The Giustiniani family oversee the Philadelphia Greek Mafia along with some Greek merchants. Royal and noble families finance organized crime. The Jewish Mafia reorganized into a white collar crime and worked with the black hand of the Italian Mafia. The head of the Jewish mafia in the United States is billionaire Michael Bloomberg. Leon Black is another one of the leading Jewish mobsters in New York. The Jewish Mafia participates in professional sports with white-collar mobsters such as Daniel Gilbert, Robert Kraft, Joshua Harris, Tom Werner, Jerry Reinsdorf, George Kaiser, Peter Guber, Joe Lacob, Mark Cuban, and Micky Arison. The European Union is based on the Treaty of Rome that was signed at the Capitol in Rome. The president of the European Central Bank is Mario Draghi, born in Rome and educated by the Jesuits at the Massimo Institute. Mario Draghi is an undercover relative of the Borghese and Del Drago families. The Erba-Odescalchi family with ancestry from Cernobbio, Italy, runs CERN with the Roman Fabiola Gianotti as CERN Director General that is used to generate pressure in the lower atmosphere in order to oppress society. CERN, HAARP, The Church of Scientology, Chemtrails and electronic devices are being used to covertly oppress society. The US military administers a HAARP electronic harassment system in Puerto Rico that is controlled from Guantanamo Bay in Cuba, which is under the command of Captain David Culpepper. The CIA and the Italian Mafia have a large criminal operation in Cuba. The CIA and Cosa Nostra work closely to this day.
Islamic royal families were named after European royalty in the 19th and 20th centuries and especially after the First World War. Middle Eastern royalty run the oil industry and use their massive wealth to fund globalist agendas that allow them to rule their nations. The house of Saud is worth at least a billion. The House of Thani and the House of Al Khalifa work with the House of Saud and are also wealthy oil traders. Royals from the Middle East run the Muslim Brotherhood and the Five Percent and the Nation of Islam, which are violent mobs of cult and harassment. These organizations need to be investigated and banned. They also own an Arab mob that is based in New Jersey and Detroit. The royal family of Morocco are wealthy merchants and owners of the Abergil crime family of Israel and Morocco. The House of Bourbon and Spanish nobility such as the Osorio, Fitz James, Alvarez (Alba), Pignatelli, Arteaga, Borja, Zuniga, Ruspoli, and Aragon-Escobar families own the majority of the Mexican and South American drug cartels. The Osorio and Borja families own MS-13. The Borgia and Borja families are also partial owners of the Mongels motorcycle gang. The Bourbons own the Gulf Cartel and the Lating Kings. The Ruspolis are partial owners of the Sinaloa Cartel and the Primeiro Comando da Capital in Sao Paulo, where their Matarazzo cousins ​​reside. The FitzJames and Alvarez families own the Los Zetas Cartel. The Álvarez and Osorio families also own the Bandidos motorcycle gang. The House of Bourbons are the founders and owners of Banco Santander. The King of Spain has the official right to the throne as King of Jerusalem.
submitted by zzliberated to conspiracy [link] [comments]

Game Concept: Fallout Cincinnati

(Repost because I posted this really late and I was hoping to get some more discussion on the ideas.)
TLDR: Cincinnati seems like an interesting location for a future Fallout game and I break down my reasoning and then give an idea for a story. Maybe Cincinnati, Ohio isn’t as popular as other American cities, but I think it still deserves a shot.
So this post is taking some older ideas in some Reddit posts for a Fallout game and adding some additional ideas for it. I believe that a Fallout game set in and around Cincinnati, Ohio could potentially be a good fit for the Fallout franchise. I’m gonna break down the reasons why I think it could fit the theme/work as a map and then some story ideas for what could work in the area. I’d also like to state that my ideas are based off of information from the Fallout Wiki and Wikipedia. If anything doesn’t add up, I apologize.
MY REASONING FOR CINCINNATI AND WHY IT CAN FIT THE FALLOUT LORE:
-So Cincinnati might not seem like a city as grandiose as somewhere like NYC, Philadelphia, Detroit, New Orleans, etc. To an extent, I totally agree with that sentiment. It’d be really cool to see those cities that were mentioned above as future Fallout locations. However, I believe that those world ideas are also so full of interesting locations that a game trying to capture it all would struggle to get all the significant locations with current technology. Cincinnati is a smaller city that is still rich with culture and history that could be captured more accurately than bigger projects.
-A decent amount of the skyscrapers and more significant places of Cincinnati and the surrounding cities are somewhat older. There is enough buildings in Cincinnati that were built before or close enough to the divergence point that the skyline and city layout could be decently recognizable.
-Cincinnati had a decently sized manufacturing and industrial sector before the IRL Midwest De-Industrialization and Formation of the Rust Belt in the 40s and 50s. Considering that Fallout is themed around the ‘Pax Americana 1950s & Early 60s’ culture, the idea of showing off a Midwest city that continued to boom in those sectors could be an interesting focus for a Fallout game.
-Cincinnati has a large, mostly unused subway system that was never finished. In game, we could see areas of underground activity like the Fallout 3 subway system. The IRL subway eventually had a section that was also reworked to be a nuclear shelter, so a Vault being under the city wouldn’t be far-fetched.
-The Underground Railroad considered Cincinnati to be an important stop along the way, as it was a large destination for runaway slaves. The city was seen as a large region to hide amongst and find work that was just north of the Ohio River, where Slavery was mostly illegal (still not that great for runaways, but better than the South). Any concepts of slaves coming to Cincinnati for newfound freedoms or a system/faction of abolitionists and runaways would make a lot of sense for the themes.
-The Ohio River would be an important location that could go right through the middle of the map. Based off of how irradiated the rivers were in Fallout 3: The Pitt, I think it’d be safe to assume that the Ohio River in Cincinnati would also be unsafe to travel across. This creates something like the Deathclaws north of Goodsprings in Fallout: New Vegas where players can follow a normal path to get to the main city. This also means that it could create fun and challenging ways to get across the river.
-Fallout’s 1950s styled America is still in love with baseball. If you’re looking for a major city with a rich baseball history/culture, Cincinnati’s your place. Cincinnati is the city where the first professional baseball team was created, the Red Stockings. It could be host to a baseball themed faction, a settlement like Diamond City, or maybe even a quest line to reform a pro baseball team.
-The Cincinnati Zoo is a long standing and prestigious zoo that could be an interesting point in this hypothetical game. Since the zoo is home to various creatures that aren’t native to most of America, we could see interesting enemy mobs like mutated gorillas and irradiated hippos.
-IRL Cincinnati is home to major companies like Kroger, Procter&Gamble, and GE Aviation. Fallout companies like Super Duper Mart and Abraxodyne Chemical could be stand-ins for Kroger and P&G. It’d be a cool bit of story building for some of the pre-war companies that have products littering the Fallout wastelands.
-While New Orleans is probably more famous for this point, Cincinnati was also historically home to a developed steamboat industry that made it an important location in the history of American exploration/expansion into the river basins of Midwest America. Fallout 4’s museums based around Massachusetts’ involvement in the American War of Independence show off the cultural significance of the region in American history. Cincinnati could have a museum dedicated to it’s prominent position as a gateway to the west, showing off it’s contributions to expansionist American culture.
-One of the cities in the Cincinnati region is a town south of the Ohio River known as Newport, Kentucky. Historically, before Las Vegas became Sin City, Newport, KY was a huge contender for that role. From the 1920s to the 1950s, Newport was a city filled with criminal bosses and corrupt public officials. Casinos, brothels, and other illegal enterprises made up a good chunk of everyday life for this town. If fans want to recapture the spirit of New Vegas with the focus on moral degradation and a city of ‘Sex, Drugs, and Rock’n’Roll,’ then look no further than Newport.
-Cincinnati was one of the major US cities that had Nike anti-air missile bases around the Greater Cincinnati area. I don’t think it’d be too far of a stretch to assume that after world tensions got worse in the 21st century, that the government would repurpose some of these launch sites into nuclear silos. Maybe we could see another Megaton situation.
-Cincinnati is also home to 3 facilities in the area that were dedicated to nuclear research and enrichment (until these plants were closed due radiation leaking out). These would be some great areas to explore and mess around with nuclear enrichment.
WHEN WOULD THIS TAKE PLACE & WHO WOULD BE INVOLVED:
So I feel like this game could work if it was set between the ending of Fallout 2 and the beginning of Fallout 3. IMO, the ideal starting date would be between 2248 and 2252 due to the ideas I have for the factions that could be used in this game. I don’t have all the details for all the different factions, but I have 4 ideas for 4 major factions. Two new ones and two old ones that could fit the area.
RETURNING FACTIONS:
-The Brotherhood (Chicago Faction) So the Brotherhood of Chicago is an ill defined group that exists only in references. Fallout: Tactics set up a group known as the Midwest Brotherhood, however, Tactics is no longer recognized as a canon game since Bethesda acquired the Fallout series. According to Fallout 3 & 4 though, there is still a group of the Brotherhood that still exists in the Chicago area. Like Tactics, the Chicago group of the Brotherhood arrived in Chicago due to an airship crashing into the area. Beyond this, there isn’t much lore about the Chicago chapter so this is where I’d like to add my ideas. After the crash, feeling disconnected from the rest of the Brotherhood (and their dedicated supplies and supply lines), the Chicago chapter turns more towards the religious aspects of the Brotherhood. Having a lot of connections to the airship that decided their fate, as well as possibly being based out of Chicago’s O’Hare International Airport, the Chicago Brotherhood turns towards the sky. They begin a process of turning into an Aviation cult, a society that worships and encourages air travel. Like the old Brotherhood, they would hoard technologies, just more focused on air travel and air defenses. Over time, they begin to expand around the Great Lakes region, eventually coming to a manpower crisis. At this point, the Chicago chapter would either loosen it’s recruiting standards to allow in wastelanders who would join due to their acceptance of their new faith system, or the Chicago chapter would create a Spartan styled theocratic dictatorship with the airship survivors acting as foreign rulers over Chicagoans. Either or would have interesting story choices, but I can’t chose which I like more. Anyhow, the Chicago chapter eventually comes across tales of ‘Prophet Wright and Prophet Patterson,’ the founders of flight (and possibly the sky if the chapter is naive/delusional enough). The Chicago Brotherhood learns of a ‘Holy City’ where flight was birthed and worshiped at a ‘Holy Air Base.’ The Chapter would take it’s proudest forces and equipment to claim their perceived Holy Land, the city of Dayton, OH and Wright-Patterson Air Base. Upon arrival, the Chicago chapter realized that the city was already claimed by other forces. Believing that their God (or Gods) was on their side, the Chicago Brotherhood launched an attack for Dayton. Time would pass, and no gains were made by the Brotherhood, revealing a dirty truth that this chapter was not as dominant and guided by God(s) as they thought they were. They also had to accept that an enemy force with Wright-Patterson could challenge their tactical and spiritual hold on the sky. Upon tactical reevaluation, the Chicago chapter noticed that the enemy forces were sending extra soldier South of the battle. The chapter correctly guessed that their enemies were moving to encircle them and stop their Midwestern gains. In response, the Brotherhood would send it’s own forces South to try to counter-encircle the enemy. Both forces, evenly matched and evenly stretching their lines would finally hit the Ohio River. Both sides were stuck countering the influence of the other, eventually both would settle in to starve the other one out around Cincinnati. The Chicago Brotherhood had their work cut out for them, for they would be facing off against.....
-The Enclave After the events of Fallout 2, the Enclave would need to rebuild. Bases of theirs lying in ruins, groups deserting them, Enclave members being hunted down for justice, profit, and fun. The situation looked dire for most. That was until a Mr. John Henry Eden gave orders to regroup and rebuild in the Capitol wasteland. Most Enclave members saw the writing on the wall, and decided that the move East would be better than death. This is where I believe that a certain group of the Enclave would be moving east, eventually stumbling upon Dayton & Wright-Patterson. This group of the Enclave didn’t feel like moving on past this treasure trove would be a smart idea, so the group settled there. Now I was thinking that the leader of this Enclave chapter would eventually get all high and mighty, thus proclaiming that the Dayton Enclave was the true enclave, that their leader was the rightful President, and that Eden and his Capitol Wasteland Enclave was not legitimate. The Dayton Enclave President swore an oath of duty to reunite the Enclave under him, and to invade and conquer the Capitol for their own state. While the older and higher up ranks supported the grand plan, younger officers and cadets had an uneasy feeling over these plans. Some would even go as far to talk about open rebellion and, even possibly, a return to democratic institutions and rules. (I would love to see a quest line where you can influence the Enclave and chose between a status-quo Enclave or a democratic Enclave. However, just because a bad guy says that they’re good now, it does not mean that they will be seen by the people as a good guy now). All of this would have to wait though, as a new enemy has arrived on this Enclave chapter’s borders. In less than an hour after their arrival, the enemy began a siege on the Enclave’s Wright-Patterson base. The Enclave was caught completely off guard, as none of the higher ups believed that ‘No savages of this region could possibly learn how to fly and professionally fight.’ After the initial chaos, the Enclave was able to get their air force up and defending their positions. Amid the siege and dogfights, the Enclave would learn of the name of their ‘new’ enemy: The Brotherhood. The Enclave officers had been both right and wrong. The Brotherhood was not a savage of this region, as they had fought against them in California. They were still in this region though, and they were able to put up an actual fight. Realizing the direness of getting stuck in a constant siege, the Enclave came up with a plan to hopefully solve all their problems. If the Enclave forces could just encircle the Brotherhood forces, then they could possibly cut their supply lines while also conquering lands to keep the Brotherhood from moving any further into Ohio, as well as a start on the Dayton Enclave’s Eastern March to take DC. Their forces moved south, only for the Brotherhood to match their moves to the south. The Enclave tried again, only to meet the same results. This began a race south to try to get under the other army. Evenly they moved along, until both forces hit the Ohio River. While some war-hawks within the Enclave ranks wanted to move into Cincinnati to try to gain the upper hand, the Dayton Chapter President refused, wishing to focus on the Brotherhood and the eventual Eastern March. Unfortunately, the Enclave and the Brotherhood had moved their battlegrounds too close to Cincinnati, and soon, a new force would join the fight.....
NEW FACTIONS:
-The Republic of the Ohio Cincinnati was not spared from the horrors of nuclear hellfire. Being a city with a large amount of manufacturing, commerce, transportation, and nuclear refinement will tend to put you on list for enemy nuclear destruction. As such, Cincinnati has seen better days. It is not 2077 anymore though, and the city has learned to heal. Emerging from vaults long after Nuclear War, but long before the time of this game, a new generation of citizens of Cincinnati began the process of rebuilding. In the beginning, many factions arose, with no central authority. Chaos and violence ruled the scorched streets. Eventually, due to raiders and instability, multiple governing groups formed trade pacts and alliances. These districts would eventually merge due to the economic ties to create the city of Cincinnati once more. While not all districts complied willingly, Cincinnati would continue to grow through a combination of economic ties and small military missions. With trade being such a central idea to the culture of the city, Cincinnati began to work out deals with even more areas that weren’t even part of the Cincinnati Districts. Around this time, the wealth inequality within the city began to grow faster and faster. More individuals were gearing up to meet more locals to enact more trade, of which some profits would go to line the pockets of these traders. Soon, the very well off individuals were producing shipping vessels on the Ohio River. While this meant that Cincinnati could spread it’s wings further, it also meant that more and more land on the river was being gobbled by those who already owned the majority. Nevertheless, the city would continue to work with the ultra rich to expand. By this point, many districts were starting to look worse compared to how they were doing before the city united. Since the city had been set up loosely, it had become a confederation in principle. As such, many districts were on the cusp of declaring their freedom once more. To quell any chance of District independence, the then Mayor of Cincinnati declared the ‘Republic of the Ohio.’ On one side of things, the new government better reflected the new growth on the Ohio River by recognizing new lands as different territories instead of new additions to the city. On the other side, the Republic was formed as a new government level to force territories looking for freedom back into the greater system. While the Districts could still leave the city of Cincinnati, they would still be stuck inside the Republic of the Ohio. The Republic was based off of the government of the pre-war USA, in which succession was illegal and punishable. Not everyone listened, and soon, the poorer districts declared a counter-government to recognize the ‘forgotten man.’ The Republic did not tolerate this, and swept through the districts, taking out any opposition that could be found. It was after this point, very early on in the new republic, that the government tightened the rules until the Republic was only a republic in name. Yes, the freedoms of speech and religion and the right to vote would still exist. But if you did not worship and speak of the Republic in the ‘correct way,’ you might have just found yourself stuck in social shaming and potential revenge. And while you could vote, it mattered not as everyone knew who the ‘winners’ would be. As the Republic embraced a darker side, it began to feel the drawbacks of it’s actions. Social services and protections offered by the state declined more and more, as politicians were more focused on the pay and helping their families. It was very clear that the rich of the republic had it all, while the poor never recovered from the District disassembly and forced reintegration. The Elite cared little though, as the republic grew it’s trading operations further up and down the River. Life was good enough. Or so it seemed until the scouts of the Republic brought news one day. Advanced groups with flying weaponry were moving south, towards the Republic itself. The President of the Ohio makes the call to send all forces to defend the northern walls. Little did they know that they had weakened another front, and a force moving from the South East to meet that weakened border. Known only in the region as a rumor, they are.....
-The Kanawha Coalition Nuclear War came a little bit later for the land of West Virginia, but when it came, it left it’s mark. West Virginia was spared from the worse in 2077, leaving behind a land with great potential. While violence and death was nothing foreign to the WV Wastelanders, it was comparatively tame versus the surrounding states. Eventually, a vault filled with Dwellers opened up. These pioneers would bring about change to the region, leading to more factions showing interest in the region. The population boomed, and it looked as if the region could sustain a form of civilization. Then the bombs came again, and again, and again. The new people of WV were not all as valorous and good-hearted as it seemed they would be. West Virginia was home to a series of active nuclear missile silos. Taking advantage of the chaos that comes with societal formation, certain individuals made their way to these silo sites to bring about new nuclear devastation. So quickly was the flame of law, order, and civilization sniffed out by nuclear destruction. Many would die, possibly even more than the amount of West Virginians killed in the actual war. Many more would just up and leave the lands, hoping to find a better home outside of WV. What was left after the first round of deaths and departures was a network of abandoned communities and other forgotten homesteads. The structures left behind would decay and fall apart, bits flying away along the wind. The locals that stayed were also forced to increase their mineral stripping and scavenging to build better homes, able to stand up to the toxicity of the region. Most of these were in vain, however, as the other survivors of the region were usually the ones still launching the weapons. Many years would pass with this pattern still going the same, only the Earth around them changing. While WV had been polluted even before the war, the leftover junk combined with the constant nuclear war brought the region to a new low. But at it’s lowest, WV would find a solution. Slowly, the psychopathic souls who had fired the weapons became bored of tormenting the region. The nukes were becoming a thing of the past, now the region could focus on the other problems that plagued everyday life. Those issues that had been put to the side were finally in full view. And that view was of a homeland soured by nuclear fires and other pollutants. The people had enough of their rotting home, so they elected to meet and discuss a solution. The meeting brought together a handful of tribes that had somehow survived. Many attending the meeting were no longer human, as the radiation had ghoulified a vast amount of the populace. While most regions struggled with the ostracism of ghouls, many humans within West Virginia had either accepted them or had learnt to tolerate them enough to not cause too much damage. While some grudges still seep into social arrangements, the ghoul-human relations are comparatively better to most other societies. The tribes of ghouls and humans came together to unify, creating a coalition of the West Virginian tribes. The elders of each tribe created a council to organize and direct new objectives for the willing locals. It was decided that the tribes would forgo the technologies that brought about the conditions that they lived in. They would focus their efforts on peace and harmony with the lands that had been ruined, with the eventual goal of creating an ecologically sustainable homeland. In an effort to rebrand the region and connect with a people who focused on the Earth, the coalition would begin to refer to the lands of West Virginia as Kanawha. Consequently, the coalition would eventually come to be known as the Kanawha Coalition. Time would pass and Mother Earth would heal... somewhat. After a long period of partial success, the council would meet and make a drastic choice. No longer would they toil to make a broken land heal, a new, better land would be searched out. The tribes packed up and began a long march towards a new home. A rumored land of a city that continued to kill Mother Earth with no punishments. Now, it was time to punish the wrongdoers and take their lands triumphantly.
WHY SET IT BETWEEN 2248 AND 2252: The main reason I feel like this time period would work is due to the events between FO2&3. According to the DC Brotherhood in 3, the Chicago Brotherhood had gone silent by the time of their eastern journey. It also fits due to the Enclave moving East as well. As such, 2248-52 seems late enough for the Enclave to get out East, while being early enough for the Chicago Brotherhood to disappear by 54/55.
THANK YOU FOR READING THIS, I’M SORRY IF I MISTYPED ANYTHING OR SOMETHING DIDN’T MAKE SENSE.
submitted by Iamunow to Fallout [link] [comments]

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

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

Abstract:

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

**“Once upon a time, around a table…”

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

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

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

Session 2: The Ethics of a Dungeon Master

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

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

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

casino close to chicago video

Rivers Casino Commercial Chicago at Horseshoe Casino in Bossier City, LA - YouTube Casino Slot Novomatic Gaminator Chicago Deluxe Bonus Game New*** THE 1975 - LOVE ME - CHICAGO - HOLLYWOOD CASINO ... Chicago Interview - Thunder Valley Casino Resort - YouTube THE 1975 - CHANGE OF HEART - CHICAGO - HOLLYWOOD CASINO ... Ameristar Casino Hotel - East Chicago Hotels, Indiana ... 8 Things To Never Do In A Casino! - YouTube El Hilwa Di - Qan'ud at Casino Badia Chicago 091915 - YouTube

4 reviews of The Casino "I believe there is a reason there aren't any reviews for this place as I may be the only Yelper that's had the fortunate experience of attending an event here. The Casino is without a doubt ooozing with old school class and sophistication. The decor is simultaneously lavish and reserved. The staff is 5-star and the food they provide is delicious. While a Chicago casino is still a few years away from reality, companies that have expressed interest in building and operating the city’s first gambling facility have told the mayor's office If smoke doesn't bother you, or if you are a smoker go to Horseshoe in Hammond, In. a 20-25 minute drive from downtown Chicago.If a non-smoker, try Rivers in Des Plaines, Il. maybe 30 minutes from downtown (non rush hour) although they will have the highest mins. in the area.Rivers will be the most crowded in the area. Visit Casino Close To Chicago the Raging Bull online casino website. Click the Signup button to open an account with the casino. Choose a username and password for your account. Provide all the required Casino Close To Chicago personal details on the form available. Click Submit to open the account. Click the no deposit bonus link to claim it. Find Local Casinos Near You in 2021 - Use our complete Local Casino Finder to quickly see all local & land-based casinos in the United States today. The buses run from different stops in Chicago over to this Casino in Hammond, IN. It is a short ride. (773) 784-9938. Also check with Golden Phoenix bus service (312) 842-8691. Report inappropriate content . LoveChicago. Chicago, IL. Level Contributor . 3,585 posts. 150 reviews. 179 helpful votes. 6. Re: Closest casino to downtown . 12 years ago. Save. The Chicago Tribune just did a write up This location would be uncomfortably close to the existing Hammond Casino and does not seem particularly attractive. The Mayor of Chicago, Lori Lightfoot, has remained silent on the subject of where the Chicago casino should be located, saying “I’m not going to get into speculation about where it should be. A lot of that is also going to be dictated by what we see in the results of the The newest casino in Chicago, this resort opened in 2011. And in terms of revenue, it’s the second biggest casino in the Chicagoland area, with yearly gaming revenue just a tad below that of the Horseshoe Hammond. Rivers Casino is in more northern Chicago, and is just 2 miles east of O’Hare International Airport, just off of Interstate 294. It’s the closest casino to many northern Chicago suburbs, including Evanston, Arlington Heights, and Mt. Prospect. This casino does not have a hotel. Close to a thousand gamblers were on the gaming floor of Rivers Casino by midday, with around-the-clock cleaning crews sweeping through and hand sanitizing stations set up throughout the building. Please keep in mind this RFI was released solely as the first step in the process of bringing a world class casino to Chicago and responding was not a condition to participating in any competitive process for the selection of a casino operator and/or developer. Further, the responses received will not be deemed an expression of interest in participating in any such competitive selection

casino close to chicago top

[index] [2559] [2988] [4398] [5665] [3649] [5404] [8256] [1555] [9316] [906]

Rivers Casino Commercial

Ameristar Casino Hotel 3 Stars Hotel in East Chicago, Indiana Within US Travel Directory Featuring a 56,000 sq ft casino, the Ameristar Casino Hotel is locat... Steve and Matt Bourie, from the American Casino Guide, discuss 8 things to never do in a casino. They explain why you should never do these eight things and,... Casino Slot Novomatic Gaminator Chicago Deluxe Bonus Game New*** Skip navigation Sign in. Search. Loading... Close. This video is unavailable. Watch Queue ... Find out why Close. Rivers Casino is Chicagoland's newest gaming and entertainment destination. Located in Des Plaines, IL, Rivers is just minutes from O'Hare International Airport and downtown Chicago. ANOTHER AMAZING SHOW! LOVE THESE BOYS!!!!THE 1975 were the Headliners for the 101WKQX PIQNIQ Fest in Tinley Park, IL (a 'burb of Chicago area). The venue w... For upcoming events visit: http://thundervalleyresort.com Thunder Valley's Sam Smith interviews Lee Loughnane from the band Chicago. Chicago played live at T... Tahra Eissa - qanunEli Sukovich III - oudBarbara Kapp - riqKathleen Cantone - frame drum "Casino" is a 1995 American epic crime drama film directed by "Martin Scorsese" and starring "Robert De Niro, Joe Pesci & Sharon Stone".Casino was released o... ANOTHER AMAZING SHOW! LOVE THESE BOYS!!!! THE 1975 were the Headliners for the 101WKQX PIQNIQ Fest in Tinley Park, IL (a 'burb of Chicago area). The venue wa... Here are some clips for "the older fan base" of Chicago. They've toured for 47 years.

casino close to chicago

Copyright © 2024 top.realmoneygames.site